Datasets:

License:
Shihanhan commited on
Commit
1e48ec2
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verified ·
1 Parent(s): f87eb76

upload objects

Browse files
.gitattributes CHANGED
@@ -188,3 +188,4 @@ robots/gr1/meshes/waist_yaw_link.STL filter=lfs diff=lfs merge=lfs -text
188
  robots/h1/h1.usd filter=lfs diff=lfs merge=lfs -text
189
  robots/h1/h1_camera.usd filter=lfs diff=lfs merge=lfs -text
190
  robots/h1_with_hand/h1_with_hand_rt.usd filter=lfs diff=lfs merge=lfs -text
 
 
188
  robots/h1/h1.usd filter=lfs diff=lfs merge=lfs -text
189
  robots/h1/h1_camera.usd filter=lfs diff=lfs merge=lfs -text
190
  robots/h1_with_hand/h1_with_hand_rt.usd filter=lfs diff=lfs merge=lfs -text
191
+ objects/table/white_big/instance.usd filter=lfs diff=lfs merge=lfs -text
objects/table/white_big/Materials/DayMaterial.mdl ADDED
@@ -0,0 +1,67 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ using .::OmniUe4Function import *;
8
+ using .::OmniUe4Translucent import *;
9
+
10
+ export annotation sampler_color();
11
+ export annotation sampler_normal();
12
+ export annotation sampler_grayscale();
13
+ export annotation sampler_alpha();
14
+ export annotation sampler_masks();
15
+ export annotation sampler_distancefield();
16
+ export annotation dither_masked_off();
17
+ export annotation world_space_normal();
18
+
19
+ export material DayMaterial(
20
+ float Flat = 1.0
21
+ [[
22
+ anno::display_name("Flat"),
23
+ anno::ui_order(32)
24
+ ]],
25
+ uniform texture_2d img = texture_2d("./Textures/white.png",::tex::gamma_srgb)
26
+ [[
27
+ anno::display_name("img"),
28
+ anno::ui_order(32),
29
+ sampler_color()
30
+ ]],
31
+ int MaxTexCoordIndex = 3
32
+ [[
33
+ anno::hidden()
34
+ ]])
35
+ =
36
+ let {
37
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
38
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
39
+
40
+
41
+ float3 Normal_mdl = float3(0.0,0.0,1.0);
42
+
43
+ float4 Local0 = tex::lookup_float4(img,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
44
+ float3 Local1 = (Flat * float3(Local0.x,Local0.y,Local0.z));
45
+
46
+ float3 EmissiveColor_mdl = Local1;
47
+ float Opacity_mdl = Local0.w;
48
+ float OpacityMask_mdl = (math::saturate(Local0.w) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f;
49
+ float3 BaseColor_mdl = float3(0.0,0.0,0.0);
50
+ float Metallic_mdl = 0.0;
51
+ float Specular_mdl = 0.5;
52
+ float Roughness_mdl = 0.5;
53
+ float2 Refraction_mdl = float2(float2(1.0,0.0).x,float2(1.0,0.0).x);
54
+
55
+ } in
56
+ ::OmniUe4Translucent(
57
+ base_color: BaseColor_mdl,
58
+ metallic: Metallic_mdl,
59
+ roughness: Roughness_mdl,
60
+ specular: Specular_mdl,
61
+ normal: Normal_mdl,
62
+ opacity: Opacity_mdl,
63
+ opacity_mask: OpacityMask_mdl,
64
+ emissive_color: EmissiveColor_mdl,
65
+ displacement: WorldPositionOffset_mdl,
66
+ refraction: Refraction_mdl.x,
67
+ two_sided: false);
objects/table/white_big/Materials/Num5e5507e87d6a6300013c8091.mdl ADDED
@@ -0,0 +1,284 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ using .::OmniUe4Function import *;
8
+ using .::OmniUe4Base import *;
9
+
10
+ export annotation sampler_color();
11
+ export annotation sampler_normal();
12
+ export annotation sampler_grayscale();
13
+ export annotation sampler_alpha();
14
+ export annotation sampler_masks();
15
+ export annotation sampler_distancefield();
16
+ export annotation dither_masked_off();
17
+ export annotation world_space_normal();
18
+
19
+ export material Num5e5507e87d6a6300013c8091(
20
+ uniform texture_2d Normal_Tex = texture_2d("./Textures/normal.png",::tex::gamma_linear)
21
+ [[
22
+ anno::display_name("Normal_Tex"),
23
+ anno::ui_order(32),
24
+ anno::in_group("Normal"),
25
+ sampler_normal()
26
+ ]],
27
+ float4 Normal_UVA = float4(1.0,1.0,0.0,0.0)
28
+ [[
29
+ anno::display_name("Normal_UVA"),
30
+ anno::ui_order(32),
31
+ anno::in_group("Normal")
32
+ ]],
33
+ float EmissiveIntensity = 0.0
34
+ [[
35
+ anno::display_name("EmissiveIntensity"),
36
+ anno::ui_order(32),
37
+ anno::in_group("EmissiveColor")
38
+ ]],
39
+ float IsEmissiveTex = 0.0
40
+ [[
41
+ anno::display_name("IsEmissiveTex"),
42
+ anno::in_group("EmissiveColor")
43
+ ]],
44
+ float4 Emissive_Color = float4(1.0,1.0,1.0,1.0)
45
+ [[
46
+ anno::display_name("Emissive_Color"),
47
+ anno::ui_order(32),
48
+ anno::in_group("EmissiveColor")
49
+ ]],
50
+ uniform texture_2d Emissive_Tex = texture_2d("./Textures/white.png",::tex::gamma_srgb)
51
+ [[
52
+ anno::display_name("Emissive_Tex"),
53
+ anno::ui_order(32),
54
+ anno::in_group("EmissiveColor"),
55
+ sampler_color()
56
+ ]],
57
+ float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0)
58
+ [[
59
+ anno::display_name("Emissive_UVA"),
60
+ anno::ui_order(32),
61
+ anno::in_group("EmissiveColor")
62
+ ]],
63
+ float IsBaseColorTex = 0.0
64
+ [[
65
+ anno::display_name("IsBaseColorTex"),
66
+ anno::in_group("BaseColor")
67
+ ]],
68
+ float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0)
69
+ [[
70
+ anno::display_name("BaseColor_Color"),
71
+ anno::ui_order(32),
72
+ anno::in_group("BaseColor")
73
+ ]],
74
+ uniform texture_2d BaseColor_Tex = texture_2d("./Textures/white.png",::tex::gamma_srgb)
75
+ [[
76
+ anno::display_name("BaseColor_Tex"),
77
+ anno::ui_order(32),
78
+ anno::in_group("BaseColor"),
79
+ sampler_color()
80
+ ]],
81
+ float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0)
82
+ [[
83
+ anno::display_name("BaseColor_UVA"),
84
+ anno::ui_order(32),
85
+ anno::in_group("BaseColor")
86
+ ]],
87
+ float IsMetallicTex = 0.0
88
+ [[
89
+ anno::display_name("IsMetallicTex"),
90
+ anno::in_group("Metallic")
91
+ ]],
92
+ float4 Metallic_Color = float4(0.0,0.0,0.0,1.0)
93
+ [[
94
+ anno::display_name("Metallic_Color"),
95
+ anno::ui_order(32),
96
+ anno::in_group("Metallic")
97
+ ]],
98
+ uniform texture_2d Metallic_Tex = texture_2d("./Textures/black.png",::tex::gamma_srgb)
99
+ [[
100
+ anno::display_name("Metallic_Tex"),
101
+ anno::ui_order(32),
102
+ anno::in_group("Metallic"),
103
+ sampler_color()
104
+ ]],
105
+ float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0)
106
+ [[
107
+ anno::display_name("Metallic_UVA"),
108
+ anno::ui_order(32),
109
+ anno::in_group("Metallic")
110
+ ]],
111
+ float IsSpecularTex = 0.0
112
+ [[
113
+ anno::display_name("IsSpecularTex"),
114
+ anno::in_group("Specular")
115
+ ]],
116
+ float4 Specular_Color = float4(1.0,1.0,1.0,1.0)
117
+ [[
118
+ anno::display_name("Specular_Color"),
119
+ anno::ui_order(32),
120
+ anno::in_group("Specular")
121
+ ]],
122
+ uniform texture_2d Specular_Tex = texture_2d("./Textures/white.png",::tex::gamma_srgb)
123
+ [[
124
+ anno::display_name("Specular_Tex"),
125
+ anno::ui_order(32),
126
+ anno::in_group("Specular"),
127
+ sampler_color()
128
+ ]],
129
+ float4 Specular_UVA = float4(1.0,1.0,0.0,0.0)
130
+ [[
131
+ anno::display_name("Specular_UVA"),
132
+ anno::ui_order(32),
133
+ anno::in_group("Specular")
134
+ ]],
135
+ float IsGlossTex = 0.0
136
+ [[
137
+ anno::display_name("IsGlossTex"),
138
+ anno::in_group("Roughness")
139
+ ]],
140
+ float4 Gloss_Color = float4(0.1,0.1,0.1,1.0)
141
+ [[
142
+ anno::display_name("Gloss_Color"),
143
+ anno::ui_order(32),
144
+ anno::in_group("Roughness")
145
+ ]],
146
+ uniform texture_2d Gloss_Tex = texture_2d("./Textures/white.png",::tex::gamma_srgb)
147
+ [[
148
+ anno::display_name("Gloss_Tex"),
149
+ anno::ui_order(32),
150
+ anno::in_group("Roughness"),
151
+ sampler_color()
152
+ ]],
153
+ float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0)
154
+ [[
155
+ anno::display_name("Gloss_UVA"),
156
+ anno::ui_order(32),
157
+ anno::in_group("Roughness")
158
+ ]],
159
+ float PolygonOffset = 0.0
160
+ [[
161
+ anno::display_name("PolygonOffset"),
162
+ anno::ui_order(32),
163
+ anno::in_group("WorldPosition")
164
+ ]],
165
+ int MaxTexCoordIndex = 3
166
+ [[
167
+ anno::hidden()
168
+ ]])
169
+ =
170
+ let {
171
+ float3 Local82 = ::camera_position();
172
+ 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));
173
+ float Local84 = math::dot(Local83, Local83);
174
+ float Local85 = math::sqrt(Local84);
175
+ float3 Local86 = (Local83 / Local85);
176
+ float3 Local87 = (Local86 * PolygonOffset);
177
+
178
+ float3 WorldPositionOffset_mdl = Local87;
179
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
180
+
181
+ float2 Local0 = (float2(0.5,0.5) * -1.0);
182
+ float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x);
183
+ float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y);
184
+ float2 Local3 = (Local0 + float2(Local1,Local2));
185
