diff --git a/scenes/manycore/kujiale_0020/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0020/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0020/usd/Materials/MI_574cfe7e0ae4a01f7ab744d6.mdl b/scenes/manycore/kujiale_0020/usd/Materials/MI_574cfe7e0ae4a01f7ab744d6.mdl new file mode 100644 index 0000000000000000000000000000000000000000..735cad208668cdf521049a698acd4cd8cc668e60 --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/MI_574cfe7e0ae4a01f7ab744d6.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_574cfe7e0ae4a01f7ab744d6( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0020/usd/Materials/MI_5792e3fc5f5e8646eeb21c96.mdl b/scenes/manycore/kujiale_0020/usd/Materials/MI_5792e3fc5f5e8646eeb21c96.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a7eedf90345963e023e8f3e02c7bf7a172ebcd84 --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/MI_5792e3fc5f5e8646eeb21c96.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5792e3fc5f5e8646eeb21c96( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0020/usd/Materials/MI_5a2117c0d01f6a6aaa482c5f.mdl b/scenes/manycore/kujiale_0020/usd/Materials/MI_5a2117c0d01f6a6aaa482c5f.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b2ff3bbd6c993290c06c5658ead433ec347caeb9 --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/MI_5a2117c0d01f6a6aaa482c5f.mdl @@ -0,0 +1,307 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a2117c0d01f6a6aaa482c5f( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = 1.0; + float OpacityMask_mdl = (math::saturate(1.0) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0020/usd/Materials/MI_5ed20973d849e10001a0748f.mdl b/scenes/manycore/kujiale_0020/usd/Materials/MI_5ed20973d849e10001a0748f.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e47addcd113f73cf2f674f73a285f727b38fd3f5 --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/MI_5ed20973d849e10001a0748f.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ed20973d849e10001a0748f( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0020/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0020/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0020/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0020/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0020/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0020/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png b/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_EmissiveColor.png b/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_EmissiveColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_EmissiveColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_Metallic.png b/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_Metallic.png new file mode 100644 index 0000000000000000000000000000000000000000..222fa9e2bf5f16269e01736a33742dcc8ed658b3 --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_Metallic.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6d46dd1196e1408bf0bd5071bd0d5fc0ef1f6e123c786835cd75e40ac5eebbb5 +size 67 diff --git a/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_Normal.png b/scenes/manycore/kujiale_0020/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_Normal.png new file mode 100644 index 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b/scenes/manycore/kujiale_0020/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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--- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/kujiale_0020.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5d95ec4cf3c59d4c64467215f3c4ea0ed8f27d4f1c160e1ea0532987f872cd12 +size 412016 diff --git a/scenes/manycore/kujiale_0020/usd/limpopo_golf_course_4k.hdr b/scenes/manycore/kujiale_0020/usd/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/scenes/manycore/kujiale_0020/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0021/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0021/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0021/usd/Materials/MI_56ce73fbe4b06c9946272ff4.mdl b/scenes/manycore/kujiale_0021/usd/Materials/MI_56ce73fbe4b06c9946272ff4.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6bd6c28c3318153ec0df458c3817774b5cfcf6b1 --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/MI_56ce73fbe4b06c9946272ff4.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_56ce73fbe4b06c9946272ff4( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0021/usd/Materials/MI_5b17a2f152b614557a297171.mdl b/scenes/manycore/kujiale_0021/usd/Materials/MI_5b17a2f152b614557a297171.mdl new file mode 100644 index 0000000000000000000000000000000000000000..104f6f13cd6e58b472f452601e71bcc3a8398657 --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/MI_5b17a2f152b614557a297171.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b17a2f152b614557a297171( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0021/usd/Materials/MI_5ec63d1ec6ff5a00013722cd.mdl b/scenes/manycore/kujiale_0021/usd/Materials/MI_5ec63d1ec6ff5a00013722cd.mdl new file mode 100644 index 0000000000000000000000000000000000000000..8ff556427566e98c7f5e9e0e1d98f7c20c928f56 --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/MI_5ec63d1ec6ff5a00013722cd.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ec63d1ec6ff5a00013722cd( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0021/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0021/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0021/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0021/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0021/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0021/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_BaseColor.png b/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_BaseColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_EmissiveColor.png b/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_EmissiveColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_EmissiveColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_Metallic.png b/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_Metallic.png new file mode 100644 index 0000000000000000000000000000000000000000..222fa9e2bf5f16269e01736a33742dcc8ed658b3 --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_Metallic.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6d46dd1196e1408bf0bd5071bd0d5fc0ef1f6e123c786835cd75e40ac5eebbb5 +size 67 diff --git a/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_Normal.png b/scenes/manycore/kujiale_0021/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_Normal.png new file mode 100644 index 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a/scenes/manycore/kujiale_0021/usd/Materials/WorldGridMaterial.mdl b/scenes/manycore/kujiale_0021/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0021/usd/Props/SM_Cabinet_0171.usd b/scenes/manycore/kujiale_0021/usd/Props/SM_Cabinet_0171.usd new file mode 100644 index 0000000000000000000000000000000000000000..b5ce5eea5aab2d89a08f41f8a0084228cf8551eb --- /dev/null +++ b/scenes/manycore/kujiale_0021/usd/Props/SM_Cabinet_0171.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bac3d9901ff5e5255c482f9480dd6bdd58ba8f3421c03bf997d02ce0d17c960a 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b/scenes/manycore/kujiale_0021/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0022/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0022/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0022/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0022/usd/Materials/MI_54f91a30e4b06aa8135301fa.mdl b/scenes/manycore/kujiale_0022/usd/Materials/MI_54f91a30e4b06aa8135301fa.mdl new file mode 100644 index 0000000000000000000000000000000000000000..3de9c75ff7b5d3e35960268aa1e22d6fddb4b38a --- /dev/null +++ b/scenes/manycore/kujiale_0022/usd/Materials/MI_54f91a30e4b06aa8135301fa.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_54f91a30e4b06aa8135301fa( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0022/usd/Materials/MI_5d6624e3dcc7dc00013d7a86.mdl b/scenes/manycore/kujiale_0022/usd/Materials/MI_5d6624e3dcc7dc00013d7a86.mdl new file mode 100644 index 0000000000000000000000000000000000000000..daef16b7a5a9567556fffc38f76ebc1495c871e5 --- /dev/null +++ b/scenes/manycore/kujiale_0022/usd/Materials/MI_5d6624e3dcc7dc00013d7a86.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5d6624e3dcc7dc00013d7a86( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0022/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0022/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0022/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0022/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0022/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0022/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0022/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0022/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0022/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0022/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_BaseColor.png b/scenes/manycore/kujiale_0022/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- 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0000000000000000000000000000000000000000..5e3dd0a38c14a53e7f87590a38780c1230dcc90c --- /dev/null +++ b/scenes/manycore/kujiale_0022/usd/Materials/Textures/wood01.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:26c80c48967f007bf1ce7200f6508c724f6fd4aa86b6ac8beab3ba76c691d277 +size 36034427 diff --git a/scenes/manycore/kujiale_0022/usd/Materials/WorldGridMaterial.mdl b/scenes/manycore/kujiale_0022/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0022/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0022/usd/Props/SM_Cabinet_0199.usd b/scenes/manycore/kujiale_0022/usd/Props/SM_Cabinet_0199.usd new file mode 100644 index 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b/scenes/manycore/kujiale_0023/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0023/usd/Materials/MI_574d004e0ae4a01f7ab74508.mdl b/scenes/manycore/kujiale_0023/usd/Materials/MI_574d004e0ae4a01f7ab74508.mdl new file mode 100644 index 0000000000000000000000000000000000000000..253ac86ceff2aaede557b72f4051c4153f77bbaf --- /dev/null +++ b/scenes/manycore/kujiale_0023/usd/Materials/MI_574d004e0ae4a01f7ab74508.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_574d004e0ae4a01f7ab74508( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0023/usd/Materials/MI_5cb92e1997d0d3506b51e80c.mdl b/scenes/manycore/kujiale_0023/usd/Materials/MI_5cb92e1997d0d3506b51e80c.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2d4f9e1e17a9b4bf776a7b196777a92722052ebd --- /dev/null +++ b/scenes/manycore/kujiale_0023/usd/Materials/MI_5cb92e1997d0d3506b51e80c.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5cb92e1997d0d3506b51e80c( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0023/usd/Materials/MI_5e0a37c5b1d8ad0001d9b687.mdl b/scenes/manycore/kujiale_0023/usd/Materials/MI_5e0a37c5b1d8ad0001d9b687.mdl new file mode 100644 index 0000000000000000000000000000000000000000..44425a95093b61ad05702a4e2225af10f508252f --- /dev/null +++ b/scenes/manycore/kujiale_0023/usd/Materials/MI_5e0a37c5b1d8ad0001d9b687.mdl @@ -0,0 +1,301 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e0a37c5b1d8ad0001d9b687( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Alpha = texture_2d("./Textures/T_5e0a37c5b1d8ad0001d9b687_opacity.png",::tex::gamma_srgb) + [[ + anno::display_name("Alpha"), + anno::ui_order(32), + anno::in_group("Alpha"), + sampler_color() + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) +[[ + dither_masked_off() +]] + = + let { + float3 Local83 = ::camera_position(); + float3 Local84 = (Local83 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local85 = math::normalize(Local84); + float3 Local86 = (Local85 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local86; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float4 Local82 = tex::lookup_float4(Alpha,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = (float3(Local82.x,Local82.y,Local82.z).x - 0.3333) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0023/usd/Materials/MI_609a4f7ad849e10001efe04d.mdl b/scenes/manycore/kujiale_0023/usd/Materials/MI_609a4f7ad849e10001efe04d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..c502d01093fbff6d415344629f026d2c80e9f4f2 --- /dev/null +++ b/scenes/manycore/kujiale_0023/usd/Materials/MI_609a4f7ad849e10001efe04d.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_609a4f7ad849e10001efe04d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0023/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0023/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0023/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0023/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0023/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0023/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0023/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0023/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0023/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0023/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_BaseColor.png b/scenes/manycore/kujiale_0023/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- 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b/scenes/manycore/kujiale_0023/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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--- /dev/null +++ b/scenes/manycore/kujiale_0023/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0024/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0024/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0024/usd/Materials/MI_5a5d6ccd4242a6670829a5a1.mdl b/scenes/manycore/kujiale_0024/usd/Materials/MI_5a5d6ccd4242a6670829a5a1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..670752e1a04c1f6bc09564401320841cd3d868af --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Materials/MI_5a5d6ccd4242a6670829a5a1.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a5d6ccd4242a6670829a5a1( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0024/usd/Materials/MI_5c344d5a7cea3d00013efbbd.mdl b/scenes/manycore/kujiale_0024/usd/Materials/MI_5c344d5a7cea3d00013efbbd.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e4617b27da8c01c6b845894610ce9f30f8787988 --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Materials/MI_5c344d5a7cea3d00013efbbd.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5c344d5a7cea3d00013efbbd( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0024/usd/Materials/MI_5c6aa7b85854e20001a1e297.mdl b/scenes/manycore/kujiale_0024/usd/Materials/MI_5c6aa7b85854e20001a1e297.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e9da349e6f1630007d7d1974e64f259d04913028 --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Materials/MI_5c6aa7b85854e20001a1e297.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5c6aa7b85854e20001a1e297( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0024/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0024/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0024/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0024/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0024/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0024/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0024/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png b/scenes/manycore/kujiale_0024/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- 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sha256:110cd45868703c35068082c8d8bb943a04e72c8469f460ff1f1d76e3e08f0176 +size 1673060 diff --git a/scenes/manycore/kujiale_0024/usd/Materials/Textures/leather01.jpeg b/scenes/manycore/kujiale_0024/usd/Materials/Textures/leather01.jpeg new file mode 100644 index 0000000000000000000000000000000000000000..b37e1d1b782a1445b36dc3f2cd86d143e1bbb048 --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Materials/Textures/leather01.jpeg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e54e569b53226a91cb99577d2792ce26ca5395c548ffc3c982ca2b1e95362ac2 +size 988609 diff --git a/scenes/manycore/kujiale_0024/usd/Materials/Textures/wood01.jpg b/scenes/manycore/kujiale_0024/usd/Materials/Textures/wood01.jpg new file mode 100644 index 0000000000000000000000000000000000000000..5e3dd0a38c14a53e7f87590a38780c1230dcc90c --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Materials/Textures/wood01.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:26c80c48967f007bf1ce7200f6508c724f6fd4aa86b6ac8beab3ba76c691d277 +size 36034427 diff --git a/scenes/manycore/kujiale_0024/usd/Materials/WorldGridMaterial.mdl b/scenes/manycore/kujiale_0024/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0024/usd/Props/Cube.usd b/scenes/manycore/kujiale_0024/usd/Props/Cube.usd new file mode 100644 index 0000000000000000000000000000000000000000..f6494db5473f264ad7a1c51d78ddbe703e74ca46 --- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/Props/Cube.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:79e14b63cd2076dc711c57a58ef8faa49da5dbd60be6331cba3c16056d9d13a4 +size 6727 diff --git 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--- /dev/null +++ b/scenes/manycore/kujiale_0024/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0025/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0025/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0025/usd/Materials/MI_59f6a715f5c4513d1a6411a3.mdl b/scenes/manycore/kujiale_0025/usd/Materials/MI_59f6a715f5c4513d1a6411a3.mdl new file mode 100644 index 0000000000000000000000000000000000000000..8178a0376f62cadb442dedc68fd2f3ef8fd91671 --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/MI_59f6a715f5c4513d1a6411a3.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_59f6a715f5c4513d1a6411a3( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0025/usd/Materials/MI_5a275944b53276194e807c6c.mdl b/scenes/manycore/kujiale_0025/usd/Materials/MI_5a275944b53276194e807c6c.mdl new file mode 100644 index 0000000000000000000000000000000000000000..bdcf97f5735c17cc7723f1adf26267e42617ce60 --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/MI_5a275944b53276194e807c6c.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a275944b53276194e807c6c( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0025/usd/Materials/MI_5e0eae7023bc840001d4123c.mdl b/scenes/manycore/kujiale_0025/usd/Materials/MI_5e0eae7023bc840001d4123c.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2771923a47d275a77124b2632a05636007d0fe92 --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/MI_5e0eae7023bc840001d4123c.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e0eae7023bc840001d4123c( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0025/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0025/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0025/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0025/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0025/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0025/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_BaseColor.png b/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_BaseColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_EmissiveColor.png b/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_EmissiveColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_EmissiveColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_Metallic.png b/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_Metallic.png new file mode 100644 index 0000000000000000000000000000000000000000..222fa9e2bf5f16269e01736a33742dcc8ed658b3 --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_Metallic.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6d46dd1196e1408bf0bd5071bd0d5fc0ef1f6e123c786835cd75e40ac5eebbb5 +size 67 diff --git a/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_Normal.png b/scenes/manycore/kujiale_0025/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K1_Normal.png new file mode 100644 index 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b/scenes/manycore/kujiale_0025/usd/Materials/Textures/wood01.jpg new file mode 100644 index 0000000000000000000000000000000000000000..5e3dd0a38c14a53e7f87590a38780c1230dcc90c --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/Textures/wood01.jpg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:26c80c48967f007bf1ce7200f6508c724f6fd4aa86b6ac8beab3ba76c691d277 +size 36034427 diff --git a/scenes/manycore/kujiale_0025/usd/Materials/WorldGridMaterial.mdl b/scenes/manycore/kujiale_0025/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0025/usd/Props/SM_Cabinet_0246.usd b/scenes/manycore/kujiale_0025/usd/Props/SM_Cabinet_0246.usd new 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--- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/kujiale_0025.