+ float Local4 = (3.141592 * -2.0);
186
+ float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4);
187
+ float Local6 = (Local5 * 6.283185);
188
+ float Local7 = math::cos(Local6);
189
+ float Local8 = math::sin(Local6);
190
+ float Local9 = (Local8 * -1.0);
191
+ float Local10 = math::dot(Local3, float2(Local7,Local9));
192
+ float Local11 = math::dot(Local3, float2(Local8,Local7));
193
+ float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11));
194
+ float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat));
195
+ float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z));
196
+
197
+ float3 Normal_mdl = Local14;
198
+
199
+ float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x);
200
+ float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y);
201
+ float2 Local17 = (Local0 + float2(Local15,Local16));
202
+ float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4);
203
+ float Local19 = (Local18 * 6.283185);
204
+ float Local20 = math::cos(Local19);
205
+ float Local21 = math::sin(Local19);
206
+ float Local22 = (Local21 * -1.0);
207
+ float Local23 = math::dot(Local17, float2(Local20,Local22));
208
+ float Local24 = math::dot(Local17, float2(Local21,Local20));
209
+ float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24));
210
+ float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat);
211
+ 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));
212
+ float3 Local28 = (EmissiveIntensity * Local27);
213
+ float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x);
214
+ float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y);
215
+ float2 Local31 = (Local0 + float2(Local29,Local30));
216
+ float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4);
217
+ float Local33 = (Local32 * 6.283185);
218
+ float Local34 = math::cos(Local33);
219
+ float Local35 = math::sin(Local33);
220
+ float Local36 = (Local35 * -1.0);
221
+ float Local37 = math::dot(Local31, float2(Local34,Local36));
222
+ float Local38 = math::dot(Local31, float2(Local35,Local34));
223
+ float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38));
224
+ float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat);
225
+ 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));
226
+ float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x);
227
+ float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y);
228
+ float2 Local44 = (Local0 + float2(Local42,Local43));
229
+ float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4);
230
+ float Local46 = (Local45 * 6.283185);
231
+ float Local47 = math::cos(Local46);
232
+ float Local48 = math::sin(Local46);
233
+ float Local49 = (Local48 * -1.0);
234
+ float Local50 = math::dot(Local44, float2(Local47,Local49));
235
+ float Local51 = math::dot(Local44, float2(Local48,Local47));
236
+ float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51));
237
+ float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat);
238
+ 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));
239
+ float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x);
240
+ float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y);
241
+ float2 Local57 = (Local0 + float2(Local55,Local56));
242
+ float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4);
243
+ float Local59 = (Local58 * 6.283185);
244
+ float Local60 = math::cos(Local59);
245
+ float Local61 = math::sin(Local59);
246
+ float Local62 = (Local61 * -1.0);
247
+ float Local63 = math::dot(Local57, float2(Local60,Local62));
248
+ float Local64 = math::dot(Local57, float2(Local61,Local60));
249
+ float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64));
250
+ float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat);
251
+ 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));
252
+ float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x);
253
+ float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y);
254
+ float2 Local70 = (Local0 + float2(Local68,Local69));
255
+ float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4);
256
+ float Local72 = (Local71 * 6.283185);
257
+ float Local73 = math::cos(Local72);
258
+ float Local74 = math::sin(Local72);
259
+ float Local75 = (Local74 * -1.0);
260
+ float Local76 = math::dot(Local70, float2(Local73,Local75));
261
+ float Local77 = math::dot(Local70, float2(Local74,Local73));
262
+ float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77));
263
+ float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat);
264
+ 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));
265
+ float3 Local81 = (1.0 - Local80);
266
+
267
+ float3 EmissiveColor_mdl = Local28;
268
+ float OpacityMask_mdl = 1.0;
269
+ float3 BaseColor_mdl = Local41;
270
+ float Metallic_mdl = Local54.x;
271
+ float Specular_mdl = Local67.x;
272
+ float Roughness_mdl = Local81.x;
273
+
274
+ } in
275
+ ::OmniUe4Base(
276
+ base_color: BaseColor_mdl,
277
+ metallic: Metallic_mdl,
278
+ roughness: Roughness_mdl,
279
+ specular: Specular_mdl,
280
+ normal: Normal_mdl,
281
+ opacity: OpacityMask_mdl,
282
+ emissive_color: EmissiveColor_mdl,
283
+ displacement: WorldPositionOffset_mdl,
284
+ two_sided: false);
objects/table/white_big/Materials/Num652802e61ea6be000148b7cd.mdl ADDED
@@ -0,0 +1,307 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ using .::OmniUe4Function import *;
8
+ using .::OmniUe4Translucent import *;
9
+
10
+ export annotation sampler_color();
11
+ export annotation sampler_normal();
12
+ export annotation sampler_grayscale();
13
+ export annotation sampler_alpha();
14
+ export annotation sampler_masks();
15
+ export annotation sampler_distancefield();
16
+ export annotation dither_masked_off();
17
+ export annotation world_space_normal();
18
+
19
+ export material Num652802e61ea6be000148b7cd(
20
+ uniform texture_2d Normal_Tex = texture_2d("./Textures/normal.png",::tex::gamma_linear)
21
+ [[
22
+ anno::display_name("Normal_Tex"),
23
+ anno::ui_order(32),
24
+ anno::in_group("Normal"),
25
+ sampler_normal()
26
+ ]],
27
+ float4 Normal_UVA = float4(1.0,1.0,0.0,0.0)
28
+ [[
29
+ anno::display_name("Normal_UVA"),
30
+ anno::ui_order(32),
31
+ anno::in_group("Normal")
32
+ ]],
33
+ float EmissiveIntensity = 0.0
34
+ [[
35
+ anno::display_name("EmissiveIntensity"),
36
+ anno::ui_order(32),
37
+ anno::in_group("EmissiveColor")
38
+ ]],
39
+ float IsEmissiveTex = 0.0
40
+ [[
41
+ anno::display_name("IsEmissiveTex"),
42
+ anno::in_group("EmissiveColor")
43
+ ]],
44
+ float4 Emissive_Color = float4(1.0,1.0,1.0,1.0)
45
+ [[
46
+ anno::display_name("Emissive_Color"),
47
+ anno::ui_order(32),
48
+ anno::in_group("EmissiveColor")
49
+ ]],
50
+ uniform texture_2d Emissive_Tex = texture_2d("./Textures/white.png",::tex::gamma_srgb)
51
+ [[
52
+ anno::display_name("Emissive_Tex"),
53
+ anno::ui_order(32),
54
+ anno::in_group("EmissiveColor"),
55
+ sampler_color()
56
+ ]],
57
+ float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0)
58
+ [[
59
+ anno::display_name("Emissive_UVA"),
60
+ anno::ui_order(32),
61
+ anno::in_group("EmissiveColor")
62
+ ]],
63
+ float IsBaseColorTex = 0.0
64
+ [[
65
+ anno::display_name("IsBaseColorTex"),
66
+ anno::in_group("BaseColor")
67
+ ]],
68
+ float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0)
69
+ [[
70
+ anno::display_name("BaseColor_Color"),
71
+ anno::ui_order(32),
72
+ anno::in_group("BaseColor")
73
+ ]],
74
+ uniform texture_2d BaseColor_Tex = texture_2d("./Textures/white.png",::tex::gamma_srgb)
75
+ [[
76
+ anno::display_name("BaseColor_Tex"),
77
+ anno::ui_order(32),
78
+ anno::in_group("BaseColor"),
79
+ sampler_color()
80
+ ]],
81
+ float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0)
82
+ [[
83
+ anno::display_name("BaseColor_UVA"),
84
+ anno::ui_order(32),
85
+ anno::in_group("BaseColor")
86
+ ]],
87
+ float IsMetallicTex = 0.0
88
+ [[
89
+ anno::display_name("IsMetallicTex"),
90
+ anno::in_group("Metallic")
91
+ ]],
92
+ float4 Metallic_Color = float4(0.0,0.0,0.0,1.0)
93
+ [[
94
+ anno::display_name("Metallic_Color"),
95
+ anno::ui_order(32),
96
+ anno::in_group("Metallic")
97
+ ]],
98
+ uniform texture_2d Metallic_Tex = texture_2d("./Textures/black.png",::tex::gamma_srgb)
99
+ [[
100
+ anno::display_name("Metallic_Tex"),
101
+ anno::ui_order(32),
102
+ anno::in_group("Metallic"),
103
+ sampler_color()
104
+ ]],
105
+ float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0)
106
+ [[
107
+ anno::display_name("Metallic_UVA"),
108
+ anno::ui_order(32),
109
+ anno::in_group("Metallic")
110
+ ]],
111
+ float IsSpecularTex = 0.0
112
+ [[
113
+ anno::display_name("IsSpecularTex"),
114
+ anno::in_group("Specular")
115
+ ]],
116
+ float4 Specular_Color = float4(1.0,1.0,1.0,1.0)
117
+ [[
118
+ anno::display_name("Specular_Color"),
119
+ anno::ui_order(32),
120
+ anno::in_group("Specular")
121
+ ]],
122
+ uniform texture_2d Specular_Tex = texture_2d("./Textures/white.png",::tex::gamma_srgb)
123
+ [[
124
+ anno::display_name("Specular_Tex"),
125
+ anno::ui_order(32),
126
+ anno::in_group("Specular"),
127
+ sampler_color()
128
+ ]],
129
+ float4 Specular_UVA = float4(1.0,1.0,0.0,0.0)
130
+ [[
131
+ anno::display_name("Specular_UVA"),
132
+ anno::ui_order(32),
133
+ anno::in_group("Specular")
134
+ ]],
135
+ float IsGlossTex = 0.0
136
+ [[
137
+ anno::display_name("IsGlossTex"),
138
+ anno::in_group("Roughness")
139
+ ]],
140
+ float4 Gloss_Color = float4(0.1,0.1,0.1,1.0)
141
+ [[
142
+ anno::display_name("Gloss_Color"),
143
+ anno::ui_order(32),
144
+ anno::in_group("Roughness")
145
+ ]],
146
+ uniform texture_2d Gloss_Tex = texture_2d("./Textures/white.png",::tex::gamma_srgb)
147
+ [[
148
+ anno::display_name("Gloss_Tex"),
149
+ anno::ui_order(32),
150
+ anno::in_group("Roughness"),
151
+ sampler_color()
152
+ ]],
153
+ float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0)
154
+ [[
155
+ anno::display_name("Gloss_UVA"),
156
+ anno::ui_order(32),
157
+ anno::in_group("Roughness")
158
+ ]],
159
+ float Opacity = 0.5
160
+ [[
161
+ anno::display_name("Opacity"),
162
+ anno::ui_order(32),
163
+ anno::in_group("Translucent")
164
+ ]],
165
+ float PolygonOffset = 0.0
166
+ [[
167
+ anno::display_name("PolygonOffset"),
168
+ anno::ui_order(32),
169
+ anno::in_group("WorldPosition")
170
+ ]],
171
+ uniform float SwitchRefraction = 0.0
172
+ [[
173
+ anno::display_name("SwitchRefraction"),
174
+ anno::ui_order(32),
175
+ anno::in_group("Refraction")
176
+ ]],
177
+ uniform float FresnelB = 1.517
178
+ [[
179
+ anno::display_name("FresnelB"),
180
+ anno::ui_order(32),
181
+ anno::in_group("Refraction")
182
+ ]],
183
+ int MaxTexCoordIndex = 3
184
+ [[
185
+ anno::hidden()
186
+ ]])
187
+ =
188
+ let {
189
+ float3 Local82 = ::camera_position();
190
+ 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));
191
+ float Local84 = math::dot(Local83, Local83);
192
+ float Local85 = math::sqrt(Local84);
193
+ float3 Local86 = (Local83 / Local85);
194
+ float3 Local87 = (Local86 * PolygonOffset);
195
+
196
+ float3 WorldPositionOffset_mdl = Local87;
197
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
198
+
199
+ float2 Local0 = (float2(0.5,0.5) * -1.0);
200
+ float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x);
201
+ float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y);
202
+ float2 Local3 = (Local0 + float2(Local1,Local2));
203
+ float Local4 = (3.141592 * -2.0);
204
+ float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4);
205
+ float Local6 = (Local5 * 6.283185);
206
+ float Local7 = math::cos(Local6);
207
+ float Local8 = math::sin(Local6);
208
+ float Local9 = (Local8 * -1.0);
209
+ float Local10 = math::dot(Local3, float2(Local7,Local9));
210
+ float Local11 = math::dot(Local3, float2(Local8,Local7));
211
+ float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11));
212
+ float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat));
213
+ float3 Local14 = ((math::abs(1.0 - 1.0) > 0.00001) ? (float3(0.0,0.0,0.0)) : float3(Local13.x,Local13.y,Local13.z));
214
+
215
+ float3 Normal_mdl = Local14;
216
+
217
+ float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x);
218
+ float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y);
219
+ float2 Local17 = (Local0 + float2(Local15,Local16));
220
+ float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4);
221
+ float Local19 = (Local18 * 6.283185);
222
+ float Local20 = math::cos(Local19);
223
+ float Local21 = math::sin(Local19);
224
+ float Local22 = (Local21 * -1.0);
225
+ float Local23 = math::dot(Local17, float2(Local20,Local22));
226
+ float Local24 = math::dot(Local17, float2(Local21,Local20));
227
+ float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24));
228
+ float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat);
229
+ 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));
230
+ float3 Local28 = (EmissiveIntensity * Local27);
231
+ float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x);
232
+ float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y);
233
+ float2 Local31 = (Local0 + float2(Local29,Local30));
234
+ float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4);
235
+ float Local33 = (Local32 * 6.283185);
236
+ float Local34 = math::cos(Local33);
237
+ float Local35 = math::sin(Local33);
238
+ float Local36 = (Local35 * -1.0);
239
+ float Local37 = math::dot(Local31, float2(Local34,Local36));
240
+ float Local38 = math::dot(Local31, float2(Local35,Local34));
241
+ float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38));
242
+ float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat);
243
+ 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));
244
+ float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x);
245
+ float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y);
246
+ float2 Local44 = (Local0 + float2(Local42,Local43));
247
+ float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4);
248
+ float Local46 = (Local45 * 6.283185);
249
+ float Local47 = math::cos(Local46);
250
+ float Local48 = math::sin(Local46);
251
+ float Local49 = (Local48 * -1.0);
252
+ float Local50 = math::dot(Local44, float2(Local47,Local49));
253
+ float Local51 = math::dot(Local44, float2(Local48,Local47));
254
+ float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51));
255
+ float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat);
256
+ 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));
257
+ float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x);
258
+ float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y);
259
+ float2 Local57 = (Local0 + float2(Local55,Local56));
260
+ float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4);
261
+ float Local59 = (Local58 * 6.283185);
262
+ float Local60 = math::cos(Local59);
263
+ float Local61 = math::sin(Local59);
264
+ float Local62 = (Local61 * -1.0);
265
+ float Local63 = math::dot(Local57, float2(Local60,Local62));
266
+ float Local64 = math::dot(Local57, float2(Local61,Local60));
267
+ float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64));
268
+ float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat);
269
+ 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));
270
+ float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x);
271
+ float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y);
272
+ float2 Local70 = (Local0 + float2(Local68,Local69));
273
+ float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4);
274
+ float Local72 = (Local71 * 6.283185);
275
+ float Local73 = math::cos(Local72);
276
+ float Local74 = math::sin(Local72);
277
+ float Local75 = (Local74 * -1.0);
278
+ float Local76 = math::dot(Local70, float2(Local73,Local75));
279
+ float Local77 = math::dot(Local70, float2(Local74,Local73));
280
+ float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77));
281
+ float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat);
282
+ 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));
283
+ float3 Local81 = (1.0 - Local80);
284
+ float Local89 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB);
285
+
286
+ float3 EmissiveColor_mdl = Local28;
287
+ float Opacity_mdl = Opacity;
288
+ float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f;
289
+ float3 BaseColor_mdl = Local41;
290
+ float Metallic_mdl = Local54.x;
291
+ float Specular_mdl = Local67.x;
292
+ float Roughness_mdl = Local81.x;
293
+ float2 Refraction_mdl = float2(Local89,Local89);
294
+
295
+ } in
296
+ ::OmniUe4Translucent(
297
+ base_color: BaseColor_mdl,
298
+ metallic: Metallic_mdl,
299
+ roughness: Roughness_mdl,
300
+ specular: Specular_mdl,
301
+ normal: Normal_mdl,
302
+ opacity: Opacity_mdl,
303
+ opacity_mask: OpacityMask_mdl,
304
+ emissive_color: EmissiveColor_mdl,
305
+ displacement: WorldPositionOffset_mdl,
306
+ refraction: Refraction_mdl.x,
307
+ two_sided: false);
objects/table/white_big/Materials/OmniUe4Base.mdl ADDED
@@ -0,0 +1,224 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /***************************************************************************************************
2
+ * Copyright 2020 NVIDIA Corporation. All rights reserved.