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4e7b42c76ab59c9e1a7de613f6af346f4e6313a245ae98e3437da2c625833d82 +size 301090 diff --git a/scenes/manycore/kujiale_0025/usd/limpopo_golf_course_4k.hdr b/scenes/manycore/kujiale_0025/usd/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/scenes/manycore/kujiale_0025/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0026/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0026/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0026/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0026/usd/Materials/MI_57bd0c5164ba5c36bc1d4291_v1.mdl b/scenes/manycore/kujiale_0026/usd/Materials/MI_57bd0c5164ba5c36bc1d4291_v1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..bc41cc6db1d8c2f7f3ba8224881338c7dc7f8724 --- /dev/null +++ b/scenes/manycore/kujiale_0026/usd/Materials/MI_57bd0c5164ba5c36bc1d4291_v1.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_57bd0c5164ba5c36bc1d4291_v1( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0026/usd/Materials/MI_5b544212295a4321112bca22_v1.mdl b/scenes/manycore/kujiale_0026/usd/Materials/MI_5b544212295a4321112bca22_v1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b03df1af04564a19e60dd0ac2d35a7dbf399eb26 --- /dev/null +++ b/scenes/manycore/kujiale_0026/usd/Materials/MI_5b544212295a4321112bca22_v1.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b544212295a4321112bca22_v1( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0026/usd/Materials/MI_60eff2a97d6a630001f2c545_v1.mdl b/scenes/manycore/kujiale_0026/usd/Materials/MI_60eff2a97d6a630001f2c545_v1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..c4bcb91da3d2202e16818dcd89733de048b01058 --- /dev/null +++ b/scenes/manycore/kujiale_0026/usd/Materials/MI_60eff2a97d6a630001f2c545_v1.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60eff2a97d6a630001f2c545_v1( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0026/usd/Materials/MI_629ff1bb534989000162c142.mdl b/scenes/manycore/kujiale_0026/usd/Materials/MI_629ff1bb534989000162c142.mdl new file mode 100644 index 0000000000000000000000000000000000000000..4176b7e82471fbcbb58aa1c9811b8f0e741af5c7 --- /dev/null +++ b/scenes/manycore/kujiale_0026/usd/Materials/MI_629ff1bb534989000162c142.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_629ff1bb534989000162c142( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0026/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0026/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0026/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0026/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0026/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0026/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0026/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0026/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0026/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0026/usd/Materials/PreviewSurfaceTextures/MI_Brass_scoacdjp_2K_BaseColor.png b/scenes/manycore/kujiale_0026/usd/Materials/PreviewSurfaceTextures/MI_Brass_scoacdjp_2K_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ 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sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0026/usd/Props/SM_Cabinet_0236.usd b/scenes/manycore/kujiale_0026/usd/Props/SM_Cabinet_0236.usd new file mode 100644 index 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--- /dev/null +++ b/scenes/manycore/kujiale_0026/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0027/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0027/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0027/usd/Materials/MI_58fe17505f5e8658b96144bc_v2.mdl b/scenes/manycore/kujiale_0027/usd/Materials/MI_58fe17505f5e8658b96144bc_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..808469655138125e5818e0543bbac3433698d674 --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Materials/MI_58fe17505f5e8658b96144bc_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_58fe17505f5e8658b96144bc_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0027/usd/Materials/MI_5d24695a06e0562470f46e4b_v2.mdl b/scenes/manycore/kujiale_0027/usd/Materials/MI_5d24695a06e0562470f46e4b_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b966b93b2935e335007495e9c38bb64ba4166255 --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Materials/MI_5d24695a06e0562470f46e4b_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5d24695a06e0562470f46e4b_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0027/usd/Materials/MI_5d5a1933dcc7dc0001bd2e78_v2.mdl b/scenes/manycore/kujiale_0027/usd/Materials/MI_5d5a1933dcc7dc0001bd2e78_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..414f0fc51781891d80a5113dde04150703d87ba8 --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Materials/MI_5d5a1933dcc7dc0001bd2e78_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5d5a1933dcc7dc0001bd2e78_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0027/usd/Materials/MI_5ef84373c6ff5a000195bec9.mdl b/scenes/manycore/kujiale_0027/usd/Materials/MI_5ef84373c6ff5a000195bec9.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ecd7f750b3f0e7fc6eecb40ece29e3e54459e1b5 --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Materials/MI_5ef84373c6ff5a000195bec9.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ef84373c6ff5a000195bec9( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0027/usd/Materials/MI_5fed39e4b1d8ad0001e8ef2e.mdl b/scenes/manycore/kujiale_0027/usd/Materials/MI_5fed39e4b1d8ad0001e8ef2e.mdl new file mode 100644 index 0000000000000000000000000000000000000000..08649bfc606cdf72cc98688688d5283d6e4ad48c --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Materials/MI_5fed39e4b1d8ad0001e8ef2e.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5fed39e4b1d8ad0001e8ef2e( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0027/usd/Materials/MI_PureColorMaterial_1.mdl b/scenes/manycore/kujiale_0027/usd/Materials/MI_PureColorMaterial_1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..43f2f92f0c7681fd274309a7155da319a9d48e1b --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Materials/MI_PureColorMaterial_1.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_PureColorMaterial_1( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0027/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0027/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0027/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0027/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0027/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0027/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0027/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png b/scenes/manycore/kujiale_0027/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- 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+import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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0000000000000000000000000000000000000000..2bf728d014a9f835e9fd3641d7f12e3ba5954113 --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Props/SM_Window_0730.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d64f43a61325d04a2cc621e5877b1294df81496d37f5c7cf859935463a7964f7 +size 3737 diff --git a/scenes/manycore/kujiale_0027/usd/Props/SM_Window_0731.usd b/scenes/manycore/kujiale_0027/usd/Props/SM_Window_0731.usd new file mode 100644 index 0000000000000000000000000000000000000000..9ea8d4bf0bd52ab17c2c061d4f270f5961363120 --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Props/SM_Window_0731.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:566678b320ee3268ee510e1054cf36fb0b02202a1c2a1a64a6ca7e930bab7248 +size 3737 diff --git a/scenes/manycore/kujiale_0027/usd/Props/SM_Window_0732.usd b/scenes/manycore/kujiale_0027/usd/Props/SM_Window_0732.usd new file mode 100644 index 0000000000000000000000000000000000000000..bfd1bf6a205621c9de55694b29ee261a2c66170c --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Props/SM_Window_0732.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:05e7dfe134dced02b0fbb76c52a446539a3074707ac53a48197990eeb10d7813 +size 3737 diff --git a/scenes/manycore/kujiale_0027/usd/Props/SM_Window_0733.usd b/scenes/manycore/kujiale_0027/usd/Props/SM_Window_0733.usd new file mode 100644 index 0000000000000000000000000000000000000000..f717cc21781dbbb242dea1aacbddd9f3f049c67e --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/Props/SM_Window_0733.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:b525bb13746a9c4693a7cafc3e2cf181dfc14b8d06aa086a447ce5ee3a6e6af6 +size 3737 diff --git a/scenes/manycore/kujiale_0027/usd/kujiale_0027.usd b/scenes/manycore/kujiale_0027/usd/kujiale_0027.usd new file mode 100644 index 0000000000000000000000000000000000000000..c06bac4b06e9ee063cd606010b4f00247c893364 --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/kujiale_0027.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:fc28a4723cb60a29492168baa7fe90215f7a4f5ebeda4ea80da82be4ff1ff1a4 +size 494950 diff --git a/scenes/manycore/kujiale_0027/usd/limpopo_golf_course_4k.hdr b/scenes/manycore/kujiale_0027/usd/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/scenes/manycore/kujiale_0027/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0030/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0030/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0030/usd/Materials/MI_58352aee5b60e1089019fe21_v2.mdl b/scenes/manycore/kujiale_0030/usd/Materials/MI_58352aee5b60e1089019fe21_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2e9a086dc99bc4260391c3e944cb93b9dce8e348 --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/MI_58352aee5b60e1089019fe21_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_58352aee5b60e1089019fe21_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0030/usd/Materials/MI_58352aee5b60e1089019fe22_v2.mdl b/scenes/manycore/kujiale_0030/usd/Materials/MI_58352aee5b60e1089019fe22_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..fbaf3106bf99ef9bc679f9c3c75b5064214844ff --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/MI_58352aee5b60e1089019fe22_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_58352aee5b60e1089019fe22_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0030/usd/Materials/MI_5cd2d37111af432b4c804945_v2.mdl b/scenes/manycore/kujiale_0030/usd/Materials/MI_5cd2d37111af432b4c804945_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..c4f0e30272282a7fab08cd74862f59fa2b70135a --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/MI_5cd2d37111af432b4c804945_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5cd2d37111af432b4c804945_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0030/usd/Materials/MI_6189248e1a66860001460e96.mdl b/scenes/manycore/kujiale_0030/usd/Materials/MI_6189248e1a66860001460e96.mdl new file mode 100644 index 0000000000000000000000000000000000000000..22ca51a7cca38d936d53acfc60405d38c3bd64bd --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/MI_6189248e1a66860001460e96.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_6189248e1a66860001460e96( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0030/usd/Materials/MI_PureColorMaterial_6710887.mdl b/scenes/manycore/kujiale_0030/usd/Materials/MI_PureColorMaterial_6710887.mdl new file mode 100644 index 0000000000000000000000000000000000000000..08a0ac69eea480f804b369899658d2670767a0af --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/MI_PureColorMaterial_6710887.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_PureColorMaterial_6710887( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0030/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0030/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0030/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0030/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0030/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0030/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0030/usd/Materials/PreviewSurfaceTextures/MI_Furniture_Fabric_sjfvbjpc_2K2_BaseColor.png b/scenes/manycore/kujiale_0030/usd/Materials/PreviewSurfaceTextures/MI_Furniture_Fabric_sjfvbjpc_2K2_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/PreviewSurfaceTextures/MI_Furniture_Fabric_sjfvbjpc_2K2_BaseColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0030/usd/Materials/PreviewSurfaceTextures/MI_Furniture_Fabric_sjfvbjpc_2K2_EmissiveColor.png b/scenes/manycore/kujiale_0030/usd/Materials/PreviewSurfaceTextures/MI_Furniture_Fabric_sjfvbjpc_2K2_EmissiveColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/PreviewSurfaceTextures/MI_Furniture_Fabric_sjfvbjpc_2K2_EmissiveColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git 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"b/scenes/manycore/kujiale_0030/usd/Materials/Textures/\346\227\240\347\274\235\346\232\226\347\201\260\350\211\262\345\244\247\347\220\206\347\237\263\350\264\264\345\233\276ID_1150278038.png" new file mode 100644 index 0000000000000000000000000000000000000000..1afc125a0841e8e966bf5baafc6596228e932a1f --- /dev/null +++ "b/scenes/manycore/kujiale_0030/usd/Materials/Textures/\346\227\240\347\274\235\346\232\226\347\201\260\350\211\262\345\244\247\347\220\206\347\237\263\350\264\264\345\233\276ID_1150278038.png" @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:45a7d3afcf71270d48c7cbb18b2413c4b4fc62741ee42aded73d7c3333a70b49 +size 3262147 diff --git "a/scenes/manycore/kujiale_0030/usd/Materials/Textures/\346\227\240\347\274\235\347\261\263\347\231\275\350\211\262\345\244\247\347\220\206\347\237\263\345\245\242\347\237\263\350\264\264\345\233\276ID_1149455907.png" "b/scenes/manycore/kujiale_0030/usd/Materials/Textures/\346\227\240\347\274\235\347\261\263\347\231\275\350\211\262\345\244\247\347\220\206\347\237\263\345\245\242\347\237\263\350\264\264\345\233\276ID_1149455907.png" new file mode 100644 index 0000000000000000000000000000000000000000..1959efb7b476b1b8dab9df18d5718476516f34f4 --- /dev/null +++ "b/scenes/manycore/kujiale_0030/usd/Materials/Textures/\346\227\240\347\274\235\347\261\263\347\231\275\350\211\262\345\244\247\347\220\206\347\237\263\345\245\242\347\237\263\350\264\264\345\233\276ID_1149455907.png" @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:013e16cc3823714b9b9cac3fcd0868bffa9c4a98a9994af5dda2d1d3e70a0b87 +size 14896787 diff --git a/scenes/manycore/kujiale_0030/usd/Materials/WorldGridMaterial.mdl b/scenes/manycore/kujiale_0030/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0030/usd/Props/SM_Cabinet_0174.usd b/scenes/manycore/kujiale_0030/usd/Props/SM_Cabinet_0174.usd new file mode 100644 index 0000000000000000000000000000000000000000..fd2370e41afaea9cc4f4d7d56028750dce8ac053 --- /dev/null +++ b/scenes/manycore/kujiale_0030/usd/Props/SM_Cabinet_0174.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e35bd826d6a33a75d6e118778df03f087db094abebda761ce446ef1e8359d2de +size 9291 diff --git a/scenes/manycore/kujiale_0030/usd/Props/SM_Cabinet_0180.usd b/scenes/manycore/kujiale_0030/usd/Props/SM_Cabinet_0180.usd new file mode 100644 index 0000000000000000000000000000000000000000..c2cf818f16c030456c736672e180035eb2fe6aeb --- /dev/null +++ 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b/scenes/manycore/kujiale_0031/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0031/usd/Materials/MI_574d004e0ae4a01f7ab74508.mdl b/scenes/manycore/kujiale_0031/usd/Materials/MI_574d004e0ae4a01f7ab74508.mdl new file mode 100644 index 0000000000000000000000000000000000000000..253ac86ceff2aaede557b72f4051c4153f77bbaf --- /dev/null +++ b/scenes/manycore/kujiale_0031/usd/Materials/MI_574d004e0ae4a01f7ab74508.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_574d004e0ae4a01f7ab74508( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0031/usd/Materials/MI_57e35a725f5e86421695e6c2.mdl b/scenes/manycore/kujiale_0031/usd/Materials/MI_57e35a725f5e86421695e6c2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a359d0dd091892c6dab081cda2e831eea3bcfb7f --- /dev/null +++ b/scenes/manycore/kujiale_0031/usd/Materials/MI_57e35a725f5e86421695e6c2.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_57e35a725f5e86421695e6c2( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0031/usd/Materials/MI_5f990029c6ff5a0001ed7f4d.mdl b/scenes/manycore/kujiale_0031/usd/Materials/MI_5f990029c6ff5a0001ed7f4d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f1f91a990483cfee89f6328c74e4895aa1b24614 --- /dev/null +++ b/scenes/manycore/kujiale_0031/usd/Materials/MI_5f990029c6ff5a0001ed7f4d.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5f990029c6ff5a0001ed7f4d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0031/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0031/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0031/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0031/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0031/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0031/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0031/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0031/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0031/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0031/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_BaseColor.png b/scenes/manycore/kujiale_0031/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ 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b/scenes/manycore/kujiale_0031/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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--- /dev/null +++ b/scenes/manycore/kujiale_0031/usd/kujiale_0031.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:88ef533215f1ed02d94227913ad7388f4bfe9183668d62a3f3f4870a57271667 +size 324577 diff --git a/scenes/manycore/kujiale_0031/usd/limpopo_golf_course_4k.hdr b/scenes/manycore/kujiale_0031/usd/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/scenes/manycore/kujiale_0031/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0032/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0032/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0032/usd/Materials/MI_54f7dbcae4b0c3e73e2e7ba5.mdl b/scenes/manycore/kujiale_0032/usd/Materials/MI_54f7dbcae4b0c3e73e2e7ba5.mdl new file mode 100644 index 0000000000000000000000000000000000000000..be63ea6763598188014441a0a8bff41c70b607cb --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/MI_54f7dbcae4b0c3e73e2e7ba5.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_54f7dbcae4b0c3e73e2e7ba5( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0032/usd/Materials/MI_54f7dbcae4b0c3e73e2e7ba7.mdl b/scenes/manycore/kujiale_0032/usd/Materials/MI_54f7dbcae4b0c3e73e2e7ba7.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e0da4ab3cb09e55d41c463245077c89ae305ee66 --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/MI_54f7dbcae4b0c3e73e2e7ba7.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_54f7dbcae4b0c3e73e2e7ba7( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0032/usd/Materials/MI_55cb087fe4b087b12ca7edb2.mdl b/scenes/manycore/kujiale_0032/usd/Materials/MI_55cb087fe4b087b12ca7edb2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..667ccfea5d48608992428979a88cd621a4289563 --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/MI_55cb087fe4b087b12ca7edb2.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_55cb087fe4b087b12ca7edb2( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0032/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0032/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0032/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0032/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0032/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0032/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_BaseColor.png b/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_BaseColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_EmissiveColor.png b/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_EmissiveColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_EmissiveColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_Metallic.png b/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_Metallic.png new file mode 100644 index 0000000000000000000000000000000000000000..222fa9e2bf5f16269e01736a33742dcc8ed658b3 --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_Metallic.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6d46dd1196e1408bf0bd5071bd0d5fc0ef1f6e123c786835cd75e40ac5eebbb5 +size 67 diff --git a/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_Normal.png b/scenes/manycore/kujiale_0032/usd/Materials/PreviewSurfaceTextures/MI_Crema_Marfi_Marble_wjmkfbnl_2K1_Normal.