3
+ *
4
+ * Redistribution and use in source and binary forms, with or without
5
+ * modification, are permitted provided that the following conditions
6
+ * are met:
7
+ * * Redistributions of source code must retain the above copyright
8
+ * notice, this list of conditions and the following disclaimer.
9
+ * * Redistributions in binary form must reproduce the above copyright
10
+ * notice, this list of conditions and the following disclaimer in the
11
+ * documentation and/or other materials provided with the distribution.
12
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
13
+ * contributors may be used to endorse or promote products derived
14
+ * from this software without specific prior written permission.
15
+ *
16
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
17
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
20
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
+ **************************************************************************************************/
28
+
29
+ //* 1.0.0 - first version
30
+ //* 1.0.1 - merge unlit template
31
+ //* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side
32
+ //* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed
33
+ //* 1.0.4 - using absolute import paths when importing standard modules
34
+
35
+ mdl 1.3;
36
+
37
+ import ::df::*;
38
+ import ::state::*;
39
+ import ::math::*;
40
+ import ::tex::*;
41
+ import ::anno::*;
42
+
43
+ float emissive_multiplier()
44
+ [[
45
+ anno::description("the multiplier to convert UE4 emissive to raw data"),
46
+ anno::noinline()
47
+ ]]
48
+ {
49
+ return 20.0f * 128.0f;
50
+ }
51
+
52
+ float3 tangent_space_normal(
53
+ float3 normal = float3(0.0,0.0,1.0),
54
+ float3 tangent_u = state::texture_tangent_u(0),
55
+ float3 tangent_v = state::texture_tangent_v(0)
56
+ )
57
+ [[
58
+ anno::description("Interprets the vector in tangent space"),
59
+ anno::noinline()
60
+ ]]
61
+ {
62
+ return math::normalize(
63
+ tangent_u * normal.x - /* flip_tangent_v */
64
+ tangent_v * normal.y +
65
+ state::normal() * (normal.z));
66
+ }
67
+
68
+ float3 world_space_normal(
69
+ float3 normal = float3(0.0,0.0,1.0),
70
+ float3 tangent_u = state::texture_tangent_u(0),
71
+ float3 tangent_v = state::texture_tangent_v(0)
72
+ )
73
+ [[
74
+ anno::description("Interprets the vector in world space"),
75
+ anno::noinline()
76
+ ]]
77
+ {
78
+ return tangent_space_normal(
79
+ math::normalize(
80
+ normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
81
+ normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
82
+ normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
83
+ tangent_u,
84
+ tangent_v
85
+ );
86
+ }
87
+
88
+ export material OmniUe4Base(
89
+ float3 base_color = float3(0.0, 0.0, 0.0),
90
+ float metallic = 0.0,
91
+ float roughness = 0.5,
92
+ float specular = 0.5,
93
+ float3 normal = float3(0.0,0.0,1.0),
94
+ float clearcoat_weight = 0.0,
95
+ float clearcoat_roughness = 0.0,
96
+ float3 clearcoat_normal = float3(0.0,0.0,1.0),
97
+ uniform bool enable_opacity = true,
98
+ float opacity = 1.0,
99
+ float3 emissive_color = float3(0.0, 0.0, 0.0),
100
+ float3 displacement = float3(0.0),
101
+ uniform bool is_tangent_space_normal = true,
102
+ uniform bool two_sided = false,
103
+ uniform bool is_unlit = false
104
+ )
105
+ [[
106
+ anno::display_name("Omni UE4 Base"),
107
+ anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"),
108
+ anno::version( 1, 0, 0),
109
+ anno::author("NVIDIA CORPORATION"),
110
+ anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic"))
111
+ ]]
112
+ = let {
113
+ color final_base_color = math::saturate(base_color);
114
+ float final_metallic = math::saturate(metallic);
115
+ float final_roughness = math::saturate(roughness);
116
+ float final_specular = math::saturate(specular);
117
+ color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
118
+ float final_clearcoat_weight = math::saturate(clearcoat_weight);
119
+ float final_clearcoat_roughness = math::saturate(clearcoat_roughness);
120
+ float3 final_normal = math::normalize(normal);
121
+ float3 final_clearcoat_normal = math::normalize(clearcoat_normal);
122
+
123
+ // - compute final roughness by squaring the "roughness" parameter
124
+ float alpha = final_roughness * final_roughness;
125
+ // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
126
+ float grazing_refl = math::max((1.0 - final_roughness), 0.0);
127
+
128
+ float3 the_normal = is_unlit ? state::normal() :
129
+ (is_tangent_space_normal ?
130
+ tangent_space_normal(
131
+ normal: final_normal,
132
+ tangent_u: state::texture_tangent_u(0),
133
+ tangent_v: state::texture_tangent_v(0)
134
+ ) : world_space_normal(
135
+ normal: final_normal,
136
+ tangent_u: state::texture_tangent_u(0),
137
+ tangent_v: state::texture_tangent_v(0)
138
+ ));
139
+
140
+ // for the dielectric component we layer the glossy component on top of the diffuse one,
141
+ // the glossy layer has no color tint
142
+
143
+ bsdf dielectric_component = df::custom_curve_layer(
144
+ weight: final_specular,
145
+ normal_reflectivity: 0.08,
146
+ grazing_reflectivity: grazing_refl,
147
+ layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
148
+ base: df::diffuse_reflection_bsdf(tint: final_base_color),
149
+ normal: the_normal);
150
+
151
+ // the metallic component doesn't have a diffuse component, it's only glossy
152
+ // base_color is applied to tint it
153
+ bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
154
+
155
+ // final BSDF is a linear blend between dielectric and metallic component
156
+ bsdf dielectric_metal_mix =
157
+ df::normalized_mix(
158
+ components:
159
+ df::bsdf_component[](
160
+ df::bsdf_component(
161
+ component: metallic_component,
162
+ weight: final_metallic),
163
+ df::bsdf_component(
164
+ component: dielectric_component,
165
+ weight: 1.0-final_metallic)
166
+ )
167
+ );
168
+
169
+ // clearcoat layer
170
+ float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0);
171
+ float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness;
172
+
173
+ float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal(
174
+ normal: final_clearcoat_normal,
175
+ tangent_u: state::texture_tangent_u(0),
176
+ tangent_v: state::texture_tangent_v(0)
177
+ ) : world_space_normal(
178
+ normal: final_clearcoat_normal,
179
+ tangent_u: state::texture_tangent_u(0),
180
+ tangent_v: state::texture_tangent_v(0)
181
+ );
182
+
183
+
184
+ bsdf clearcoat =
185
+ df::custom_curve_layer(
186
+ base: df::weighted_layer(
187
+ layer: dielectric_metal_mix,
188
+ weight: 1.0,
189
+ normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal
190
+ ),
191
+ layer: df::microfacet_ggx_smith_bsdf(
192
+ roughness_u: clearcoat_alpha,
193
+ tint: color(1.0)
194
+ ),
195
+ normal_reflectivity: 0.04,
196
+ grazing_reflectivity: clearcoat_grazing_refl,
197
+ normal: the_clearcoat_normal,
198
+ weight: final_clearcoat_weight
199
+ );
200
+ bsdf surface = is_unlit ? bsdf() : clearcoat;
201
+ }
202
+ in material(
203
+ thin_walled: two_sided, // Graphene?
204
+ surface: material_surface(
205
+ scattering: surface,
206
+ emission:
207
+ material_emission (
208
+ emission: df::diffuse_edf (),
209
+ intensity: final_emissive_color
210
+ )
211
+ ),
212
+ backface: material_surface(
213
+ emission:
214
+ material_emission (
215
+ emission: df::diffuse_edf (),
216
+ intensity: final_emissive_color
217
+ )
218
+ ),
219
+ geometry: material_geometry(
220
+ displacement: displacement,
221
+ normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(),
222
+ cutout_opacity: enable_opacity ? opacity : 1.0
223
+ )
224
+ );
objects/table/white_big/Materials/OmniUe4Function.mdl ADDED
@@ -0,0 +1,1413 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /***************************************************************************************************
2
+ * Copyright 2020 NVIDIA Corporation. All rights reserved.
3
+ *
4
+ * Redistribution and use in source and binary forms, with or without
5
+ * modification, are permitted provided that the following conditions
6
+ * are met:
7
+ * * Redistributions of source code must retain the above copyright
8
+ * notice, this list of conditions and the following disclaimer.
9
+ * * Redistributions in binary form must reproduce the above copyright
10
+ * notice, this list of conditions and the following disclaimer in the
11
+ * documentation and/or other materials provided with the distribution.
12
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
13
+ * contributors may be used to endorse or promote products derived
14
+ * from this software without specific prior written permission.
15
+ *
16
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
17
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
20
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
+ **************************************************************************************************/
28
+
29
+ //* 1.0.1 - using absolute import paths when importing standard modules
30
+
31
+ mdl 1.6;
32
+
33
+ import ::df::*;
34
+ import ::state::*;
35
+ import ::math::*;
36
+ import ::tex::*;
37
+ import ::anno::*;
38
+
39
+
40
+ export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true)
41
+ [[
42
+ anno::description("convert from RH to LH"),
43
+ anno::noinline()
44
+ ]]
45
+ {
46
+ float4x4 ZupConversion = float4x4(
47
+ 1.0f, 0.0f, 0.0f, 0.0f,
48
+ 0.0f, -1.0f, 0.0f, 0.0f,
49
+ 0.0f, 0.0f, 1.0f, 0.0f,
50
+ 0.0f, 0.0f, 0.0f, 1.0f
51
+ );
52
+
53
+ float4x4 YupConversion = float4x4(
54
+ 1.0f, 0.0f, 0.0f, 0.0f,
55
+ 0.0f, 0.0f, 1.0f, 0.0f,
56
+ 0.0f, 1.0f, 0.0f, 0.0f,
57
+ 0.0f, 0.0f, 0.0f, 1.0f
58
+ );
59
+
60
+ float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f);
61
+
62
+ vec4 = vec4 * (up_z ? ZupConversion : YupConversion);
63
+
64
+ return float3(vec4.x, vec4.y, vec4.z);
65
+ }
66
+
67
+ export float3 transform_vector_from_tangent_to_world(float3 vector,
68
+ uniform bool up_z = true,
69
+ float3 tangent_u = state::texture_tangent_u(0),
70
+ float3 tangent_v = state::texture_tangent_v(0))
71
+ [[
72
+ anno::description("Transform vector from tangent space to world space"),
73
+ anno::noinline()
74
+ ]]
75
+ {
76
+ /* flip_tangent_v */
77
+ return convert_to_left_hand(
78
+ tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z,
79
+ up_z, false);
80
+ }
81
+
82
+ export float3 transform_vector_from_world_to_tangent(float3 vector,
83
+ uniform bool up_z = true,
84
+ float3 tangent_u = state::texture_tangent_u(0),
85
+ float3 tangent_v = state::texture_tangent_v(0))
86
+ [[
87
+ anno::description("Transform vector from world space to tangent space"),
88
+ anno::noinline()
89
+ ]]
90
+ {
91
+ float3 vecRH = convert_to_left_hand(vector, up_z, false);
92
+ /* flip_tangent_v */
93
+ return vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) +
94
+ vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) +
95
+ vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z);
96
+ }
97
+
98
+ export float4 unpack_normal_map(
99
+ float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
100
+ )
101
+ [[
102
+ anno::description("Unpack a normal stored in a normal map"),
103
+ anno::noinline()
104
+ ]]
105
+ {
106
+ float2 normal_xy = float2(texture_sample.x, texture_sample.y);
107
+
108
+ normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0);
109
+ float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) );
110
+ return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 );
111
+ }
112
+
113
+ // for get color value from normal.
114
+ export float4 pack_normal_map(
115
+ float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
116
+ )
117
+ [[
118
+ anno::description("Pack to color from a normal")
119
+ ]]
120
+ {
121
+ float2 return_xy = float2(texture_sample.x, texture_sample.y);
122
+
123
+ return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0);
124
+
125
+ return float4( return_xy.x, return_xy.y, 0.0, 1.0 );
126
+ }
127
+
128
+ export float4 greyscale_texture_lookup(
129
+ float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0)
130
+ )
131
+ [[
132
+ anno::description("Sampling a greyscale texture"),
133
+ anno::noinline()
134
+ ]]
135
+ {
136
+ return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x);
137
+ }
138
+
139
+ export float3 pixel_normal_world_space(uniform bool up_z = true)
140
+ [[
141
+ anno::description("Pixel normal in world space"),
142
+ anno::noinline()
143
+ ]]
144
+ {
145
+ return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
146
+ }
147
+
148
+ export float3 vertex_normal_world_space(uniform bool up_z = true)
149
+ [[
150
+ anno::description("Vertex normal in world space"),
151
+ anno::noinline()
152
+ ]]
153
+ {
154
+ return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
155
+ }
156
+
157
+ export float3 landscape_normal_world_space(uniform bool up_z = true)
158
+ [[
159
+ anno::description("Landscape normal in world space")
160
+ ]]
161
+ {
162
+ float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0;
163
+
164
+ float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y);
165
+ return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY))));
166
+ }
167
+
168
+ // Different implementation specific between mdl and hlsl for smoothstep
169
+ export float smoothstep(float a, float b, float l)
170
+ {
171
+ if (a < b)
172
+ {
173
+ return math::smoothstep(a, b, l);
174
+ }
175
+ else if (a > b)
176
+ {
177
+ return 1.0 - math::smoothstep(b, a, l);
178
+ }
179
+ else
180
+ {
181
+ return l <= a ? 0.0 : 1.0;
182
+ }
183
+ }
184
+
185
+ export float2 smoothstep(float2 a, float2 b, float2 l)
186
+ {
187
+ return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y));
188
+ }
189
+
190
+ export float3 smoothstep(float3 a, float3 b, float3 l)
191
+ {
192
+ return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z));
193
+ }
194
+
195
+ export float4 smoothstep(float4 a, float4 b, float4 l)
196
+ {
197
+ return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w));
198
+ }
199
+
200
+ export float2 smoothstep(float2 a, float2 b, float l)
201
+ {
202
+ return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l));
203
+ }
204
+
205
+ export float3 smoothstep(float3 a, float3 b, float l)
206
+ {
207
+ return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l));
208
+ }
209
+
210
+ export float4 smoothstep(float4 a, float4 b, float l)
211
+ {
212
+ return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l));
213
+ }
214
+
215
+ export float2 smoothstep(float a, float b, float2 l)
216
+ {
217
+ return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y));
218
+ }
219
+
220
+ export float3 smoothstep(float a, float b, float3 l)
221
+ {
222
+ return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z));
223
+ }
224
+
225
+ export float4 smoothstep(float a, float b, float4 l)
226
+ {
227
+ return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w));
228
+ }
229
+
230
+ //------------------ Random from UE4 -----------------------
231
+ float length2(float3 v)
232
+ {
233
+ return math::dot(v, v);
234
+ }
235
+
236
+ float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v)
237
+ {
238
+ const float2 ZShear = float2(17.0f, 89.0f);
239
+
240
+ float2 OffsetA = v.z * ZShear;
241
+ float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f;
242
+ float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat);
243
+ return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0;
244
+ }
245
+
246
+ float3 SkewSimplex(float3 In)
247
+ {
248
+ return In + math::dot(In, float3(1.0 / 3.0f) );
249
+ }
250
+ float3 UnSkewSimplex(float3 In)
251
+ {
252
+ return In - math::dot(In, float3(1.0 / 6.0f) );
253
+ }
254
+
255
+ // 3D random number generator inspired by PCGs (permuted congruential generator)
256
+ // Using a **simple** Feistel cipher in place of the usual xor shift permutation step
257
+ // @param v = 3D integer coordinate
258
+ // @return three elements w/ 16 random bits each (0-0xffff).
259
+ // ~8 ALU operations for result.x (7 mad, 1 >>)
260
+ // ~10 ALU operations for result.xy (8 mad, 2 >>)
261
+ // ~12 ALU operations for result.xyz (9 mad, 3 >>)
262
+
263
+ //TODO: uint3
264
+ int3 Rand3DPCG16(int3 p)
265
+ {
266
+ // taking a signed int then reinterpreting as unsigned gives good behavior for negatives
267
+ //TODO: uint3
268
+ int3 v = int3(p);
269
+
270
+ // Linear congruential step. These LCG constants are from Numerical Recipies
271
+ // For additional #'s, PCG would do multiple LCG steps and scramble each on output
272
+ // So v here is the RNG state
273
+ v = v * 1664525 + 1013904223;
274
+
275
+ // PCG uses xorshift for the final shuffle, but it is expensive (and cheap
276
+ // versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps
277
+ //
278
+ // Feistel ciphers divide the state into separate parts (usually by bits)
279
+ // then apply a series of permutation steps one part at a time. The permutations
280
+ // use a reversible operation (usually ^) to part being updated with the result of
281
+ // a permutation function on the other parts and the key.
282
+ //
283
+ // In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for
284
+ // the combination function, and just multiplying the other two parts (no key) for
285
+ // the permutation function.
286
+ //
287
+ // That gives a simple mad per round.