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ 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0000000000000000000000000000000000000000..0addf6dcc811be0251fe4e9b5a4c5fdac3f68b82 --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/Textures/Wood_Normal01.jpeg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:110cd45868703c35068082c8d8bb943a04e72c8469f460ff1f1d76e3e08f0176 +size 1673060 diff --git a/scenes/manycore/kujiale_0032/usd/Materials/WorldGridMaterial.mdl b/scenes/manycore/kujiale_0032/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0032/usd/Props/SM_Cabinet_0199.usd b/scenes/manycore/kujiale_0032/usd/Props/SM_Cabinet_0199.usd new file mode 100644 index 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--- /dev/null +++ b/scenes/manycore/kujiale_0032/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0037/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0037/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0037/usd/Materials/MI_54213fb3254e415213ef0ffc_v2.mdl b/scenes/manycore/kujiale_0037/usd/Materials/MI_54213fb3254e415213ef0ffc_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..655af76f0c660b8956a2c99679bd5b377a374bc7 --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/MI_54213fb3254e415213ef0ffc_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_54213fb3254e415213ef0ffc_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0037/usd/Materials/MI_5e1427225974ed0001417a72_v2.mdl b/scenes/manycore/kujiale_0037/usd/Materials/MI_5e1427225974ed0001417a72_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2945cbf5f338e8af59280ce502f71dd062a75bed --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/MI_5e1427225974ed0001417a72_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e1427225974ed0001417a72_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0037/usd/Materials/MI_5e142722d849e10001d5fc49_v2.mdl b/scenes/manycore/kujiale_0037/usd/Materials/MI_5e142722d849e10001d5fc49_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..18388704073ae18e7933eb5719e9c8632059d0a9 --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/MI_5e142722d849e10001d5fc49_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e142722d849e10001d5fc49_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0037/usd/Materials/MI_5ff4287d17e93b0001b3b05d.mdl b/scenes/manycore/kujiale_0037/usd/Materials/MI_5ff4287d17e93b0001b3b05d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6e799a64f1a704aa0170870a834b9a5f725157ad --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/MI_5ff4287d17e93b0001b3b05d.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ff4287d17e93b0001b3b05d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0037/usd/Materials/MI_5ff4287d5ea89f0001013f0f.mdl b/scenes/manycore/kujiale_0037/usd/Materials/MI_5ff4287d5ea89f0001013f0f.mdl new file mode 100644 index 0000000000000000000000000000000000000000..9d9416edf6b2f7e0e4d2096fa3ab0835bf63a02b --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/MI_5ff4287d5ea89f0001013f0f.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ff4287d5ea89f0001013f0f( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0037/usd/Materials/MI_60e81000c6ff5a0001f34e73.mdl b/scenes/manycore/kujiale_0037/usd/Materials/MI_60e81000c6ff5a0001f34e73.mdl new file mode 100644 index 0000000000000000000000000000000000000000..d05614d76b53366c982ece7c0e8ac4b02cc5bf6c --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/MI_60e81000c6ff5a0001f34e73.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e81000c6ff5a0001f34e73( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0037/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0037/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0037/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0037/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0037/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0037/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0037/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png b/scenes/manycore/kujiale_0037/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- 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b/scenes/manycore/kujiale_0037/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0037/usd/Props/SM_Cabinet_0182.usd b/scenes/manycore/kujiale_0037/usd/Props/SM_Cabinet_0182.usd new file mode 100644 index 0000000000000000000000000000000000000000..6f6a6a7ccf3529d05c9b7a1210c24fa619daa464 --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Props/SM_Cabinet_0182.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:5f01f0076cfd33a885999089ed973bb715a88c44f222b816710904018b004a6c 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0000000000000000000000000000000000000000..724a6083a3938044a79fc100a1a95d804e7832da --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/Props/SM_Window_0603.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:236672ca1253ed3cf7c128280ab5848953dce9a41d454b1bf883438b68a9ccde +size 3737 diff --git a/scenes/manycore/kujiale_0037/usd/kujiale_0037.usd b/scenes/manycore/kujiale_0037/usd/kujiale_0037.usd new file mode 100644 index 0000000000000000000000000000000000000000..d4287ec2ad4450b81d36d5a7bc61ae0e4614f5ab --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/kujiale_0037.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9b6bf4a3190ccb9d8daae21394a28d30c7d79b501bfdf3a592497f4455509127 +size 399966 diff --git a/scenes/manycore/kujiale_0037/usd/limpopo_golf_course_4k.hdr b/scenes/manycore/kujiale_0037/usd/limpopo_golf_course_4k.hdr new file mode 100644 index 0000000000000000000000000000000000000000..69a8064f5ce4ae974f68c4a95a85731b92b82c23 --- /dev/null +++ b/scenes/manycore/kujiale_0037/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0038/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0038/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0038/usd/Materials/MI_5a26001d5d6eff25f8477b6e_v2.mdl b/scenes/manycore/kujiale_0038/usd/Materials/MI_5a26001d5d6eff25f8477b6e_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a6f0d2182b9e81b7dab063bd94ca38f99a4636eb --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/MI_5a26001d5d6eff25f8477b6e_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a26001d5d6eff25f8477b6e_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0038/usd/Materials/MI_5a3d26bc52b61460220a9c39_v2.mdl b/scenes/manycore/kujiale_0038/usd/Materials/MI_5a3d26bc52b61460220a9c39_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..701eaa9e5570d5637c963451b13d30bedecef00c --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/MI_5a3d26bc52b61460220a9c39_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5a3d26bc52b61460220a9c39_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0038/usd/Materials/MI_5b01b949ed99464e7a94b873.mdl b/scenes/manycore/kujiale_0038/usd/Materials/MI_5b01b949ed99464e7a94b873.mdl new file mode 100644 index 0000000000000000000000000000000000000000..0f89ffb85bb75322642663310367eb10113ee393 --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/MI_5b01b949ed99464e7a94b873.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b01b949ed99464e7a94b873( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0038/usd/Materials/MI_5b01b949ed99464e7a94b878.mdl b/scenes/manycore/kujiale_0038/usd/Materials/MI_5b01b949ed99464e7a94b878.mdl new file mode 100644 index 0000000000000000000000000000000000000000..34ff58eabd6c22f2bd4fa4d26896b13c2589fec8 --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/MI_5b01b949ed99464e7a94b878.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b01b949ed99464e7a94b878( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0038/usd/Materials/MI_5b46bb8c3cf8ab37589b8bf3.mdl b/scenes/manycore/kujiale_0038/usd/Materials/MI_5b46bb8c3cf8ab37589b8bf3.mdl new file mode 100644 index 0000000000000000000000000000000000000000..42887c13b8f980170395852d22f0f5c7cc636ced --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/MI_5b46bb8c3cf8ab37589b8bf3.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b46bb8c3cf8ab37589b8bf3( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0038/usd/Materials/MI_60e69e50c6ff5a0001f2f424_v2.mdl b/scenes/manycore/kujiale_0038/usd/Materials/MI_60e69e50c6ff5a0001f2f424_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..42b3b6d22e0b65492355847c186775852c99b84e --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/MI_60e69e50c6ff5a0001f2f424_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e69e50c6ff5a0001f2f424_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0038/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0038/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0038/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0038/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0038/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0038/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_BaseColor.png b/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_BaseColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_EmissiveColor.png b/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_EmissiveColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_EmissiveColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_Metallic.png b/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_Metallic.png new file mode 100644 index 0000000000000000000000000000000000000000..222fa9e2bf5f16269e01736a33742dcc8ed658b3 --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_Metallic.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6d46dd1196e1408bf0bd5071bd0d5fc0ef1f6e123c786835cd75e40ac5eebbb5 +size 67 diff --git a/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_Normal.png b/scenes/manycore/kujiale_0038/usd/Materials/PreviewSurfaceTextures/MI_Cotton_Canvas_rbeskmp0_2K1_Normal.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ 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0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0038/usd/Props/SM_Cabinet_0168.usd b/scenes/manycore/kujiale_0038/usd/Props/SM_Cabinet_0168.usd new file mode 100644 index 0000000000000000000000000000000000000000..bf1b01d0546b93e6c43414e3f7f36d90026a5ba0 --- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/Props/SM_Cabinet_0168.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:02488b34374b2037a477f3c814a5ef4d3932fe4f42ad9e9e9eb7cdeb53e5ae45 +size 9291 diff --git a/scenes/manycore/kujiale_0038/usd/Props/SM_Cabinet_0174.usd b/scenes/manycore/kujiale_0038/usd/Props/SM_Cabinet_0174.usd new file mode 100644 index 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--- /dev/null +++ b/scenes/manycore/kujiale_0038/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0039/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0039/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0039/usd/Materials/MI_56f9034ae4b0ca25c54bc308_v2.mdl b/scenes/manycore/kujiale_0039/usd/Materials/MI_56f9034ae4b0ca25c54bc308_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..815a716499081fa81b05cab1644c2f13f6c8205f --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/MI_56f9034ae4b0ca25c54bc308_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_56f9034ae4b0ca25c54bc308_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0039/usd/Materials/MI_5cd8f7c811af432b4c80b76c.mdl b/scenes/manycore/kujiale_0039/usd/Materials/MI_5cd8f7c811af432b4c80b76c.mdl new file mode 100644 index 0000000000000000000000000000000000000000..26a4d2aa3442f46878e13fe0f50ceb736b8494db --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/MI_5cd8f7c811af432b4c80b76c.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5cd8f7c811af432b4c80b76c( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0039/usd/Materials/MI_603638b000e3a30001793031.mdl b/scenes/manycore/kujiale_0039/usd/Materials/MI_603638b000e3a30001793031.mdl new file mode 100644 index 0000000000000000000000000000000000000000..de85af1f2f3defbc4c9d26d88cea02b0d59232cc --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/MI_603638b000e3a30001793031.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_603638b000e3a30001793031( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0039/usd/Materials/MI_603638b05ea89f0001656425.mdl b/scenes/manycore/kujiale_0039/usd/Materials/MI_603638b05ea89f0001656425.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1c2b0d73445e8e13b7c9425bfa568ea2b3dcc3f3 --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/MI_603638b05ea89f0001656425.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_603638b05ea89f0001656425( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0039/usd/Materials/MI_60e8085f5b896900013e3c45_v2.mdl b/scenes/manycore/kujiale_0039/usd/Materials/MI_60e8085f5b896900013e3c45_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..474a7974504554dd105cbe91f05fb1b5f825afb1 --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/MI_60e8085f5b896900013e3c45_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e8085f5b896900013e3c45_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0039/usd/Materials/MI_60e8085fc9c5fa0001d0bcc3_v2.mdl b/scenes/manycore/kujiale_0039/usd/Materials/MI_60e8085fc9c5fa0001d0bcc3_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..e2be58678b2f611a697123aeab3058037e8ac88c --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/MI_60e8085fc9c5fa0001d0bcc3_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e8085fc9c5fa0001d0bcc3_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0039/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0039/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0039/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0039/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0039/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0039/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0039/usd/Materials/PreviewSurfaceTextures/MI_Cedar_Veneer_te3ecdyc_2K1_BaseColor.png b/scenes/manycore/kujiale_0039/usd/Materials/PreviewSurfaceTextures/MI_Cedar_Veneer_te3ecdyc_2K1_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ 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sha256:3ecfb2620e9324013a24c7c788f33d07fd71a532ed63782f340e3e5e74ab52ac +size 5224544 diff --git a/scenes/manycore/kujiale_0039/usd/Materials/Textures/Wood_Normal01.jpeg b/scenes/manycore/kujiale_0039/usd/Materials/Textures/Wood_Normal01.jpeg new file mode 100644 index 0000000000000000000000000000000000000000..0addf6dcc811be0251fe4e9b5a4c5fdac3f68b82 --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/Textures/Wood_Normal01.jpeg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:110cd45868703c35068082c8d8bb943a04e72c8469f460ff1f1d76e3e08f0176 +size 1673060 diff --git a/scenes/manycore/kujiale_0039/usd/Materials/WorldGridMaterial.mdl b/scenes/manycore/kujiale_0039/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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--- /dev/null +++ b/scenes/manycore/kujiale_0039/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0040/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0040/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0040/usd/Materials/MI_5e1427225974ed0001417a72_v2.mdl b/scenes/manycore/kujiale_0040/usd/Materials/MI_5e1427225974ed0001417a72_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..2945cbf5f338e8af59280ce502f71dd062a75bed --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/MI_5e1427225974ed0001417a72_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e1427225974ed0001417a72_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0040/usd/Materials/MI_5e142722d849e10001d5fc49_v2.mdl b/scenes/manycore/kujiale_0040/usd/Materials/MI_5e142722d849e10001d5fc49_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..18388704073ae18e7933eb5719e9c8632059d0a9 --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/MI_5e142722d849e10001d5fc49_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e142722d849e10001d5fc49_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0040/usd/Materials/MI_60ab8f40c6ff5a0001412abb.mdl b/scenes/manycore/kujiale_0040/usd/Materials/MI_60ab8f40c6ff5a0001412abb.mdl new file mode 100644 index 0000000000000000000000000000000000000000..57d2bd07a8020c969cb8e95cbcb6c11769945d5a --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/MI_60ab8f40c6ff5a0001412abb.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60ab8f40c6ff5a0001412abb( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0040/usd/Materials/MI_60c99a8ab1d8ad0001ac991c_v2.mdl b/scenes/manycore/kujiale_0040/usd/Materials/MI_60c99a8ab1d8ad0001ac991c_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b37da7ca88db9beeccd9e8347e97a09f23a1a58c --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/MI_60c99a8ab1d8ad0001ac991c_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60c99a8ab1d8ad0001ac991c_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0040/usd/Materials/MI_60e6baa95b896900013df0ec.mdl b/scenes/manycore/kujiale_0040/usd/Materials/MI_60e6baa95b896900013df0ec.mdl new file mode 100644 index 0000000000000000000000000000000000000000..9d878478415513ad45e46ffd974d4e80c120e9eb --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/MI_60e6baa95b896900013df0ec.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e6baa95b896900013df0ec( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0040/usd/Materials/MI_60e6baa9c6ff5a0001f3005d.mdl b/scenes/manycore/kujiale_0040/usd/Materials/MI_60e6baa9c6ff5a0001f3005d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a6d50beb20e7607f72a273e94c030fff60eecfe2 --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/MI_60e6baa9c6ff5a0001f3005d.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e6baa9c6ff5a0001f3005d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0040/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0040/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0040/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0040/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0040/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0040/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0040/usd/Materials/PreviewSurfaceTextures/MI_Cedar_Veneer_te3ecdyc_2K1_BaseColor.png b/scenes/manycore/kujiale_0040/usd/Materials/PreviewSurfaceTextures/MI_Cedar_Veneer_te3ecdyc_2K1_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/PreviewSurfaceTextures/MI_Cedar_Veneer_te3ecdyc_2K1_BaseColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git a/scenes/manycore/kujiale_0040/usd/Materials/PreviewSurfaceTextures/MI_Cedar_Veneer_te3ecdyc_2K1_EmissiveColor.png b/scenes/manycore/kujiale_0040/usd/Materials/PreviewSurfaceTextures/MI_Cedar_Veneer_te3ecdyc_2K1_EmissiveColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/PreviewSurfaceTextures/MI_Cedar_Veneer_te3ecdyc_2K1_EmissiveColor.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4d17e4d1ba1915f55196d1f9c135d2b6cc5cd3a4fd867b02f48e39bb5b37877e +size 70 diff --git 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sha256:4a2d007d836f394f3c527d96d610aa2409e6d44d674a8c1d30388297abe6eee4 +size 111 diff --git a/scenes/manycore/kujiale_0040/usd/Materials/Textures/Wood_Normal01.jpeg b/scenes/manycore/kujiale_0040/usd/Materials/Textures/Wood_Normal01.jpeg new file mode 100644 index 0000000000000000000000000000000000000000..0addf6dcc811be0251fe4e9b5a4c5fdac3f68b82 --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/Textures/Wood_Normal01.jpeg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:110cd45868703c35068082c8d8bb943a04e72c8469f460ff1f1d76e3e08f0176 +size 1673060 diff --git a/scenes/manycore/kujiale_0040/usd/Materials/WorldGridMaterial.mdl b/scenes/manycore/kujiale_0040/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0040/usd/Props/SM_Cabinet_0171.usd b/scenes/manycore/kujiale_0040/usd/Props/SM_Cabinet_0171.usd new file mode 100644 index 0000000000000000000000000000000000000000..6bb8c4b0f0f4d39a0a465ea1f01e95f3e3bf38b1 --- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/Props/SM_Cabinet_0171.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4c44ab19554234014eb6e4868d0094f0024105fa4df9804619ec5d715b9229c0 +size 8374 diff --git a/scenes/manycore/kujiale_0040/usd/Props/SM_Cabinet_0172.usd b/scenes/manycore/kujiale_0040/usd/Props/SM_Cabinet_0172.usd new file mode 100644 index 0000000000000000000000000000000000000000..4b83a396149346ea04cfac4bd68be679b8dc73f1 --- /dev/null +++ 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--- /dev/null +++ b/scenes/manycore/kujiale_0040/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0041/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0041/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0041/usd/Materials/MI_5e14295923bc840001d4bb67_v2.mdl b/scenes/manycore/kujiale_0041/usd/Materials/MI_5e14295923bc840001d4bb67_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f2835deaf3ebc8af693f86dbdb96f3f721c9ca3f --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/MI_5e14295923bc840001d4bb67_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e14295923bc840001d4bb67_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0041/usd/Materials/MI_5e142959b1d8ad0001dad3bd_v2.mdl b/scenes/manycore/kujiale_0041/usd/Materials/MI_5e142959b1d8ad0001dad3bd_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..224972fee21060296afb9d102cc5c3bbb9a4d9b9 --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/MI_5e142959b1d8ad0001dad3bd_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5e142959b1d8ad0001dad3bd_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0041/usd/Materials/MI_5f634f3c5b89690001f48c6c_v2.mdl b/scenes/manycore/kujiale_0041/usd/Materials/MI_5f634f3c5b89690001f48c6c_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a75f842cb3d3db4fb37a5a0e76c65a9562da83d6 --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/MI_5f634f3c5b89690001f48c6c_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5f634f3c5b89690001f48c6c_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0041/usd/Materials/MI_5fb61a3d5ea89f0001cd815d.mdl b/scenes/manycore/kujiale_0041/usd/Materials/MI_5fb61a3d5ea89f0001cd815d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..c4eaeae7120ad988d7d11188951f50d24c238f9e --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/MI_5fb61a3d5ea89f0001cd815d.