288
+ v.x += v.y*v.z;
289
+ v.y += v.z*v.x;
290
+ v.z += v.x*v.y;
291
+ v.x += v.y*v.z;
292
+ v.y += v.z*v.x;
293
+ v.z += v.x*v.y;
294
+
295
+ // only top 16 bits are well shuffled
296
+ return v >> 16;
297
+ }
298
+
299
+ // Wraps noise for tiling texture creation
300
+ // @param v = unwrapped texture parameter
301
+ // @param bTiling = true to tile, false to not tile
302
+ // @param RepeatSize = number of units before repeating
303
+ // @return either original or wrapped coord
304
+ float3 NoiseTileWrap(float3 v, bool bTiling, float RepeatSize)
305
+ {
306
+ return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v;
307
+ }
308
+
309
+ // Evaluate polynomial to get smooth transitions for Perlin noise
310
+ // only needed by Perlin functions in this file
311
+ // scalar(per component): 2 add, 5 mul
312
+ float4 PerlinRamp(float4 t)
313
+ {
314
+ return t * t * t * (t * (t * 6 - 15) + 10);
315
+ }
316
+
317
+ // Blum-Blum-Shub-inspired pseudo random number generator
318
+ // http://www.umbc.edu/~olano/papers/mNoise.pdf
319
+ // real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes
320
+ // instead, we use a single prime M just small enough not to overflow
321
+ // note that the above paper used 61, which fits in a half, but is unusably bad
322
+ // @param Integer valued floating point seed
323
+ // @return random number in range [0,1)
324
+ // ~8 ALU operations (5 *, 3 frac)
325
+ float RandBBSfloat(float seed)
326
+ {
327
+ float BBS_PRIME24 = 4093.0;
328
+ float s = math::frac(seed / BBS_PRIME24);
329
+ s = math::frac(s * s * BBS_PRIME24);
330
+ s = math::frac(s * s * BBS_PRIME24);
331
+ return s;
332
+ }
333
+
334
+ // Modified noise gradient term
335
+ // @param seed - random seed for integer lattice position
336
+ // @param offset - [-1,1] offset of evaluation point from lattice point
337
+ // @return gradient direction (xyz) and contribution (w) from this lattice point
338
+ float4 MGradient(int seed, float3 offset)
339
+ {
340
+ //TODO uint
341
+ int rand = Rand3DPCG16(int3(seed,0,0)).x;
342
+ int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
343
+ float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000);
344
+ float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1;
345
+ return float4(direction.x, direction.y, direction.z, math::dot(direction, offset));
346
+ }
347
+
348
+ // compute Perlin and related noise corner seed values
349
+ // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
350
+ // @param bTiling = true to return seed values for a repeating noise pattern
351
+ // @param RepeatSize = integer units before tiling in each dimension
352
+ // @param seed000-seed111 = hash function seeds for the eight corners
353
+ // @return fractional part of v
354
+ struct SeedValue
355
+ {
356
+ float3 fv = float3(0);
357
+ float seed000 = 0;
358
+ float seed001 = 0;
359
+ float seed010 = 0;
360
+ float seed011 = 0;
361
+ float seed100 = 0;
362
+ float seed101 = 0;
363
+ float seed110 = 0;
364
+ float seed111 = 0;
365
+ };
366
+
367
+ SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize)
368
+ {
369
+ SeedValue seeds;
370
+ seeds.fv = math::frac(v);
371
+ float3 iv = math::floor(v);
372
+
373
+ const float3 primes = float3(19, 47, 101);
374
+
375
+ if (bTiling)
376
+ { // can't algebraically combine with primes
377
+ seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize));
378
+ seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize));
379
+ seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize));
380
+ seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize));
381
+ seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize));
382
+ seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize));
383
+ seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize));
384
+ seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize));
385
+ }
386
+ else
387
+ { // get to combine offsets with multiplication by primes in this case
388
+ seeds.seed000 = math::dot(iv, primes);
389
+ seeds.seed100 = seeds.seed000 + primes.x;
390
+ seeds.seed010 = seeds.seed000 + primes.y;
391
+ seeds.seed110 = seeds.seed100 + primes.y;
392
+ seeds.seed001 = seeds.seed000 + primes.z;
393
+ seeds.seed101 = seeds.seed100 + primes.z;
394
+ seeds.seed011 = seeds.seed010 + primes.z;
395
+ seeds.seed111 = seeds.seed110 + primes.z;
396
+ }
397
+
398
+ return seeds;
399
+ }
400
+
401
+ struct SimplexWeights
402
+ {
403
+ float4 Result = float4(0);
404
+ float3 PosA = float3(0);
405
+ float3 PosB = float3(0);
406
+ float3 PosC = float3(0);
407
+ float3 PosD = float3(0);
408
+ };
409
+
410
+ // Computed weights and sample positions for simplex interpolation
411
+ // @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d
412
+ SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos)
413
+ {
414
+ SimplexWeights weights;
415
+ float3 OrthogonalPosFloor = math::floor(OrthogonalPos);
416
+
417
+ weights.PosA = OrthogonalPosFloor;
418
+ weights.PosB = weights.PosA + float3(1, 1, 1);
419
+
420
+ OrthogonalPos -= OrthogonalPosFloor;
421
+
422
+ float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z));
423
+ float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z));
424
+
425
+ weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z);
426
+ weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z);
427
+
428
+ float RG = OrthogonalPos.x - OrthogonalPos.y;
429
+ float RB = OrthogonalPos.x - OrthogonalPos.z;
430
+ float GB = OrthogonalPos.y - OrthogonalPos.z;
431
+
432
+ weights.Result.z =
433
+ math::min(math::max(0, RG), math::max(0, RB)) // X
434
+ + math::min(math::max(0, -RG), math::max(0, GB)) // Y
435
+ + math::min(math::max(0, -RB), math::max(0, -GB)); // Z
436
+
437
+ weights.Result.w =
438
+ math::min(math::max(0, -RG), math::max(0, -RB)) // X
439
+ + math::min(math::max(0, RG), math::max(0, -GB)) // Y
440
+ + math::min(math::max(0, RB), math::max(0, GB)); // Z
441
+
442
+ weights.Result.y = Smallest;
443
+ weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w;
444
+
445
+ return weights;
446
+ }
447
+
448
+ // filtered 3D gradient simple noise (few texture lookups, high quality)
449
+ // @param v >0
450
+ // @return random number in the range -1 .. 1
451
+ float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos)
452
+ {
453
+ float3 OrthogonalPos = SkewSimplex(EvalPos);
454
+
455
+ SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos);
456
+
457
+ // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit)
458
+ float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA);
459
+ float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB);
460
+ float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC);
461
+ float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD);
462
+
463
+ Weights.PosA = UnSkewSimplex(Weights.PosA);
464
+ Weights.PosB = UnSkewSimplex(Weights.PosB);
465
+ Weights.PosC = UnSkewSimplex(Weights.PosC);
466
+ Weights.PosD = UnSkewSimplex(Weights.PosD);
467
+
468
+ float DistanceWeight;
469
+
470
+ DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
471
+ float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight;
472
+ DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
473
+ float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight;
474
+ DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
475
+ float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight;
476
+ DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD)); DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
477
+ float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight;
478
+
479
+ return 32 * (a + b + c + d);
480
+ }
481
+
482
+ // filtered 3D noise, can be optimized
483
+ // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
484
+ // @param bTiling = repeat noise pattern
485
+ // @param RepeatSize = integer units before tiling in each dimension
486
+ // @return random number in the range -1 .. 1
487
+ float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize)
488
+ {
489
+ bTiling = true;
490
+ float3 fv = math::frac(v);
491
+ float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize);
492
+ float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize);
493
+
494
+ const int2 ZShear = int2(17, 89);
495
+
496
+ float2 OffsetA = iv0.z * ZShear;
497
+ float2 OffsetB = OffsetA + ZShear; // non-tiling, use relative offset
498
+ if (bTiling) // tiling, have to compute from wrapped coordinates
499
+ {
500
+ OffsetB = iv1.z * ZShear;
501
+ }
502
+
503
+ // Texture size scale factor
504
+ float ts = 1 / 128.0f;
505
+
506
+ // texture coordinates for iv0.xy, as offset for both z slices
507
+ float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts;
508
+ float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts;
509
+
510
+ // texture coordinates for iv1.xy, as offset for both z slices
511
+ float2 TexA1 = TexA0 + ts; // for non-tiling, can compute relative to existing coordinates
512
+ float2 TexB1 = TexB0 + ts;
513
+ if (bTiling) // for tiling, need to compute from wrapped coordinates
514
+ {
515
+ TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts;
516
+ TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts;
517
+ }
518
+
519
+
520
+ // can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit)
521
+ float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
522
+ float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
523
+ float3 A = PerlinNoiseColor * 2 - 1;
524
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
525
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
526
+ float3 B = PerlinNoiseColor * 2 - 1;
527
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
528
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
529
+ float3 C = PerlinNoiseColor * 2 - 1;
530
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
531
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
532
+ float3 D = PerlinNoiseColor * 2 - 1;
533
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
534
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
535
+ float3 E = PerlinNoiseColor * 2 - 1;
536
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
537
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
538
+ float3 F = PerlinNoiseColor * 2 - 1;
539
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
540
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
541
+ float3 G = PerlinNoiseColor * 2 - 1;
542
+ PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
543
+ PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
544
+ float3 H = PerlinNoiseColor * 2 - 1;
545
+
546
+ float a = math::dot(A, fv - float3(0, 0, 0));
547
+ float b = math::dot(B, fv - float3(1, 0, 0));
548
+ float c = math::dot(C, fv - float3(0, 1, 0));
549
+ float d = math::dot(D, fv - float3(1, 1, 0));
550
+ float e = math::dot(E, fv - float3(0, 0, 1));
551
+ float f = math::dot(F, fv - float3(1, 0, 1));
552
+ float g = math::dot(G, fv - float3(0, 1, 1));
553
+ float h = math::dot(H, fv - float3(1, 1, 1));
554
+
555
+ float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0)));
556
+
557
+ float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y);
558
+ float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y);
559
+
560
+ return math::lerp(i, j, Weights.z);
561
+ }
562
+
563
+ // @return random number in the range -1 .. 1
564
+ // scalar: 6 frac, 31 mul/mad, 15 add,
565
+ float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz)
566
+ {
567
+ // needs to be the same value when creating the PerlinNoise3D texture
568
+ float Extent = 16;
569
+
570
+ // last texel replicated and needed for filtering
571
+ // scalar: 3 frac, 6 mul
572
+ xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1);
573
+
574
+ // scalar: 3 frac
575
+ float3 uvw = math::frac(xyz);
576
+ // = floor(xyz);
577
+ // scalar: 3 add
578
+ float3 p0 = xyz - uvw;
579
+ // float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f; // original perlin hermite (ok when used without bump mapping)
580
+ // scalar: 2*3 add 5*3 mul
581
+ float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0));
582
+ float3 f = float3(pr.x, pr.y, pr.z); // new, better with continues second derivative for bump mapping
583
+ // scalar: 3 add
584
+ float3 p = p0 + f;
585
+ // scalar: 3 mad
586
+ // TODO: need reverse???