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5fb61a3d5ea89f0001cd815d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0041/usd/Materials/MI_5ff4287d17e93b0001b3b05d.mdl b/scenes/manycore/kujiale_0041/usd/Materials/MI_5ff4287d17e93b0001b3b05d.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6e799a64f1a704aa0170870a834b9a5f725157ad --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/MI_5ff4287d17e93b0001b3b05d.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5ff4287d17e93b0001b3b05d( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0041/usd/Materials/MI_60e515d4e77dfc0001e87a16.mdl b/scenes/manycore/kujiale_0041/usd/Materials/MI_60e515d4e77dfc0001e87a16.mdl new file mode 100644 index 0000000000000000000000000000000000000000..cd12eae5a0558c97b6053804c8bc9c46b191ab7c --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/MI_60e515d4e77dfc0001e87a16.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e515d4e77dfc0001e87a16( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0041/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0041/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0041/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0041/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0041/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0041/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0041/usd/Materials/Textures/DefaultNormal.png b/scenes/manycore/kujiale_0041/usd/Materials/Textures/DefaultNormal.png new file mode 100644 index 0000000000000000000000000000000000000000..4766222ff2b9fd2f84566e64c2a3c709d27c6b4b --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/Textures/DefaultNormal.png @@ -0,0 +1,3 @@ +version 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a/scenes/manycore/kujiale_0041/usd/Materials/WorldGridMaterial.mdl b/scenes/manycore/kujiale_0041/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0041/usd/Props/SM_Cabinet_0156.usd b/scenes/manycore/kujiale_0041/usd/Props/SM_Cabinet_0156.usd new file mode 100644 index 0000000000000000000000000000000000000000..e1a9e3899ab9309a3497d579759d321537e12561 --- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/Props/SM_Cabinet_0156.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d713f2b309bde4c42527182697b95e644f3c578972d16ab7421e0516b32b4f2e 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--- /dev/null +++ b/scenes/manycore/kujiale_0041/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0042/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0042/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0042/usd/Materials/MI_5795e260693e210f595d961c_v2.mdl b/scenes/manycore/kujiale_0042/usd/Materials/MI_5795e260693e210f595d961c_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..63e03d75f41fbbcf143d64e6059bbf2aeb2fc27c --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/MI_5795e260693e210f595d961c_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5795e260693e210f595d961c_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0042/usd/Materials/MI_5d5d2e3a97d0d30001714e91.mdl b/scenes/manycore/kujiale_0042/usd/Materials/MI_5d5d2e3a97d0d30001714e91.mdl new file mode 100644 index 0000000000000000000000000000000000000000..6d6fba6c52fcd1dd1d35f2d62035284e7959b5b0 --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/MI_5d5d2e3a97d0d30001714e91.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5d5d2e3a97d0d30001714e91( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0042/usd/Materials/MI_609a76a0b1d8ad0001e2ae37_v2.mdl b/scenes/manycore/kujiale_0042/usd/Materials/MI_609a76a0b1d8ad0001e2ae37_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..aaae2d064871992fc09c6f5fd0155182eee65cdd --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/MI_609a76a0b1d8ad0001e2ae37_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_609a76a0b1d8ad0001e2ae37_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0042/usd/Materials/MI_60e7f93cc6ff5a0001f3429f_v2.mdl b/scenes/manycore/kujiale_0042/usd/Materials/MI_60e7f93cc6ff5a0001f3429f_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0224d1f3af1034faf3cd27ba8cd6ce8030e37b2 --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/MI_60e7f93cc6ff5a0001f3429f_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e7f93cc6ff5a0001f3429f_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0042/usd/Materials/MI_60e7ffd97fdaa40001e5e2d1.mdl b/scenes/manycore/kujiale_0042/usd/Materials/MI_60e7ffd97fdaa40001e5e2d1.mdl new file mode 100644 index 0000000000000000000000000000000000000000..72af29359b18b0218e6d1592bcfbd9dea68cb757 --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/MI_60e7ffd97fdaa40001e5e2d1.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e7ffd97fdaa40001e5e2d1( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0042/usd/Materials/MI_60e800e95ea89f0001545199.mdl b/scenes/manycore/kujiale_0042/usd/Materials/MI_60e800e95ea89f0001545199.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f60770e0505271e2426e500e1b54168bc094d11f --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/MI_60e800e95ea89f0001545199.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60e800e95ea89f0001545199( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0042/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0042/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0042/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0042/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0042/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0042/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0042/usd/Materials/Textures/DefaultNormal.png b/scenes/manycore/kujiale_0042/usd/Materials/Textures/DefaultNormal.png new file mode 100644 index 0000000000000000000000000000000000000000..4766222ff2b9fd2f84566e64c2a3c709d27c6b4b --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/Textures/DefaultNormal.png @@ -0,0 +1,3 @@ +version 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sha256:4a2d007d836f394f3c527d96d610aa2409e6d44d674a8c1d30388297abe6eee4 +size 111 diff --git a/scenes/manycore/kujiale_0042/usd/Materials/WorldGridMaterial.mdl b/scenes/manycore/kujiale_0042/usd/Materials/WorldGridMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..1374299f552cc467f093777626b92f4faa277cc4 --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Materials/WorldGridMaterial.mdl @@ -0,0 +1,77 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0042/usd/Props/SM_Cabinet_0143.usd b/scenes/manycore/kujiale_0042/usd/Props/SM_Cabinet_0143.usd new file mode 100644 index 0000000000000000000000000000000000000000..f0b1d4b0543879666d3262ff2a689407ed82e0dc --- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/Props/SM_Cabinet_0143.usd @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:3fe1e78fd05ac612877b8d99323a88530732dbb6bc3fcedf4575ddaa68b74505 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--- /dev/null +++ b/scenes/manycore/kujiale_0042/usd/limpopo_golf_course_4k.hdr @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d8c4f77cd64dae23dc7cc32665b6bcbc370716d3c99e255bf9359b6225862f36 +size 26179131 diff --git a/scenes/manycore/kujiale_0043/usd/Materials/BasicShapeMaterial.mdl b/scenes/manycore/kujiale_0043/usd/Materials/BasicShapeMaterial.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f96587e72eb0b4c8df015abaf88f8e95ccaad11e --- /dev/null +++ b/scenes/manycore/kujiale_0043/usd/Materials/BasicShapeMaterial.mdl @@ -0,0 +1,56 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material BasicShapeMaterial( + float4 Color = float4(0.9,0.9,0.9,1.0) + [[ + anno::display_name("Color"), + anno::ui_order(32) + ]], + float Roughness = 0.6407 + [[ + anno::display_name("Roughness"), + anno::ui_order(32) + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + + + float3 Normal_mdl = float3(0.0,0.0,1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Roughness; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0043/usd/Materials/MI_56ce73fbe4b06c9946272ff4_v2.mdl b/scenes/manycore/kujiale_0043/usd/Materials/MI_56ce73fbe4b06c9946272ff4_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..11d763efd1a079203b0d626a1187a154e0525da0 --- /dev/null +++ b/scenes/manycore/kujiale_0043/usd/Materials/MI_56ce73fbe4b06c9946272ff4_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_56ce73fbe4b06c9946272ff4_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0043/usd/Materials/MI_5b0936a952b6146141432552.mdl b/scenes/manycore/kujiale_0043/usd/Materials/MI_5b0936a952b6146141432552.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ebc05f25125c6b0ee6aa4c4acc3b4d7c8b6f57ad --- /dev/null +++ b/scenes/manycore/kujiale_0043/usd/Materials/MI_5b0936a952b6146141432552.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b0936a952b6146141432552( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0043/usd/Materials/MI_5b0936a952b6146141432553.mdl b/scenes/manycore/kujiale_0043/usd/Materials/MI_5b0936a952b6146141432553.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b5bb36c380e33771bc0229920c441630c4ce11a6 --- /dev/null +++ b/scenes/manycore/kujiale_0043/usd/Materials/MI_5b0936a952b6146141432553.mdl @@ -0,0 +1,290 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5b0936a952b6146141432553( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + + float3 EmissiveColor_mdl = Local28; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: false); diff --git a/scenes/manycore/kujiale_0043/usd/Materials/MI_5bd6aed5ef62e01a48c6648e.mdl b/scenes/manycore/kujiale_0043/usd/Materials/MI_5bd6aed5ef62e01a48c6648e.mdl new file mode 100644 index 0000000000000000000000000000000000000000..97c7387385e2cdb5897018eb0e7e33420cd51728 --- /dev/null +++ b/scenes/manycore/kujiale_0043/usd/Materials/MI_5bd6aed5ef62e01a48c6648e.mdl @@ -0,0 +1,313 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_5bd6aed5ef62e01a48c6648e( + float IsNormalTex = 0.0 + [[ + anno::display_name("IsNormalTex"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) + [[ + anno::display_name("Normal_Tex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Normal_UVA"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissiveIntensity = 0.0 + [[ + anno::display_name("EmissiveIntensity"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsEmissiveTex = 0.0 + [[ + anno::display_name("IsEmissiveTex"), + anno::in_group("EmissiveColor") + ]], + float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Emissive_Color"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Emissive_Tex"), + anno::ui_order(32), + anno::in_group("EmissiveColor"), + sampler_color() + ]], + float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Emissive_UVA"), + anno::ui_order(32), + anno::in_group("EmissiveColor") + ]], + float IsBaseColorTex = 0.0 + [[ + anno::display_name("IsBaseColorTex"), + anno::in_group("BaseColor") + ]], + float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("BaseColor_Color"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("BaseColor_Tex"), + anno::ui_order(32), + anno::in_group("BaseColor"), + sampler_color() + ]], + float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("BaseColor_UVA"), + anno::ui_order(32), + anno::in_group("BaseColor") + ]], + float IsMetallicTex = 0.0 + [[ + anno::display_name("IsMetallicTex"), + anno::in_group("Metallic") + ]], + float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("Metallic_Color"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Metallic_Tex"), + anno::ui_order(32), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Metallic_UVA"), + anno::ui_order(32), + anno::in_group("Metallic") + ]], + float IsSpecularTex = 0.0 + [[ + anno::display_name("IsSpecularTex"), + anno::in_group("Specular") + ]], + float4 Specular_Color = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("Specular_Color"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Specular_Tex"), + anno::ui_order(32), + anno::in_group("Specular"), + sampler_color() + ]], + float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Specular_UVA"), + anno::ui_order(32), + anno::in_group("Specular") + ]], + float IsGlossTex = 0.0 + [[ + anno::display_name("IsGlossTex"), + anno::in_group("Roughness") + ]], + float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) + [[ + anno::display_name("Gloss_Color"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("Gloss_Tex"), + anno::ui_order(32), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) + [[ + anno::display_name("Gloss_UVA"), + anno::ui_order(32), + anno::in_group("Roughness") + ]], + float Opacity = 0.5 + [[ + anno::display_name("Opacity"), + anno::ui_order(32), + anno::in_group("Translucent") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32), + anno::in_group("WorldPosition") + ]], + uniform float SwitchRefraction = 0.0 + [[ + anno::display_name("SwitchRefraction"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + uniform float FresnelB = 1.517 + [[ + anno::display_name("FresnelB"), + anno::ui_order(32), + anno::in_group("Refraction") + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local82 = ::camera_position(); + float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local84 = math::normalize(Local83); + float3 Local85 = (Local84 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local85; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); + float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); + float2 Local3 = (Local0 + float2(Local1,Local2)); + float Local4 = (3.141592 * -2.0); + float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); + float Local6 = (Local5 * 6.283185); + float Local7 = math::cos(Local6); + float Local8 = math::sin(Local6); + float Local9 = (Local8 * -1.0); + float Local10 = math::dot(Local3, float2(Local7,Local9)); + float Local11 = math::dot(Local3, float2(Local8,Local7)); + float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); + float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); + + float3 Normal_mdl = Local14; + + float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); + float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); + float2 Local17 = (Local0 + float2(Local15,Local16)); + float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); + float Local19 = (Local18 * 6.283185); + float Local20 = math::cos(Local19); + float Local21 = math::sin(Local19); + float Local22 = (Local21 * -1.0); + float Local23 = math::dot(Local17, float2(Local20,Local22)); + float Local24 = math::dot(Local17, float2(Local21,Local20)); + float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); + float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); + float3 Local28 = (EmissiveIntensity * Local27); + float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); + float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); + float2 Local31 = (Local0 + float2(Local29,Local30)); + float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); + float Local33 = (Local32 * 6.283185); + float Local34 = math::cos(Local33); + float Local35 = math::sin(Local33); + float Local36 = (Local35 * -1.0); + float Local37 = math::dot(Local31, float2(Local34,Local36)); + float Local38 = math::dot(Local31, float2(Local35,Local34)); + float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); + float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); + float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); + float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); + float2 Local44 = (Local0 + float2(Local42,Local43)); + float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); + float Local46 = (Local45 * 6.283185); + float Local47 = math::cos(Local46); + float Local48 = math::sin(Local46); + float Local49 = (Local48 * -1.0); + float Local50 = math::dot(Local44, float2(Local47,Local49)); + float Local51 = math::dot(Local44, float2(Local48,Local47)); + float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); + float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); + float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); + float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); + float2 Local57 = (Local0 + float2(Local55,Local56)); + float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); + float Local59 = (Local58 * 6.283185); + float Local60 = math::cos(Local59); + float Local61 = math::sin(Local59); + float Local62 = (Local61 * -1.0); + float Local63 = math::dot(Local57, float2(Local60,Local62)); + float Local64 = math::dot(Local57, float2(Local61,Local60)); + float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); + float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); + float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); + float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); + float2 Local70 = (Local0 + float2(Local68,Local69)); + float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); + float Local72 = (Local71 * 6.283185); + float Local73 = math::cos(Local72); + float Local74 = math::sin(Local72); + float Local75 = (Local74 * -1.0); + float Local76 = math::dot(Local70, float2(Local73,Local75)); + float Local77 = math::dot(Local70, float2(Local74,Local73)); + float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); + float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); + float3 Local81 = (1.0 - Local80); + float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB); + + float3 EmissiveColor_mdl = Local28; + float Opacity_mdl = Opacity; + float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local41; + float Metallic_mdl = Local54.x; + float Specular_mdl = Local67.x; + float Roughness_mdl = Local81.x; + float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f); + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0043/usd/Materials/MI_60bf228bc6ff5a000144851e_v2.mdl b/scenes/manycore/kujiale_0043/usd/Materials/MI_60bf228bc6ff5a000144851e_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..a4c1c289ed89abdd763b28bb5e2136acfeedf845 --- /dev/null +++ b/scenes/manycore/kujiale_0043/usd/Materials/MI_60bf228bc6ff5a000144851e_v2.mdl @@ -0,0 +1,914 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60bf228bc6ff5a000144851e_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local370 = ::camera_position(); + float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local372 = math::normalize(Local371); + float3 Local373 = (Local372 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local373; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + + float3 EmissiveColor_mdl = Local101; + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + two_sided: true); diff --git a/scenes/manycore/kujiale_0043/usd/Materials/MI_60bf228bc9c5fa000142d3ec_v2.mdl b/scenes/manycore/kujiale_0043/usd/Materials/MI_60bf228bc9c5fa000142d3ec_v2.mdl new file mode 100644 index 0000000000000000000000000000000000000000..8e66ba68e6902a8986bc329eec09b147807414f7 --- /dev/null +++ b/scenes/manycore/kujiale_0043/usd/Materials/MI_60bf228bc9c5fa000142d3ec_v2.mdl @@ -0,0 +1,1073 @@ +mdl 1.6; + +import ::math::*; +import ::state::*; +import ::tex::*; +import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Translucent import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material MI_60bf228bc9c5fa000142d3ec_v2( + float IsNormal = 0.0 + [[ + anno::display_name("IsNormal"), + anno::ui_order(32) + ]], + float IsFlip = 0.0 + [[ + anno::display_name("IsFlip"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) + [[ + anno::display_name("NormalTex"), + anno::ui_order(32), + anno::in_group("Normal"), + sampler_normal() + ]], + float4 NormalUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("NormalUVW"), + anno::ui_order(4), + anno::in_group("Normal") + ]], + float4 NormalOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("NormalOffset"), + anno::ui_order(5), + anno::in_group("Normal") + ]], + float NormalIntensity = 0.0 + [[ + anno::display_name("NormalIntensity"), + anno::ui_order(32), + anno::in_group("Normal") + ]], + float EmissionIsTexType = 0.0 + [[ + anno::display_name("EmissionIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Emission") + ]], + float EmissionFalloffValue1Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat = 0.0 + [[ + anno::display_name("EmissionFalloffFloat"), + anno::ui_order(8), + anno::in_group("Emission") + ]], + float4 EmissionColor = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionColor"), + anno::ui_order(2), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex"), + anno::ui_order(3), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW"), + anno::ui_order(4), + anno::in_group("Emission") + ]], + float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset"), + anno::ui_order(5), + anno::in_group("Emission") + ]], + float EmissionFalloffValue2Type = 0.0 + [[ + anno::display_name("EmissionFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Emission") + ]], + float EmissionFalloffFloat_2 = 0.0 + [[ + anno::display_name("EmissionFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Emission") + ]], + float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("EmissionColor_2"), + anno::ui_order(11), + anno::in_group("Emission") + ]], + uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("EmissionTex_2"), + anno::ui_order(12), + anno::in_group("Emission"), + sampler_color() + ]], + float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("EmissionUVW_2"), + anno::ui_order(13), + anno::in_group("Emission") + ]], + float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("EmissionOffset_2"), + anno::ui_order(14), + anno::in_group("Emission") + ]], + float EmissionFalloffFreshnelIor = 1.6 + [[ + anno::display_name("EmissionFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Emission") + ]], + float ColorIsTexType = 0.0 + [[ + anno::display_name("ColorIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Color") + ]], + float ColorFalloffValue1Type = 0.0 + [[ + anno::display_name("ColorFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Color") + ]], + float ColorFalloffFloat = 0.0 + [[ + anno::display_name("ColorFalloffFloat"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor"), + anno::ui_order(2), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex"), + anno::ui_order(3), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW"), + anno::ui_order(4), + anno::in_group("Color") + ]], + float4 ColorOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset"), + anno::ui_order(5), + anno::in_group("Color") + ]], + float ColorFalloffValue2Type = 0.0 + [[ + anno::display_name("ColorFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Color") + ]], + float ColorFalloffFloat_2 = 0.0 + [[ + anno::display_name("ColorFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Color") + ]], + float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("ColorColor_2"), + anno::ui_order(11), + anno::in_group("Color") + ]], + uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("ColorTex_2"), + anno::ui_order(12), + anno::in_group("Color"), + sampler_color() + ]], + float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("ColorUVW_2"), + anno::ui_order(13), + anno::in_group("Color") + ]], + float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("ColorOffset_2"), + anno::ui_order(14), + anno::in_group("Color") + ]], + float ColorFalloffFreshnelIor = 1.6 + [[ + anno::display_name("ColorFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Color") + ]], + float MetallicIsTexType = 0.0 + [[ + anno::display_name("MetallicIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue1Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat = 0.0 + [[ + anno::display_name("MetallicFalloffFloat"), + anno::ui_order(8), + anno::in_group("Metallic") + ]], + float MetallicFloat = 0.0 + [[ + anno::display_name("MetallicFloat"), + anno::ui_order(2), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex"), + anno::ui_order(3), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW"), + anno::ui_order(4), + anno::in_group("Metallic") + ]], + float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset"), + anno::ui_order(5), + anno::in_group("Metallic") + ]], + float MetallicFalloffValue2Type = 0.0 + [[ + anno::display_name("MetallicFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Metallic") + ]], + float MetallicFalloffFloat_2 = 0.0 + [[ + anno::display_name("MetallicFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Metallic") + ]], + float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("MetallicColor_2"), + anno::ui_order(11), + anno::in_group("Metallic") + ]], + uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("MetallicTex_2"), + anno::ui_order(12), + anno::in_group("Metallic"), + sampler_color() + ]], + float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("MetallicUVW_2"), + anno::ui_order(13), + anno::in_group("Metallic") + ]], + float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("MetallicOffset_2"), + anno::ui_order(14), + anno::in_group("Metallic") + ]], + float MetallicFalloffFreshnelIor = 1.6 + [[ + anno::display_name("MetallicFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Metallic") + ]], + float SpecularIsTexType = 0.0 + [[ + anno::display_name("SpecularIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Specular") + ]], + float SpecularFalloffValue1Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat = 0.0 + [[ + anno::display_name("SpecularFalloffFloat"), + anno::ui_order(8), + anno::in_group("Specular") + ]], + float SpecularFloat = 0.0 + [[ + anno::display_name("SpecularFloat"), + anno::ui_order(2), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex"), + anno::ui_order(3), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW"), + anno::ui_order(4), + anno::in_group("Specular") + ]], + float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset"), + anno::ui_order(5), + anno::in_group("Specular") + ]], + float SpecularFalloffValue2Type = 0.0 + [[ + anno::display_name("SpecularFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Specular") + ]], + float SpecularFalloffFloat_2 = 0.0 + [[ + anno::display_name("SpecularFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Specular") + ]], + float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("SpecularColor_2"), + anno::ui_order(11), + anno::in_group("Specular") + ]], + uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("SpecularTex_2"), + anno::ui_order(12), + anno::in_group("Specular"), + sampler_color() + ]], + float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("SpecularUVW_2"), + anno::ui_order(13), + anno::in_group("Specular") + ]], + float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("SpecularOffset_2"), + anno::ui_order(14), + anno::in_group("Specular") + ]], + float SpecularFalloffFreshnelIor = 1.6 + [[ + anno::display_name("SpecularFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Specular") + ]], + float RoughnessIsTexType = 0.0 + [[ + anno::display_name("RoughnessIsTexType"), + anno::description("0 is color, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue1Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat"), + anno::ui_order(8), + anno::in_group("Roughness") + ]], + float RoughnessFloat = 0.0 + [[ + anno::display_name("RoughnessFloat"), + anno::ui_order(2), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex"), + anno::ui_order(3), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW"), + anno::ui_order(4), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset"), + anno::ui_order(5), + anno::in_group("Roughness") + ]], + float RoughnessFalloffValue2Type = 0.0 + [[ + anno::display_name("RoughnessFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFloat_2 = 0.0 + [[ + anno::display_name("RoughnessFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Roughness") + ]], + float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("RoughnessColor_2"), + anno::ui_order(11), + anno::in_group("Roughness") + ]], + uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("RoughnessTex_2"), + anno::ui_order(12), + anno::in_group("Roughness"), + sampler_color() + ]], + float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("RoughnessUVW_2"), + anno::ui_order(13), + anno::in_group("Roughness") + ]], + float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("RoughnessOffset_2"), + anno::ui_order(14), + anno::in_group("Roughness") + ]], + float RoughnessFalloffFreshnelIor = 1.6 + [[ + anno::display_name("RoughnessFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Roughness") + ]], + float OpacityIsTexType = 0.0 + [[ + anno::display_name("OpacityIsTexType"), + anno::description("0 is float, 1 is tex, 2 is falloff +"), + anno::ui_order(1), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue1Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue1Type"), + anno::ui_order(7), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat = 0.0 + [[ + anno::display_name("OpacityFalloffFloat"), + anno::ui_order(8), + anno::in_group("Opacity") + ]], + float OpacityFloat = 0.0 + [[ + anno::display_name("OpacityFloat"), + anno::ui_order(2), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex"), + anno::ui_order(3), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW"), + anno::ui_order(4), + anno::in_group("Opacity") + ]], + float4 OpacityOffset = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset"), + anno::ui_order(5), + anno::in_group("Opacity") + ]], + float OpacityFalloffValue2Type = 0.0 + [[ + anno::display_name("OpacityFalloffValue2Type"), + anno::ui_order(9), + anno::in_group("Opacity") + ]], + float OpacityFalloffFloat_2 = 0.0 + [[ + anno::display_name("OpacityFalloffFloat_2"), + anno::ui_order(10), + anno::in_group("Opacity") + ]], + float4 OpacityColor_2 = float4(1.0,1.0,1.0,1.0) + [[ + anno::display_name("OpacityColor_2"), + anno::ui_order(11), + anno::in_group("Opacity") + ]], + uniform texture_2d OpacityTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) + [[ + anno::display_name("OpacityTex_2"), + anno::ui_order(12), + anno::in_group("Opacity"), + sampler_color() + ]], + float4 OpacityUVW_2 = float4(1.0,1.0,0.0,1.0) + [[ + anno::display_name("OpacityUVW_2"), + anno::ui_order(13), + anno::in_group("Opacity") + ]], + float4 OpacityOffset_2 = float4(0.0,0.0,0.0,1.0) + [[ + anno::display_name("OpacityOffset_2"), + anno::ui_order(14), + anno::in_group("Opacity") + ]], + float OpacityFalloffFreshnelIor = 1.6 + [[ + anno::display_name("OpacityFalloffFreshnelIor"), + anno::ui_order(6), + anno::in_group("Opacity") + ]], + float PolygonOffset = 0.0 + [[ + anno::display_name("PolygonOffset"), + anno::ui_order(32) + ]], + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 Local437 = ::camera_position(); + float3 Local438 = (Local437 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); + float3 Local439 = math::normalize(Local438); + float3 Local440 = (Local439 * PolygonOffset); + + float3 WorldPositionOffset_mdl = Local440; + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); + float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); + float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); + float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); + float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); + float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); + + float2 Local0 = (float2(0.5,0.5) * -1.0); + float Local1 = math::min(math::max(0.0,0.0),6.0); + float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); + float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); + float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); + float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); + float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); + float Local8 = (Local6 + Local7); + float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); + float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); + float Local11 = (float2(Local5,Local8).y + Local10); + float2 Local12 = (Local0 + float2(Local9,Local11)); + float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); + float Local14 = math::cos(Local13); + float Local15 = math::sin(Local13); + float Local16 = (Local15 * -1.0); + float Local17 = math::dot(Local12, float2(Local14,Local16)); + float Local18 = math::dot(Local12, float2(Local15,Local14)); + float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); + float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); + float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); + float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); + float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); + float Local24 = (Local23.z + 1.0); + float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); + float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); + float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); + float3 Local29 = (Local27 - Local28); + float3 Local30 = math::normalize(Local29); + float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); + + float3 Normal_mdl = Local31; + + float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); + float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); + float Local35 = (Local33 + Local34); + float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); + float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); + float Local38 = (float2(Local32,Local35).y + Local37); + float2 Local39 = (Local0 + float2(Local36,Local38)); + float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); + float Local41 = math::cos(Local40); + float Local42 = math::sin(Local40); + float Local43 = (Local42 * -1.0); + float Local44 = math::dot(Local39, float2(Local41,Local43)); + float Local45 = math::dot(Local39, float2(Local42,Local41)); + float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); + float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); + float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); + float Local52 = (Local50 + Local51); + float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); + float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); + float Local55 = (float2(Local49,Local52).y + Local54); + float2 Local56 = (Local0 + float2(Local53,Local55)); + float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); + float Local58 = math::cos(Local57); + float Local59 = math::sin(Local57); + float Local60 = (Local59 * -1.0); + float Local61 = math::dot(Local56, float2(Local58,Local60)); + float Local62 = math::dot(Local56, float2(Local59,Local58)); + float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); + float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); + float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); + float Local67 = (1.0 / Local66); + float Local68 = math::max(Local66,Local67); + float Local69 = (Local68 - 1.0); + float Local70 = (Local68 * Local68); + float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); + float Local72 = (Local71 * Local71); + float Local73 = (Local70 + Local72); + float Local74 = (Local73 - 1.0); + float Local75 = math::sqrt(Local74); + float Local76 = (Local75 / Local68); + float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local79 = math::max(Local77,Local78); + float Local80 = (Local71 / Local76); + float Local81 = (Local68 * Local80); + float Local82 = (Local81 - 1.0); + float Local83 = (Local81 + 1.0); + float Local84 = (Local82 / Local83); + float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); + float Local86 = (Local76 / Local71); + float Local87 = (Local68 * Local86); + float Local88 = (Local87 - 1.0); + float Local89 = (Local87 + 1.0); + float Local90 = (Local88 / Local89); + float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); + float Local92 = (Local85 + Local91); + float Local93 = (Local92 * 0.5); + float Local94 = (Local68 + 1.0); + float Local95 = (Local69 / Local94); + float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); + float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); + float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); + float Local99 = math::saturate(Local98); + float3 Local100 = math::lerp(Local48,Local65,Local99); + float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); + float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); + float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); + float Local105 = (Local103 + Local104); + float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); + float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); + float Local108 = (float2(Local102,Local105).y + Local107); + float2 Local109 = (Local0 + float2(Local106,Local108)); + float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); + float Local111 = math::cos(Local110); + float Local112 = math::sin(Local110); + float Local113 = (Local112 * -1.0); + float Local114 = math::dot(Local109, float2(Local111,Local113)); + float Local115 = math::dot(Local109, float2(Local112,Local111)); + float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); + float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); + float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); + float Local122 = (Local120 + Local121); + float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); + float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); + float Local125 = (float2(Local119,Local122).y + Local124); + float2 Local126 = (Local0 + float2(Local123,Local125)); + float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); + float Local128 = math::cos(Local127); + float Local129 = math::sin(Local127); + float Local130 = (Local129 * -1.0); + float Local131 = math::dot(Local126, float2(Local128,Local130)); + float Local132 = math::dot(Local126, float2(Local129,Local128)); + float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); + float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); + float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); + float Local137 = (1.0 / Local136); + float Local138 = math::max(Local136,Local137); + float Local139 = (Local138 - 1.0); + float Local140 = (Local138 * Local138); + float Local141 = (Local140 + Local72); + float Local142 = (Local141 - 1.0); + float Local143 = math::sqrt(Local142); + float Local144 = (Local143 / Local138); + float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local146 = math::max(Local145,Local78); + float Local147 = (Local71 / Local144); + float Local148 = (Local138 * Local147); + float Local149 = (Local148 - 1.0); + float Local150 = (Local148 + 1.0); + float Local151 = (Local149 / Local150); + float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); + float Local153 = (Local144 / Local71); + float Local154 = (Local138 * Local153); + float Local155 = (Local154 - 1.0); + float Local156 = (Local154 + 1.0); + float Local157 = (Local155 / Local156); + float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); + float Local159 = (Local152 + Local158); + float Local160 = (Local159 * 0.5); + float Local161 = (Local138 + 1.0); + float Local162 = (Local139 / Local161); + float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); + float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); + float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); + float Local166 = math::saturate(Local165); + float3 Local167 = math::lerp(Local118,Local135,Local166); + float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); + float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); + float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); + float Local172 = (Local170 + Local171); + float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); + float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); + float Local175 = (float2(Local169,Local172).y + Local174); + float2 Local176 = (Local0 + float2(Local173,Local175)); + float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); + float Local178 = math::cos(Local177); + float Local179 = math::sin(Local177); + float Local180 = (Local179 * -1.0); + float Local181 = math::dot(Local176, float2(Local178,Local180)); + float Local182 = math::dot(Local176, float2(Local179,Local178)); + float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); + float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); + float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); + float Local189 = (Local187 + Local188); + float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); + float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); + float Local192 = (float2(Local186,Local189).y + Local191); + float2 Local193 = (Local0 + float2(Local190,Local192)); + float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); + float Local195 = math::cos(Local194); + float Local196 = math::sin(Local194); + float Local197 = (Local196 * -1.0); + float Local198 = math::dot(Local193, float2(Local195,Local197)); + float Local199 = math::dot(Local193, float2(Local196,Local195)); + float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); + float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); + float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); + float Local204 = (1.0 / Local203); + float Local205 = math::max(Local203,Local204); + float Local206 = (Local205 - 1.0); + float Local207 = (Local205 * Local205); + float Local208 = (Local207 + Local72); + float Local209 = (Local208 - 1.0); + float Local210 = math::sqrt(Local209); + float Local211 = (Local210 / Local205); + float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local213 = math::max(Local212,Local78); + float Local214 = (Local71 / Local211); + float Local215 = (Local205 * Local214); + float Local216 = (Local215 - 1.0); + float Local217 = (Local215 + 1.0); + float Local218 = (Local216 / Local217); + float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); + float Local220 = (Local211 / Local71); + float Local221 = (Local205 * Local220); + float Local222 = (Local221 - 1.0); + float Local223 = (Local221 + 1.0); + float Local224 = (Local222 / Local223); + float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); + float Local226 = (Local219 + Local225); + float Local227 = (Local226 * 0.5); + float Local228 = (Local205 + 1.0); + float Local229 = (Local206 / Local228); + float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); + float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); + float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); + float Local233 = math::saturate(Local232); + float3 Local234 = math::lerp(Local185,Local202,Local233); + float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); + float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); + float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); + float Local239 = (Local237 + Local238); + float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); + float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); + float Local242 = (float2(Local236,Local239).y + Local241); + float2 Local243 = (Local0 + float2(Local240,Local242)); + float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); + float Local245 = math::cos(Local244); + float Local246 = math::sin(Local244); + float Local247 = (Local246 * -1.0); + float Local248 = math::dot(Local243, float2(Local245,Local247)); + float Local249 = math::dot(Local243, float2(Local246,Local245)); + float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); + float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); + float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); + float Local256 = (Local254 + Local255); + float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); + float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); + float Local259 = (float2(Local253,Local256).y + Local258); + float2 Local260 = (Local0 + float2(Local257,Local259)); + float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); + float Local262 = math::cos(Local261); + float Local263 = math::sin(Local261); + float Local264 = (Local263 * -1.0); + float Local265 = math::dot(Local260, float2(Local262,Local264)); + float Local266 = math::dot(Local260, float2(Local263,Local262)); + float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); + float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); + float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); + float Local271 = (1.0 / Local270); + float Local272 = math::max(Local270,Local271); + float Local273 = (Local272 - 1.0); + float Local274 = (Local272 * Local272); + float Local275 = (Local274 + Local72); + float Local276 = (Local275 - 1.0); + float Local277 = math::sqrt(Local276); + float Local278 = (Local277 / Local272); + float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local280 = math::max(Local279,Local78); + float Local281 = (Local71 / Local278); + float Local282 = (Local272 * Local281); + float Local283 = (Local282 - 1.0); + float Local284 = (Local282 + 1.0); + float Local285 = (Local283 / Local284); + float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); + float Local287 = (Local278 / Local71); + float Local288 = (Local272 * Local287); + float Local289 = (Local288 - 1.0); + float Local290 = (Local288 + 1.0); + float Local291 = (Local289 / Local290); + float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); + float Local293 = (Local286 + Local292); + float Local294 = (Local293 * 0.5); + float Local295 = (Local272 + 1.0); + float Local296 = (Local273 / Local295); + float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); + float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); + float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); + float Local300 = math::saturate(Local299); + float3 Local301 = math::lerp(Local252,Local269,Local300); + float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); + float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); + float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); + float Local306 = (Local304 + Local305); + float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); + float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); + float Local309 = (float2(Local303,Local306).y + Local308); + float2 Local310 = (Local0 + float2(Local307,Local309)); + float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); + float Local312 = math::cos(Local311); + float Local313 = math::sin(Local311); + float Local314 = (Local313 * -1.0); + float Local315 = math::dot(Local310, float2(Local312,Local314)); + float Local316 = math::dot(Local310, float2(Local313,Local312)); + float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); + float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); + float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); + float Local323 = (Local321 + Local322); + float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); + float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); + float Local326 = (float2(Local320,Local323).y + Local325); + float2 Local327 = (Local0 + float2(Local324,Local326)); + float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); + float Local329 = math::cos(Local328); + float Local330 = math::sin(Local328); + float Local331 = (Local330 * -1.0); + float Local332 = math::dot(Local327, float2(Local329,Local331)); + float Local333 = math::dot(Local327, float2(Local330,Local329)); + float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); + float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); + float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); + float Local338 = (1.0 / Local337); + float Local339 = math::max(Local337,Local338); + float Local340 = (Local339 - 1.0); + float Local341 = (Local339 * Local339); + float Local342 = (Local341 + Local72); + float Local343 = (Local342 - 1.0); + float Local344 = math::sqrt(Local343); + float Local345 = (Local344 / Local339); + float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local347 = math::max(Local346,Local78); + float Local348 = (Local71 / Local345); + float Local349 = (Local339 * Local348); + float Local350 = (Local349 - 1.0); + float Local351 = (Local349 + 1.0); + float Local352 = (Local350 / Local351); + float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); + float Local354 = (Local345 / Local71); + float Local355 = (Local339 * Local354); + float Local356 = (Local355 - 1.0); + float Local357 = (Local355 + 1.0); + float Local358 = (Local356 / Local357); + float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); + float Local360 = (Local353 + Local359); + float Local361 = (Local360 * 0.5); + float Local362 = (Local339 + 1.0); + float Local363 = (Local340 / Local362); + float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); + float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); + float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); + float Local367 = math::saturate(Local366); + float3 Local368 = math::lerp(Local319,Local336,Local367); + float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); + float Local370 = (Local4.x * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).x); + float Local371 = (Local4.y * float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local372 = (1.0 - float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).y); + float Local373 = (Local371 + Local372); + float Local374 = (float2(Local370,Local373).x + float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).x); + float Local375 = (float3(OpacityOffset.x,OpacityOffset.y,OpacityOffset.z).y * -1.0); + float Local376 = (float2(Local370,Local373).y + Local375); + float2 Local377 = (Local0 + float2(Local374,Local376)); + float Local378 = (float3(OpacityUVW.x,OpacityUVW.y,OpacityUVW.z).z * 6.283185); + float Local379 = math::cos(Local378); + float Local380 = math::sin(Local378); + float Local381 = (Local380 * -1.0); + float Local382 = math::dot(Local377, float2(Local379,Local381)); + float Local383 = math::dot(Local377, float2(Local380,Local379)); + float2 Local384 = (float2(0.5,0.5) + float2(Local382,Local383)); + float4 Local385 = tex::lookup_float4(OpacityTex,float2(Local384.x,1.0-Local384.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local386 = ((math::abs(OpacityFalloffValue1Type - 1.0) > 0.00001) ? (OpacityFalloffValue1Type >= 1.0 ? float3(float2(OpacityFalloffFloat,OpacityFalloffFloat).x,float2(OpacityFalloffFloat,OpacityFalloffFloat).y,OpacityFalloffFloat) : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + float Local387 = (Local4.x * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).x); + float Local388 = (Local4.y * float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local389 = (1.0 - float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).y); + float Local390 = (Local388 + Local389); + float Local391 = (float2(Local387,Local390).x + float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).x); + float Local392 = (float3(OpacityOffset_2.x,OpacityOffset_2.y,OpacityOffset_2.z).y * -1.0); + float Local393 = (float2(Local387,Local390).y + Local392); + float2 Local394 = (Local0 + float2(Local391,Local393)); + float Local395 = (float3(OpacityUVW_2.x,OpacityUVW_2.y,OpacityUVW_2.z).z * 6.283185); + float Local396 = math::cos(Local395); + float Local397 = math::sin(Local395); + float Local398 = (Local397 * -1.0); + float Local399 = math::dot(Local394, float2(Local396,Local398)); + float Local400 = math::dot(Local394, float2(Local397,Local396)); + float2 Local401 = (float2(0.5,0.5) + float2(Local399,Local400)); + float4 Local402 = tex::lookup_float4(OpacityTex_2,float2(Local401.x,1.0-Local401.y),tex::wrap_repeat,tex::wrap_repeat); + float3 Local403 = ((math::abs(OpacityFalloffValue2Type - 1.0) > 0.00001) ? (OpacityFalloffValue2Type >= 1.0 ? float3(float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).x,float2(OpacityFalloffFloat_2,OpacityFalloffFloat_2).y,OpacityFalloffFloat_2) : float3(OpacityColor_2.x,OpacityColor_2.y,OpacityColor_2.z)) : float3(Local402.x,Local402.y,Local402.z)); + float Local404 = math::min(math::max(OpacityFalloffFreshnelIor,0.0),100.0); + float Local405 = (1.0 / Local404); + float Local406 = math::max(Local404,Local405); + float Local407 = (Local406 - 1.0); + float Local408 = (Local406 * Local406); + float Local409 = (Local408 + Local72); + float Local410 = (Local409 - 1.0); + float Local411 = math::sqrt(Local410); + float Local412 = (Local411 / Local406); + float Local413 = ((math::abs(Local412 - 0.99999) > 0.000001) ? (Local412 >= 0.99999 ? 1.0 : 0.0) : 0.0); + float Local414 = math::max(Local413,Local78); + float Local415 = (Local71 / Local412); + float Local416 = (Local406 * Local415); + float Local417 = (Local416 - 1.0); + float Local418 = (Local416 + 1.0); + float Local419 = (Local417 / Local418); + float Local420 = math::pow(math::max(Local419,float(0.000001)),2.0); + float Local421 = (Local412 / Local71); + float Local422 = (Local406 * Local421); + float Local423 = (Local422 - 1.0); + float Local424 = (Local422 + 1.0); + float Local425 = (Local423 / Local424); + float Local426 = math::pow(math::max(Local425,float(0.000001)),2.0); + float Local427 = (Local420 + Local426); + float Local428 = (Local427 * 0.5); + float Local429 = (Local406 + 1.0); + float Local430 = (Local407 / Local429); + float Local431 = math::pow(math::max(Local430,float(0.000001)),2.0); + float Local432 = ((math::abs(Local414 - 1.0) > 0.1) ? (Local428) : Local431); + float Local433 = ((math::abs(Local407 - 0.0) > 0.000001) ? (Local432) : 0.0); + float Local434 = math::saturate(Local433); + float3 Local435 = math::lerp(Local386,Local403,Local434); + float3 Local436 = ((math::abs(OpacityIsTexType - 1.0) > 0.00001) ? (OpacityIsTexType >= 1.0 ? Local435 : float3(float2(OpacityFloat,OpacityFloat).x,float2(OpacityFloat,OpacityFloat).y,OpacityFloat)) : float3(Local385.x,Local385.y,Local385.z)); + + float3 EmissiveColor_mdl = Local101; + float Opacity_mdl = Local436.x; + float OpacityMask_mdl = (math::saturate(Local436.x) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; + float3 BaseColor_mdl = Local168; + float Metallic_mdl = Local235.x; + float Specular_mdl = Local302.x; + float Roughness_mdl = Local369.x; + float3 Refraction_mdl = 1.491; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Translucent( + base_color: BaseColor_mdl, + metallic: Metallic_mdl, + roughness: Roughness_mdl, + specular: Specular_mdl, + normal: Normal_mdl, + opacity: Opacity_mdl, + opacity_mask: OpacityMask_mdl, + emissive_color: EmissiveColor_mdl, + displacement: WorldPositionOffset_mdl, + refraction: Refraction_mdl.x, + two_sided: false); diff --git a/scenes/manycore/kujiale_0043/usd/Materials/OmniUe4Base.mdl b/scenes/manycore/kujiale_0043/usd/Materials/OmniUe4Base.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ff1506bbc0b1fa2bc46e645c5a5747caf2d4960c --- /dev/null +++ b/scenes/manycore/kujiale_0043/usd/Materials/OmniUe4Base.mdl @@ -0,0 +1,224 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - merge unlit template +//* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side +//* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - /* flip_tangent_v */ + tangent_v * normal.y + + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Base( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + float clearcoat_weight = 0.0, + float clearcoat_roughness = 0.0, + float3 clearcoat_normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform bool is_tangent_space_normal = true, + uniform bool two_sided = false, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Base"), + anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::saturate(metallic); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_clearcoat_weight = math::saturate(clearcoat_weight); + float final_clearcoat_roughness = math::saturate(clearcoat_roughness); + float3 final_normal = math::normalize(normal); + float3 final_clearcoat_normal = math::normalize(clearcoat_normal); + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color), + normal: the_normal); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + // clearcoat layer + float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); + float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; + + float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_clearcoat_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ); + + + bsdf clearcoat = + df::custom_curve_layer( + base: df::weighted_layer( + layer: dielectric_metal_mix, + weight: 1.0, + normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal + ), + layer: df::microfacet_ggx_smith_bsdf( + roughness_u: clearcoat_alpha, + tint: color(1.0) + ), + normal_reflectivity: 0.04, + grazing_reflectivity: clearcoat_grazing_refl, + normal: the_clearcoat_normal, + weight: final_clearcoat_weight + ); + bsdf surface = is_unlit ? bsdf() : clearcoat; +} +in material( + thin_walled: two_sided, // Graphene? + surface: material_surface( + scattering: surface, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + backface: material_surface( + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: final_emissive_color + ) + ), + geometry: material_geometry( + displacement: displacement, + normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), + cutout_opacity: enable_opacity ? opacity : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0043/usd/Materials/OmniUe4Function.mdl b/scenes/manycore/kujiale_0043/usd/Materials/OmniUe4Function.mdl new file mode 100644 index 0000000000000000000000000000000000000000..f0801afff6f0870ea2574c9e9b6e2043e79e9a79 --- /dev/null +++ b/scenes/manycore/kujiale_0043/usd/Materials/OmniUe4Function.mdl @@ -0,0 +1,1413 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.1 - using absolute import paths when importing standard modules + +mdl 1.6; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + + +export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true) +[[ + anno::description("convert from RH to LH"), + anno::noinline() +]] +{ + float4x4 ZupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4x4 YupConversion = float4x4( + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + ); + + float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f); + + vec4 = vec4 * (up_z ? ZupConversion : YupConversion); + + return float3(vec4.x, vec4.y, vec4.z); +} + +export float3 transform_vector_from_tangent_to_world(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from tangent space to world space"), + anno::noinline() +]] +{ + /* flip_tangent_v */ + return convert_to_left_hand( + tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, + up_z, false); +} + +export float3 transform_vector_from_world_to_tangent(float3 vector, + uniform bool up_z = true, + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0)) +[[ + anno::description("Transform vector from world space to tangent space"), + anno::noinline() +]] +{ + float3 vecRH = convert_to_left_hand(vector, up_z, false); + /* flip_tangent_v */ + return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) + + vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) + + vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z); +} + +export float4 unpack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Unpack a normal stored in a normal map"), + anno::noinline() +]] +{ + float2 normal_xy = float2(texture_sample.x, texture_sample.y); + + normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0); + float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) ); + return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 ); +} + +// for get color value from normal. +export float4 pack_normal_map( + float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0) + ) +[[ + anno::description("Pack to color from a normal") +]] +{ + float2 return_xy = float2(texture_sample.x, texture_sample.y); + + return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0); + + return float4( return_xy.x, return_xy.y, 0.0, 1.0 ); +} + +export float4 greyscale_texture_lookup( + float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0) + ) +[[ + anno::description("Sampling a greyscale texture"), + anno::noinline() +]] +{ + return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x); +} + +export float3 pixel_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Pixel normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 vertex_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Vertex normal in world space"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); +} + +export float3 landscape_normal_world_space(uniform bool up_z = true) +[[ + anno::description("Landscape normal in world space") +]] +{ + float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0; + + float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y); + return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY)))); +} + +// Different implementation specific between mdl and hlsl for smoothstep +export float smoothstep(float a, float b, float l) +{ + if (a < b) + { + return math::smoothstep(a, b, l); + } + else if (a > b) + { + return 1.0 - math::smoothstep(b, a, l); + } + else + { + return l <= a ? 