587
+ float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent); // +0.5f to get rid of bilinear offset
588
+
589
+ // reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count)
590
+ // scalar: 4 mad, 3 mul, 3 add
591
+ float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f;
592
+ float d = NoiseSample.w * 255.f - 127;
593
+ return math::dot(xyz, n) - d;
594
+ }
595
+
596
+ // Perlin-style "Modified Noise"
597
+ // http://www.umbc.edu/~olano/papers/index.html#mNoise
598
+ // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
599
+ // @param bTiling = repeat noise pattern
600
+ // @param RepeatSize = integer units before tiling in each dimension
601
+ // @return random number in the range -1 .. 1
602
+ float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
603
+ {
604
+ SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
605
+
606
+ float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w;
607
+ float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w;
608
+ float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w;
609
+ float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w;
610
+ float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w;
611
+ float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w;
612
+ float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w;
613
+ float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w;
614
+
615
+ float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
616
+
617
+ float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
618
+ float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
619
+ return math::lerp(i, j, Weights.z);
620
+ }
621
+
622
+ // 3D value noise - used to be incorrectly called Perlin noise
623
+ // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
624
+ // @param bTiling = repeat noise pattern
625
+ // @param RepeatSize = integer units before tiling in each dimension
626
+ // @return random number in the range -1 .. 1
627
+ float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
628
+ {
629
+ SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
630
+
631
+ float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1;
632
+ float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1;
633
+ float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1;
634
+ float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1;
635
+ float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1;
636
+ float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1;
637
+ float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1;
638
+ float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1;
639
+
640
+ float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
641
+
642
+ float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
643
+ float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
644
+ return math::lerp(i, j, Weights.z);
645
+ }
646
+
647
+ // 3D jitter offset within a voronoi noise cell
648
+ // @param pos - integer lattice corner
649
+ // @return random offsets vector
650
+ float3 VoronoiCornerSample(float3 pos, int Quality)
651
+ {
652
+ // random values in [-0.5, 0.5]
653
+ float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5;
654
+
655
+ // quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere
656
+ // scale factor to guarantee jittered points will be found within a 2x2x2 search
657
+ if (Quality <= 2)
658
+ {
659
+ return math::normalize(noise) * 0.2588;
660
+ }
661
+
662
+ // quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere
663
+ // scale factor to guarantee jittered points will be found within a 3x3x3 search
664
+ if (Quality == 3)
665
+ {
666
+ return math::normalize(noise) * 0.3090;
667
+ }
668
+
669
+ // quality level 4: jitter to anywhere in the cell, needs 4x4x4 search
670
+ return noise;
671
+ }
672
+
673
+ // compare previous best with a new candidate
674
+ // not producing point locations makes it easier for compiler to eliminate calculations when they're not needed
675
+ // @param minval = location and distance of best candidate seed point before the new one
676
+ // @param candidate = candidate seed point
677
+ // @param offset = 3D offset to new candidate seed point
678
+ // @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position
679
+ // @return position (if bDistanceOnly is false) and distance to closest seed point so far
680
+ float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly)
681
+ {
682
+ if (bDistanceOnly)
683
+ {
684
+ return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset)));
685
+ }
686
+ else
687
+ {
688
+ float newdist = math::dot(offset, offset);
689
+ return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist);
690
+ }
691
+ }
692
+
693
+ // 220 instruction Worley noise
694
+ float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly)
695
+ {
696
+ float3 fv = math::frac(v), fv2 = math::frac(v + 0.5);
697
+ float3 iv = math::floor(v), iv2 = math::floor(v + 0.5);
698
+
699
+ // with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away
700
+ float4 mindist = float4(0,0,0,100);
701
+ float3 p, offset;
702
+
703
+ // quality level 3: do a 3x3x3 search
704
+ if (Quality == 3)
705
+ {
706
+ int offset_x;
707
+ int offset_y;
708
+ int offset_z;
709
+ for (offset_x = -1; offset_x <= 1; ++offset_x)
710
+ {
711
+ for (offset_y = -1; offset_y <= 1; ++offset_y)
712
+ {
713
+ for (offset_z = -1; offset_z <= 1; ++offset_z)
714
+ {
715
+ offset = float3(offset_x, offset_y, offset_z);
716
+ p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality);
717
+ mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
718
+ }
719
+ }
720
+ }
721
+ }
722
+
723
+ // everybody else searches a base 2x2x2 neighborhood
724
+ else
725
+ {
726
+ int offset_x;
727
+ int offset_y;
728
+ int offset_z;
729
+ for (offset_x = 0; offset_x <= 1; ++offset_x)
730
+ {
731
+ for (offset_y = 0; offset_y <= 1; ++offset_y)
732
+ {
733
+ for (offset_z = 0; offset_z <= 1; ++offset_z)
734
+ {
735
+ offset = float3(offset_x, offset_y, offset_z);
736
+ p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
737
+ mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
738
+
739
+ // quality level 2, do extra set of points, offset by half a cell
740
+ if (Quality == 2)
741
+ {
742
+ // 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts
743
+ p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality);
744
+ mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
745
+ }
746
+ }
747
+ }
748
+ }
749
+ }
750
+
751
+ // quality level 4: add extra sets of four cells in each direction
752
+ if (Quality >= 4)
753
+ {
754
+ int offset_x;
755
+ int offset_y;
756
+ int offset_z;
757
+ for (offset_x = -1; offset_x <= 2; offset_x += 3)
758
+ {
759
+ for (offset_y = 0; offset_y <= 1; ++offset_y)
760
+ {
761
+ for (offset_z = 0; offset_z <= 1; ++offset_z)
762
+ {
763
+ offset = float3(offset_x, offset_y, offset_z);
764
+ // along x axis
765
+ p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
766
+ mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
767
+
768
+ // along y axis
769
+ p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality);
770
+ mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
771
+
772
+ // along z axis
773
+ p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality);
774
+ mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
775
+ }
776
+ }
777
+ }
778
+ }
779
+
780
+ // transform squared distance to real distance
781
+ return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w));
782
+ }
783
+
784
+ // Coordinates for corners of a Simplex tetrahedron
785
+ // Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011
786
+ // @param v = 3D noise argument
787
+ // @return 4 corner locations
788
+ float4x3 SimplexCorners(float3 v)
789
+ {
790
+ // find base corner by skewing to tetrahedral space and back
791
+ float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3);
792
+ float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6;
793
+ float3 f = v - base;
794
+
795
+ // Find offsets to other corners (McEwan did this in tetrahedral space,
796
+ // but since skew is along x=y=z axis, this works in Euclidean space too.)