0.0 : 1.0; + } +} + +export float2 smoothstep(float2 a, float2 b, float2 l) +{ + return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y)); +} + +export float3 smoothstep(float3 a, float3 b, float3 l) +{ + return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z)); +} + +export float4 smoothstep(float4 a, float4 b, float4 l) +{ + return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w)); +} + +export float2 smoothstep(float2 a, float2 b, float l) +{ + return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l)); +} + +export float3 smoothstep(float3 a, float3 b, float l) +{ + return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l)); +} + +export float4 smoothstep(float4 a, float4 b, float l) +{ + return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l)); +} + +export float2 smoothstep(float a, float b, float2 l) +{ + return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y)); +} + +export float3 smoothstep(float a, float b, float3 l) +{ + return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z)); +} + +export float4 smoothstep(float a, float b, float4 l) +{ + return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w)); +} + +//------------------ Random from UE4 ----------------------- +float length2(float3 v) +{ + return math::dot(v, v); +} + +float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v) +{ + const float2 ZShear = float2(17.0f, 89.0f); + + float2 OffsetA = v.z * ZShear; + float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f; + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat); + return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0; +} + +float3 SkewSimplex(float3 In) +{ + return In + math::dot(In, float3(1.0 / 3.0f) ); +} +float3 UnSkewSimplex(float3 In) +{ + return In - math::dot(In, float3(1.0 / 6.0f) ); +} + +// 3D random number generator inspired by PCGs (permuted congruential generator) +// Using a **simple** Feistel cipher in place of the usual xor shift permutation step +// @param v = 3D integer coordinate +// @return three elements w/ 16 random bits each (0-0xffff). +// ~8 ALU operations for result.x (7 mad, 1 >>) +// ~10 ALU operations for result.xy (8 mad, 2 >>) +// ~12 ALU operations for result.xyz (9 mad, 3 >>) + +//TODO: uint3 +int3 Rand3DPCG16(int3 p) +{ + // taking a signed int then reinterpreting as unsigned gives good behavior for negatives + //TODO: uint3 + int3 v = int3(p); + + // Linear congruential step. These LCG constants are from Numerical Recipies + // For additional #'s, PCG would do multiple LCG steps and scramble each on output + // So v here is the RNG state + v = v * 1664525 + 1013904223; + + // PCG uses xorshift for the final shuffle, but it is expensive (and cheap + // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps + // + // Feistel ciphers divide the state into separate parts (usually by bits) + // then apply a series of permutation steps one part at a time. The permutations + // use a reversible operation (usually ^) to part being updated with the result of + // a permutation function on the other parts and the key. + // + // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for + // the combination function, and just multiplying the other two parts (no key) for + // the permutation function. + // + // That gives a simple mad per round. + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + v.x += v.y*v.z; + v.y += v.z*v.x; + v.z += v.x*v.y; + + // only top 16 bits are well shuffled + return v >> 16; +} + +// Wraps noise for tiling texture creation +// @param v = unwrapped texture parameter +// @param bTiling = true to tile, false to not tile +// @param RepeatSize = number of units before repeating +// @return either original or wrapped coord +float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize) +{ + return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v; +} + +// Evaluate polynomial to get smooth transitions for Perlin noise +// only needed by Perlin functions in this file +// scalar(per component): 2 add, 5 mul +float4 PerlinRamp(float4 t) +{ + return t * t * t * (t * (t * 6 - 15) + 10); +} + +// Blum-Blum-Shub-inspired pseudo random number generator +// http://www.umbc.edu/~olano/papers/mNoise.pdf +// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes +// instead, we use a single prime M just small enough not to overflow +// note that the above paper used 61, which fits in a half, but is unusably bad +// @param Integer valued floating point seed +// @return random number in range [0,1) +// ~8 ALU operations (5 *, 3 frac) +float RandBBSfloat(float seed) +{ + float BBS_PRIME24 = 4093.0; + float s = math::frac(seed / BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + s = math::frac(s * s * BBS_PRIME24); + return s; +} + +// Modified noise gradient term +// @param seed - random seed for integer lattice position +// @param offset - [-1,1] offset of evaluation point from lattice point +// @return gradient direction (xyz) and contribution (w) from this lattice point +float4 MGradient(int seed, float3 offset) +{ + //TODO uint + int rand = Rand3DPCG16(int3(seed,0,0)).x; + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000); + float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1; + return float4(direction.x, direction.y, direction.z, math::dot(direction, offset)); +} + +// compute Perlin and related noise corner seed values +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = true to return seed values for a repeating noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @param seed000-seed111 = hash function seeds for the eight corners +// @return fractional part of v +struct SeedValue +{ + float3 fv = float3(0); + float seed000 = 0; + float seed001 = 0; + float seed010 = 0; + float seed011 = 0; + float seed100 = 0; + float seed101 = 0; + float seed110 = 0; + float seed111 = 0; +}; + +SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds; + seeds.fv = math::frac(v); + float3 iv = math::floor(v); + + const float3 primes = float3(19, 47, 101); + + if (bTiling) + { // can't algebraically combine with primes + seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize)); + seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize)); + seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize)); + seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize)); + seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize)); + seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize)); + seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize)); + seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize)); + } + else + { // get to combine offsets with multiplication by primes in this case + seeds.seed000 = math::dot(iv, primes); + seeds.seed100 = seeds.seed000 + primes.x; + seeds.seed010 = seeds.seed000 + primes.y; + seeds.seed110 = seeds.seed100 + primes.y; + seeds.seed001 = seeds.seed000 + primes.z; + seeds.seed101 = seeds.seed100 + primes.z; + seeds.seed011 = seeds.seed010 + primes.z; + seeds.seed111 = seeds.seed110 + primes.z; + } + + return seeds; +} + +struct SimplexWeights +{ + float4 Result = float4(0); + float3 PosA = float3(0); + float3 PosB = float3(0); + float3 PosC = float3(0); + float3 PosD = float3(0); +}; + +// Computed weights and sample positions for simplex interpolation +// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d +SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos) +{ + SimplexWeights weights; + float3 OrthogonalPosFloor = math::floor(OrthogonalPos); + + weights.PosA = OrthogonalPosFloor; + weights.PosB = weights.PosA + float3(1, 1, 1); + + OrthogonalPos -= OrthogonalPosFloor; + + float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z)); + float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z)); + + weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z); + weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z); + + float RG = OrthogonalPos.x - OrthogonalPos.y; + float RB = OrthogonalPos.x - OrthogonalPos.z; + float GB = OrthogonalPos.y - OrthogonalPos.z; + + weights.Result.z = + math::min(math::max(0, RG), math::max(0, RB)) // X + + math::min(math::max(0, -RG), math::max(0, GB)) // Y + + math::min(math::max(0, -RB), math::max(0, -GB)); // Z + + weights.Result.w = + math::min(math::max(0, -RG), math::max(0, -RB)) // X + + math::min(math::max(0, RG), math::max(0, -GB)) // Y + + math::min(math::max(0, RB), math::max(0, GB)); // Z + + weights.Result.y = Smallest; + weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w; + + return weights; +} + +// filtered 3D gradient simple noise (few texture lookups, high quality) +// @param v >0 +// @return random number in the range -1 .. 1 +float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos) +{ + float3 OrthogonalPos = SkewSimplex(EvalPos); + + SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos); + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit) + float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA); + float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB); + float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC); + float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD); + + Weights.PosA = UnSkewSimplex(Weights.PosA); + Weights.PosB = UnSkewSimplex(Weights.PosB); + Weights.PosC = UnSkewSimplex(Weights.PosC); + Weights.PosD = UnSkewSimplex(Weights.PosD); + + float DistanceWeight; + + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight; + DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight; + float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight; + + return 32 * (a + b + c + d); +} + +// filtered 3D noise, can be optimized +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize) +{ + bTiling = true; + float3 fv = math::frac(v); + float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize); + float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize); + + const int2 ZShear = int2(17, 89); + + float2 OffsetA = iv0.z * ZShear; + float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset + if (bTiling) // tiling, have to compute from wrapped coordinates + { + OffsetB = iv1.z * ZShear; + } + + // Texture size scale factor + float ts = 1 / 128.0f; + + // texture coordinates for iv0.xy, as offset for both z slices + float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts; + float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts; + + // texture coordinates for iv1.xy, as offset for both z slices + float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates + float2 TexB1 = TexB0 + ts; + if (bTiling) // for tiling, need to compute from wrapped coordinates + { + TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts; + TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts; + } + + + // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit) + float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 A = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 B = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 C = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 D = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 E = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 F = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 G = PerlinNoiseColor * 2 - 1; + PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat); + PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z); + float3 H = PerlinNoiseColor * 2 - 1; + + float a = math::dot(A, fv - float3(0, 0, 0)); + float b = math::dot(B, fv - float3(1, 0, 0)); + float c = math::dot(C, fv - float3(0, 1, 0)); + float d = math::dot(D, fv - float3(1, 1, 0)); + float e = math::dot(E, fv - float3(0, 0, 1)); + float f = math::dot(F, fv - float3(1, 0, 1)); + float g = math::dot(G, fv - float3(0, 1, 1)); + float h = math::dot(H, fv - float3(1, 1, 1)); + + float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0))); + + float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y); + float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y); + + return math::lerp(i, j, Weights.z); +} + +// @return random number in the range -1 .. 1 +// scalar: 6 frac, 31 mul/mad, 15 add, +float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz) +{ + // needs to be the same value when creating the PerlinNoise3D texture + float Extent = 16; + + // last texel replicated and needed for filtering + // scalar: 3 frac, 6 mul + xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1); + + // scalar: 3 frac + float3 uvw = math::frac(xyz); + // = floor(xyz); + // scalar: 3 add + float3 p0 = xyz - uvw; +// float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping) + // scalar: 2*3 add 5*3 mul + float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0)); + float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping + // scalar: 3 add + float3 p = p0 + f; + // scalar: 3 mad + // TODO: need reverse??? + float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset + + // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count) + // scalar: 4 mad, 3 mul, 3 add + float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f; + float d = NoiseSample.w * 255.f - 127; + return math::dot(xyz, n) - d; +} + +// Perlin-style "Modified Noise" +// http://www.umbc.edu/~olano/papers/index.html#mNoise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w; + float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w; + float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w; + float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w; + float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w; + float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w; + float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w; + float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D value noise - used to be incorrectly called Perlin noise +// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D +// @param bTiling = repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension +// @return random number in the range -1 .. 1 +float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize) +{ + SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize); + + float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1; + float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1; + float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1; + float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1; + float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1; + float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1; + float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1; + float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1; + + float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0)); + + float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y); + float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y); + return math::lerp(i, j, Weights.z); +} + +// 3D jitter offset within a voronoi noise cell +// @param pos - integer lattice corner +// @return random offsets vector +float3 VoronoiCornerSample(float3 pos, int Quality) +{ + // random values in [-0.5, 0.5] + float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5; + + // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 2x2x2 search + if (Quality <= 2) + { + return math::normalize(noise) * 0.2588; + } + + // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere + // scale factor to guarantee jittered points will be found within a 3x3x3 search + if (Quality == 3) + { + return math::normalize(noise) * 0.3090; + } + + // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search + return noise; +} + +// compare previous best with a new candidate +// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed +// @param minval = location and distance of best candidate seed point before the new one +// @param candidate = candidate seed point +// @param offset = 3D offset to new candidate seed point +// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position +// @return position (if bDistanceOnly is false) and distance to closest seed point so far +float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly) +{ + if (bDistanceOnly) + { + return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset))); + } + else + { + float newdist = math::dot(offset, offset); + return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist); + } +} + +// 220 instruction Worley noise +float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly) +{ + float3 fv = math::frac(v), fv2 = math::frac(v + 0.5); + float3 iv = math::floor(v), iv2 = math::floor(v + 0.5); + + // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away + float4 mindist = float4(0,0,0,100); + float3 p, offset; + + // quality level 3: do a 3x3x3 search + if (Quality == 3) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 1; ++offset_x) + { + for (offset_y = -1; offset_y <= 1; ++offset_y) + { + for (offset_z = -1; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + + // everybody else searches a base 2x2x2 neighborhood + else + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = 0; offset_x <= 1; ++offset_x) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // quality level 2, do extra set of points, offset by half a cell + if (Quality == 2) + { + // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts + p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality); + mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly); + } + } + } + } + } + + // quality level 4: add extra sets of four cells in each direction + if (Quality >= 4) + { + int offset_x; + int offset_y; + int offset_z; + for (offset_x = -1; offset_x <= 2; offset_x += 3) + { + for (offset_y = 0; offset_y <= 1; ++offset_y) + { + for (offset_z = 0; offset_z <= 1; ++offset_z) + { + offset = float3(offset_x, offset_y, offset_z); + // along x axis + p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along y axis + p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + + // along z axis + p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality); + mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly); + } + } + } + } + + // transform squared distance to real distance + return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w)); +} + +// Coordinates for corners of a Simplex tetrahedron +// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011 +// @param v = 3D noise argument +// @return 4 corner locations +float4x3 SimplexCorners(float3 v) +{ + // find base corner by skewing to tetrahedral space and back + float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3); + float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6; + float3 f = v - base; + + // Find offsets to other corners (McEwan did this in tetrahedral space, + // but since skew is along x=y=z axis, this works in Euclidean space too.) + float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y); + float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0; + + // four corners + return float4x3(base, base + a1, base + a2, base + 0.5); +} + +// Improved smoothing function for simplex noise +// @param f = fractional distance to four tetrahedral corners +// @return weight for each corner +float4 SimplexSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale))); +} + +// Derivative of simplex noise smoothing function +// @param f = fractional distanc eto four tetrahedral corners +// @return derivative of smoothing function for each corner by x, y and z +float3x4 SimplexDSmooth(float4x3 f) +{ + const float scale = 1024. / 375.; // scale factor to make noise -1..1 + float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3])); + float4 s = math::saturate(2 * d); + s = -12 * scale + s*(24 * scale - s * 12 * scale); + + return float3x4( + s * float4(f[0][0], f[1][0], f[2][0], f[3][0]), + s * float4(f[0][1], f[1][1], f[2][1], f[3][1]), + s * float4(f[0][2], f[1][2], f[2][2], f[3][2])); +} + +// Simplex noise and its Jacobian derivative +// @param v = 3D noise argument +// @param bTiling = whether to repeat noise pattern +// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3 +// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w +// J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz) +// J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx +// You can use this to compute the noise, gradient, curl, or divergence: +// float3x4 J = JacobianSimplex_ALU(...); +// float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise +// float3 Grad = J[0].xyz; // gradient of J[0].w +// float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]); +// float Div = J[0][0]+J[1][1]+J[2][2]; +// All of these are confirmed to compile out all unneeded terms. +// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation. +float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize) +{ + int3 MGradientMask = int3(0x8000, 0x4000, 0x2000); + float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000); + + // corners of tetrahedron + float4x3 T = SimplexCorners(v); + // TODO: uint3 + int3 rand = int3(0); + float4x3 gvec0 = float4x3(1.0); + float4x3 gvec1 = float4x3(1.0); + float4x3 gvec2 = float4x3(1.0); + float4x3 fv = float4x3(1.0); + float3x4 grad = float3x4(1.0); + + // processing of tetrahedral vertices, unrolled + // to compute gradient at each corner + fv[0] = v - T[0]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize)))); + gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][0] = math::dot(gvec0[0], fv[0]); + grad[1][0] = math::dot(gvec1[0], fv[0]); + grad[2][0] = math::dot(gvec2[0], fv[0]); + + fv[1] = v - T[1]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize)))); + gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][1] = math::dot(gvec0[1], fv[1]); + grad[1][1] = math::dot(gvec1[1], fv[1]); + grad[2][1] = math::dot(gvec2[1], fv[1]); + + fv[2] = v - T[2]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize)))); + gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][2] = math::dot(gvec0[2], fv[2]); + grad[1][2] = math::dot(gvec1[2], fv[2]); + grad[2][2] = math::dot(gvec2[2], fv[2]); + + fv[3] = v - T[3]; + rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize)))); + gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1; + gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1; + gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1; + grad[0][3] = math::dot(gvec0[3], fv[3]); + grad[1][3] = math::dot(gvec1[3], fv[3]); + grad[2][3] = math::dot(gvec2[3], fv[3]); + + // blend gradients + float4 sv = SimplexSmooth(fv); + float3x4 ds = SimplexDSmooth(fv); + + float3x4 jacobian = float3x4(1.0); + float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major) + jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0])); + float3 vec1 = gvec1*sv + grad[1]*ds; + jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1])); + float3 vec2 = gvec2*sv + grad[2]*ds; + jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2])); + + return jacobian; +} + +// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes +// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion. +float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize) +{ + // verified, HLSL compiled out the switch if Function is a constant + switch(Function) + { + case 0: + return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position); + case 1: + return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize); + case 2: + return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position); + case 3: + return GradientNoise3D_ALU(Position, bTiling, RepeatSize); + case 4: + return ValueNoise3D_ALU(Position, bTiling, RepeatSize); + case 5: + return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0; + } + return 0; +} +//---------------------------------------------------------- + +export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize) +[[ + anno::description("Noise"), + anno::noinline() +]] +{ + Position *= Scale; + FilterWidth *= Scale; + + float Out = 0.0f; + float OutScale = 1.0f; + float InvLevelScale = 1.0f / LevelScale; + + int iFunction(Function); + int iQuality(Quality); + int iLevels(Levels); + bool bTurbulence(Turbulence); + bool bTiling(Tiling); + + for(int i = 0; i < iLevels; ++i) + { + // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions) + OutScale *= math::saturate(1.0 - FilterWidth); + + if(bTurbulence) + { + Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale; + } + else + { + Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale; + } + + Position *= LevelScale; + RepeatSize *= LevelScale; + OutScale *= InvLevelScale; + FilterWidth *= LevelScale; + } + + if(!bTurbulence) + { + // bring -1..1 to 0..1 range + Out = Out * 0.5f + 0.5f; + } + + // Out is in 0..1 range + return math::lerp(OutputMin, OutputMax, Out); +} + +// Material node for noise functions returning a vector value +// @param LevelScale usually 2 but higher values allow efficient use of few levels +// @return in user defined range (OutputMin..OutputMax) +export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise"), + anno::noinline() +]] +{ + float4 result = float4(0,0,0,1); + float3 ret = float3(0); + int iQuality = int(Quality); + int iFunction = int(Function); + bool bTiling = Tiling > 0.0; + + float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used + + // verified, HLSL compiled out the switch if Function is a constant + switch (iFunction) + { + case 0: // Cellnoise + ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff; + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 1: // Color noise + ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 2: // Gradient + result = Jacobian[0]; + break; + case 3: // Curl + ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]); + result = float4(ret.x, ret.y, ret.z, 1); + break; + case 4: // Voronoi + result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false); + break; + } + return result; +} + +export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize) +[[ + anno::description("Vector Noise float3 version"), + anno::noinline() +]] +{ + float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize); + return float3(noise.x, noise.y, noise.z); +} + + +// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view +export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]]) +[[ + anno::description("Fresnel"), + anno::noinline() +]] +{ + return 0.0; +} + +export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], + bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], + bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], + bool clamp_fresnel_dot_product [[anno::unused()]]) +[[ + anno::description("Fresnel Function"), + anno::noinline() +]] +{ + return 0.0; +} + +export float3 camera_vector(uniform bool up_z = true) +[[ + anno::description("Camera Vector"), + anno::noinline() +]] +{ + // assume camera postion is 0,0,0 + return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)); +} + +export float pixel_depth() +[[ + anno::description("Pixel Depth"), + anno::noinline() +]] +{ + return 256.0f; +} + +export float scene_depth() +[[ + anno::description("Scene Depth") +]] +{ + return 65500.0f; +} + +export float3 scene_color() +[[ + anno::description("Scene Color") +]] +{ + return float3(1.0f); +} + +export float4 vertex_color() +[[ + anno::description("Vertex Color"), + anno::noinline() +]] +{ + return float4(1.0f); +} + +export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex) +[[ + anno::description("Vertex Color for float2 PrimVar"), + anno::noinline() +]] +{ + // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead + return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y); +} + +export float3 camera_position() +[[ + anno::description("Camera Position"), + anno::noinline() +]] +{ + return float3(1000.0f, 0, 0); +} + +export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position) +[[ + anno::description("Rotates Position about the given axis by the given angle") +]] +{ + // Project Position onto the rotation axis and find the closest point on the axis to Position + float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z); + float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis); + // Construct orthogonal axes in the plane of the rotation + float3 UAxis = Position - ClosestPointOnAxis; + float3 VAxis = math::cross(NormalizedRotationAxis, UAxis); + float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w); + // Rotate using the orthogonal axes + float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0]; + // Reconstruct the rotated world space position + float3 RotatedPosition = ClosestPointOnAxis + R; + // Convert from position to a position offset + return RotatedPosition - Position; +} + +export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset) +[[ + anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied") +]] +{ + return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset; +} + +export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true) +[[ + anno::description("Reflection vector about the specified world space normal") +]] +{ + if (bNormalizeInputNormal) + { + WorldNormal = math::normalize(WorldNormal); + } + + return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0; +} + +export float3 reflection_vector(uniform bool up_z = true) +[[ + anno::description("Reflection Vector"), + anno::noinline() +]] +{ + float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false); + return reflection_custom_world_normal(normal, false, up_z); +} + +export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]]) +[[ + anno::description("Dither TemporalAA"), + anno::noinline() +]] +{ + return AlphaThreshold; +} + +export float3 black_body( float Temp ) +[[ + anno::description("Black Body"), + anno::noinline() +]] +{ + float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp ); + float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp ); + + float x = 3*u / ( 2*u - 8*v + 4 ); + float y = 2*v / ( 2*u - 8*v + 4 ); + float z = 1 - x - y; + + float Y = 1; + float X = Y/y * x; + float Z = Y/y * z; + + float3x3 XYZtoRGB = float3x3( + float3(3.2404542, -1.5371385, -0.4985314), + float3(-0.9692660, 1.8760108, 0.0415560), + float3(0.0556434, -0.2040259, 1.0572252) + ); + + return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 ); +} + +export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances) +[[ + anno::description("Per Instance Random"), + anno::noinline() +]] +{ + float weight = state::object_id() / float(NumberInstances); + return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x; +} + +//------------------ Hair from UE4 ----------------------- +float3 hair_absorption_to_color(float3 A) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::exp(-math::sqrt(A) * D); +} + +float3 hair_color_to_absorption(float3 C) +{ + const float B = 0.3f; + float b2 = B * B; + float b3 = B * b2; + float b4 = b2 * b2; + float b5 = B * b4; + float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5); + return math::pow(math::log(C) / D, 2.0f); +} + +export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor) +[[ + anno::description("Hair Color") +]] +{ + InMelanin = math::saturate(InMelanin); + InRedness = math::saturate(InRedness); + float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f)); + float Eumelanin = Melanin * (1 - InRedness); + float Pheomelanin = Melanin * InRedness; + + float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor)); + float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f); + + return hair_absorption_to_color(Absorption + DyeAbsorption); +} + +export float3 local_object_bounds_min() +[[ + anno::description("Local Object Bounds Min"), + anno::noinline() +]] +{ + return float3(0.0); +} + +export float3 local_object_bounds_max() +[[ + anno::description("Local Object Bounds Max"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float3 object_bounds() +[[ + anno::description("Object Bounds"), + anno::noinline() +]] +{ + return float3(100.0); +} + +export float object_radius() +[[ + anno::description("Object Radius"), + anno::noinline() +]] +{ + return 100.0f; +} + +export float3 object_world_position(uniform bool up_z = true) +[[ + anno::description("Object World Position"), + anno::noinline() +]] +{ + return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0; +} + +export float3 object_orientation() +[[ + anno::description("Object Orientation"), + anno::noinline() +]] +{ + return float3(0); +} + +export float rcp(float x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float2 rcp(float2 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float3 rcp(float3 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export float4 rcp(float4 x) +[[ + anno::description("hlsl rcp"), + anno::noinline() +]] +{ + return 1.0f / x; +} + +export int BitFieldExtractI32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractI32 int"), + anno::noinline() +]] +{ + Size &= 3; + Offset &= 3; + + if (Size == 0) + return 0; + else if (Offset + Size < 32) + return (Data << (32 - Size - Offset)) >> (32 - Size); + else + return Data >> Offset; +} + +export int BitFieldExtractI32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractI32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(int(Data), int(Size), int(Offset)); +} + +export int BitFieldExtractU32(float Data, float Size, float Offset) +[[ + anno::description("BitFieldExtractU32 float"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export int BitFieldExtractU32(int Data, int Size, int Offset) +[[ + anno::description("BitFieldExtractU32 int"), + anno::noinline() +]] +{ + return BitFieldExtractI32(Data, Size, Offset); +} + +export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha) +[[ + anno::description("EyeAdaptationInverseLookup"), + anno::noinline() +]] +{ + float Adaptation = 1.0f; + + // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation. + // So the lerped value is: + // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T) + // Which is simplified as: + // LerpLogScale = Lerp(0,-log(Adaptation),T) + // LerpLogScale = -T * logAdaptation; + + float LerpLogScale = -Alpha * math::log(Adaptation); + float Scale = math::exp(LerpLogScale); + return LightValue * Scale; +} diff --git a/scenes/manycore/kujiale_0043/usd/Materials/OmniUe4Translucent.mdl b/scenes/manycore/kujiale_0043/usd/Materials/OmniUe4Translucent.mdl new file mode 100644 index 0000000000000000000000000000000000000000..27ab820590bdb297d7d88a99b097dd830d42f21e --- /dev/null +++ b/scenes/manycore/kujiale_0043/usd/Materials/OmniUe4Translucent.mdl @@ -0,0 +1,233 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +//* 1.0.0 - first version +//* 1.0.1 - Emissive color affected by opacity +// - Support opacity mask +//* 1.0.2 - Unlit translucent +//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf +//* 1.0.4 - using absolute import paths when importing standard modules + +mdl 1.3; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::tex::*; +import ::anno::*; + +float emissive_multiplier() +[[ + anno::description("the multiplier to convert UE4 emissive to raw data"), + anno::noinline() +]] +{ + return 20.0f * 128.0f; +} + +color get_translucent_tint(color base_color, float opacity) +[[ + anno::description("base color of UE4 translucent"), + anno::noinline() +]] +{ + return math::lerp(color(1.0), base_color, opacity); +} + +// Just for UE4 distilling +float get_translucent_opacity(float opacity) +[[ + anno::noinline() +]] +{ + return opacity; +} + +color get_emissive_intensity(color emissive, float opacity) +[[ + anno::description("emissive color of UE4 translucent"), + anno::noinline() +]] +{ + return emissive * opacity; +} + +float3 tangent_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in tangent space"), + anno::noinline() +]] +{ + return math::normalize( + tangent_u * normal.x - + tangent_v * normal.y + /* flip_tangent_v */ + state::normal() * (normal.z)); +} + +float3 world_space_normal( + float3 normal = float3(0.0,0.0,1.0), + float3 tangent_u = state::texture_tangent_u(0), + float3 tangent_v = state::texture_tangent_v(0) +) +[[ + anno::description("Interprets the vector in world space"), + anno::noinline() +]] +{ + return tangent_space_normal( + math::normalize( + normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - + normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), + tangent_u, + tangent_v + ); +} + +export material OmniUe4Translucent( + float3 base_color = float3(0.0, 0.0, 0.0), + float metallic = 0.0, + float roughness = 0.5, + float specular = 0.5, + float3 normal = float3(0.0,0.0,1.0), + uniform bool enable_opacity = true, + float opacity = 1.0, + float opacity_mask = 1.0, + float3 emissive_color = float3(0.0, 0.0, 0.0), + float3 displacement = float3(0.0), + uniform float refraction = 1.0, + uniform bool two_sided = false, + uniform bool is_tangent_space_normal = true, + uniform bool is_unlit = false +) +[[ + anno::display_name("Omni UE4 Translucent"), + anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"), + anno::version( 1, 0, 0), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "UE4", "omniverse", "translucent")) +]] + = let { + color final_base_color = math::saturate(base_color); + float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f); + float final_roughness = math::saturate(roughness); + float final_specular = math::saturate(specular); + color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ + float final_opacity = math::saturate(opacity); + float3 final_normal = math::normalize(normal); + + + // - compute final roughness by squaring the "roughness" parameter + float alpha = final_roughness * final_roughness; + // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering + float grazing_refl = math::max((1.0 - final_roughness), 0.0); + + float3 the_normal = is_unlit ? state::normal() : + (is_tangent_space_normal ? + tangent_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + ) : world_space_normal( + normal: final_normal, + tangent_u: state::texture_tangent_u(0), + tangent_v: state::texture_tangent_v(0) + )); + + // for the dielectric component we layer the glossy component on top of the diffuse one, + // the glossy layer has no color tint + + bsdf dielectric_component = df::custom_curve_layer( + weight: final_specular, + normal_reflectivity: 0.08, + grazing_reflectivity: grazing_refl, + layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), + base: df::diffuse_reflection_bsdf(tint: final_base_color)); + + // the metallic component doesn't have a diffuse component, it's only glossy + // base_color is applied to tint it + bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); + + // final BSDF is a linear blend between dielectric and metallic component + bsdf dielectric_metal_mix = + df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: metallic_component, + weight: final_metallic), + df::bsdf_component( + component: dielectric_component, + weight: 1.0-final_metallic) + ) + ); + + bsdf frosted_bsdf = df::specular_bsdf( + tint: color(1), + mode: df::scatter_reflect_transmit + ); + + bsdf final_mix_bsdf = + is_unlit ? df::specular_bsdf( + tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity), + mode: df::scatter_reflect_transmit + ) + : df::normalized_mix( + components: + df::bsdf_component[]( + df::bsdf_component( + component: dielectric_metal_mix, + weight: get_translucent_opacity(final_opacity)), + df::bsdf_component( + component: frosted_bsdf, + weight: 1.0-get_translucent_opacity(final_opacity)) + ) + ); +} +in material( + thin_walled: two_sided, // Graphene? + ior: color(refraction), //refraction + surface: material_surface( + scattering: final_mix_bsdf, + emission: + material_emission ( + emission: df::diffuse_edf (), + intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity) + ) + ), + + geometry: material_geometry( + displacement: displacement, + normal: the_normal, + cutout_opacity: enable_opacity ? opacity_mask : 1.0 + ) +); diff --git a/scenes/manycore/kujiale_0043/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png b/scenes/manycore/kujiale_0043/usd/Materials/PreviewSurfaceTextures/MI_Bianca_Carrara_Marble_Tiles_uh1kajrv_2K_BaseColor.png new file mode 100644 index 0000000000000000000000000000000000000000..d016be41a2a61567a4af792dbbedc4d08016eeaf --- 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+import ::anno::*; +import ::scene::*; +using .::OmniUe4Function import *; +using .::OmniUe4Base import *; + +export annotation sampler_color(); +export annotation sampler_normal(); +export annotation sampler_grayscale(); +export annotation sampler_alpha(); +export annotation sampler_masks(); +export annotation sampler_distancefield(); +export annotation dither_masked_off(); +export annotation world_space_normal(); + +export material WorldGridMaterial( + int MaxTexCoordIndex = 3 + [[ + anno::hidden() + ]]) + = + let { + float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); + float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); + + float2 Local0 = (CustomizedUV0_mdl / 2.0); + float2 Local1 = (Local0 / 0.05); + float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); + float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); + + float3 Normal_mdl = Local3; + + float2 Local4 = (CustomizedUV0_mdl * 20.0); + float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); + float Local6 = math::lerp(0.4,1.0,Local5.x); + float Local7 = (1.0 - Local6); + float2 Local8 = (Local0 / 0.1); + float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); + float Local10 = math::lerp(Local9.y,1.0,0.0); + float Local11 = math::lerp(Local6,Local7,Local10); + float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); + float Local13 = math::lerp(Local9.y,0.0,0.0); + float Local14 = (Local12.y + Local13); + float Local15 = math::lerp(Local14,0.5,0.5); + float Local16 = math::lerp(0.295,0.66,Local15); + float Local17 = (Local16 * 0.5); + float Local18 = (Local11 * Local17); + float Local19 = math::lerp(0.0,0.5,Local12.y); + float Local20 = math::lerp(0.7,1.0,Local9.y); + float Local21 = math::lerp(Local20,1.0,0.0); + float Local22 = (Local21 * 1.0); + float Local23 = (Local19 + Local22); + float Local24 = math::min(math::max(Local23,0.0),1.0); + + float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); + float OpacityMask_mdl = 1.0; + float3 BaseColor_mdl = float3(Local18,Local18,Local18); + float Metallic_mdl = 0.0; + float Specular_mdl = 0.5; + float Roughness_mdl = Local24; + float SurfaceThickness_mdl = 0.01; + + } in + ::OmniUe4Base( + 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