797
+ float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y);
798
+ float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0;
799
+
800
+ // four corners
801
+ return float4x3(base, base + a1, base + a2, base + 0.5);
802
+ }
803
+
804
+ // Improved smoothing function for simplex noise
805
+ // @param f = fractional distance to four tetrahedral corners
806
+ // @return weight for each corner
807
+ float4 SimplexSmooth(float4x3 f)
808
+ {
809
+ const float scale = 1024. / 375.; // scale factor to make noise -1..1
810
+ float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
811
+ float4 s = math::saturate(2 * d);
812
+ return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale)));
813
+ }
814
+
815
+ // Derivative of simplex noise smoothing function
816
+ // @param f = fractional distanc eto four tetrahedral corners
817
+ // @return derivative of smoothing function for each corner by x, y and z
818
+ float3x4 SimplexDSmooth(float4x3 f)
819
+ {
820
+ const float scale = 1024. / 375.; // scale factor to make noise -1..1
821
+ float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
822
+ float4 s = math::saturate(2 * d);
823
+ s = -12 * scale + s*(24 * scale - s * 12 * scale);
824
+
825
+ return float3x4(
826
+ s * float4(f[0][0], f[1][0], f[2][0], f[3][0]),
827
+ s * float4(f[0][1], f[1][1], f[2][1], f[3][1]),
828
+ s * float4(f[0][2], f[1][2], f[2][2], f[3][2]));
829
+ }
830
+
831
+ // Simplex noise and its Jacobian derivative
832
+ // @param v = 3D noise argument
833
+ // @param bTiling = whether to repeat noise pattern
834
+ // @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3
835
+ // @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w
836
+ // J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz)
837
+ // J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx
838
+ // You can use this to compute the noise, gradient, curl, or divergence:
839
+ // float3x4 J = JacobianSimplex_ALU(...);
840
+ // float3 VNoise = float3(J[0].w, J[1].w, J[2].w); // 3D noise
841
+ // float3 Grad = J[0].xyz; // gradient of J[0].w
842
+ // float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]);
843
+ // float Div = J[0][0]+J[1][1]+J[2][2];
844
+ // All of these are confirmed to compile out all unneeded terms.
845
+ // So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation.
846
+ float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize)
847
+ {
848
+ int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
849
+ float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000);
850
+
851
+ // corners of tetrahedron
852
+ float4x3 T = SimplexCorners(v);
853
+ // TODO: uint3
854
+ int3 rand = int3(0);
855
+ float4x3 gvec0 = float4x3(1.0);
856
+ float4x3 gvec1 = float4x3(1.0);
857
+ float4x3 gvec2 = float4x3(1.0);
858
+ float4x3 fv = float4x3(1.0);
859
+ float3x4 grad = float3x4(1.0);
860
+
861
+ // processing of tetrahedral vertices, unrolled
862
+ // to compute gradient at each corner
863
+ fv[0] = v - T[0];
864
+ rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize))));
865
+ gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
866
+ gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
867
+ gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
868
+ grad[0][0] = math::dot(gvec0[0], fv[0]);
869
+ grad[1][0] = math::dot(gvec1[0], fv[0]);
870
+ grad[2][0] = math::dot(gvec2[0], fv[0]);
871
+
872
+ fv[1] = v - T[1];
873
+ rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize))));
874
+ gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
875
+ gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
876
+ gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
877
+ grad[0][1] = math::dot(gvec0[1], fv[1]);
878
+ grad[1][1] = math::dot(gvec1[1], fv[1]);
879
+ grad[2][1] = math::dot(gvec2[1], fv[1]);
880
+
881
+ fv[2] = v - T[2];
882
+ rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize))));
883
+ gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
884
+ gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
885
+ gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
886
+ grad[0][2] = math::dot(gvec0[2], fv[2]);
887
+ grad[1][2] = math::dot(gvec1[2], fv[2]);
888
+ grad[2][2] = math::dot(gvec2[2], fv[2]);
889
+
890
+ fv[3] = v - T[3];
891
+ rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize))));
892
+ gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
893
+ gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
894
+ gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
895
+ grad[0][3] = math::dot(gvec0[3], fv[3]);
896
+ grad[1][3] = math::dot(gvec1[3], fv[3]);
897
+ grad[2][3] = math::dot(gvec2[3], fv[3]);
898
+
899
+ // blend gradients
900
+ float4 sv = SimplexSmooth(fv);
901
+ float3x4 ds = SimplexDSmooth(fv);
902
+
903
+ float3x4 jacobian = float3x4(1.0);
904
+ float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major)
905
+ jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0]));
906
+ float3 vec1 = gvec1*sv + grad[1]*ds;
907
+ jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1]));
908
+ float3 vec2 = gvec2*sv + grad[2]*ds;
909
+ jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2]));
910
+
911
+ return jacobian;
912
+ }
913
+
914
+ // While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes
915
+ // floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion.
916
+ float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize)
917
+ {
918
+ // verified, HLSL compiled out the switch if Function is a constant
919
+ switch(Function)
920
+ {
921
+ case 0:
922
+ return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position);
923
+ case 1:
924
+ return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize);
925
+ case 2:
926
+ return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position);
927
+ case 3:
928
+ return GradientNoise3D_ALU(Position, bTiling, RepeatSize);
929
+ case 4:
930
+ return ValueNoise3D_ALU(Position, bTiling, RepeatSize);
931
+ case 5:
932
+ return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0;
933
+ }
934
+ return 0;
935
+ }
936
+ //----------------------------------------------------------
937
+
938
+ export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize)
939
+ [[
940
+ anno::description("Noise"),
941
+ anno::noinline()
942
+ ]]
943
+ {
944
+ Position *= Scale;
945
+ FilterWidth *= Scale;
946
+
947
+ float Out = 0.0f;
948
+ float OutScale = 1.0f;
949
+ float InvLevelScale = 1.0f / LevelScale;
950
+
951
+ int iFunction(Function);
952
+ int iQuality(Quality);
953
+ int iLevels(Levels);
954
+ bool bTurbulence(Turbulence);
955
+ bool bTiling(Tiling);
956
+
957
+ for(int i = 0; i < iLevels; ++i)
958
+ {
959
+ // fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions)
960
+ OutScale *= math::saturate(1.0 - FilterWidth);
961
+
962
+ if(bTurbulence)
963
+ {
964
+ Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale;
965
+ }
966
+ else
967
+ {
968
+ Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale;
969
+ }
970
+
971
+ Position *= LevelScale;
972
+ RepeatSize *= LevelScale;
973
+ OutScale *= InvLevelScale;
974
+ FilterWidth *= LevelScale;
975
+ }
976
+
977
+ if(!bTurbulence)
978
+ {
979
+ // bring -1..1 to 0..1 range
980
+ Out = Out * 0.5f + 0.5f;
981
+ }
982
+
983
+ // Out is in 0..1 range
984
+ return math::lerp(OutputMin, OutputMax, Out);
985
+ }
986
+
987
+ // Material node for noise functions returning a vector value
988
+ // @param LevelScale usually 2 but higher values allow efficient use of few levels
989
+ // @return in user defined range (OutputMin..OutputMax)
990
+ export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
991
+ [[
992
+ anno::description("Vector Noise"),
993
+ anno::noinline()
994
+ ]]
995
+ {
996
+ float4 result = float4(0,0,0,1);
997
+ float3 ret = float3(0);
998
+ int iQuality = int(Quality);
999
+ int iFunction = int(Function);
1000
+ bool bTiling = Tiling > 0.0;
1001
+
1002
+ float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize); // compiled out if not used
1003
+
1004
+ // verified, HLSL compiled out the switch if Function is a constant
1005
+ switch (iFunction)
1006
+ {
1007
+ case 0: // Cellnoise
1008
+ ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff;
1009
+ result = float4(ret.x, ret.y, ret.z, 1);
1010
+ break;
1011
+ case 1: // Color noise
1012
+ ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w);
1013
+ result = float4(ret.x, ret.y, ret.z, 1);
1014
+ break;
1015
+ case 2: // Gradient
1016
+ result = Jacobian[0];
1017
+ break;
1018
+ case 3: // Curl
1019
+ ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]);
1020
+ result = float4(ret.x, ret.y, ret.z, 1);
1021
+ break;
1022
+ case 4: // Voronoi
1023
+ result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false);
1024
+ break;
1025
+ }
1026
+ return result;
1027
+ }
1028
+
1029
+ export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
1030
+ [[
1031
+ anno::description("Vector Noise float3 version"),
1032
+ anno::noinline()
1033
+ ]]
1034
+ {
1035
+ float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize);
1036
+ return float3(noise.x, noise.y, noise.z);
1037
+ }
1038
+
1039
+
1040
+ // workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view
1041
+ export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]])
1042
+ [[
1043
+ anno::description("Fresnel"),
1044
+ anno::noinline()
1045
+ ]]
1046
+ {
1047
+ return 0.0;
1048
+ }
1049
+
1050
+ export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]],
1051
+ bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]],
1052
+ bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]],
1053
+ bool clamp_fresnel_dot_product [[anno::unused()]])
1054
+ [[
1055
+ anno::description("Fresnel Function"),
1056
+ anno::noinline()
1057
+ ]]
1058
+ {
1059
+ return 0.0;
1060
+ }
1061
+
1062
+ export float3 camera_vector(uniform bool up_z = true)
1063
+ [[
1064
+ anno::description("Camera Vector"),
1065
+ anno::noinline()
1066
+ ]]
1067
+ {
1068
+ // assume camera postion is 0,0,0
1069
+ return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z));
1070
+ }
1071
+
1072
+ export float pixel_depth()
1073
+ [[
1074
+ anno::description("Pixel Depth"),
1075
+ anno::noinline()
1076
+ ]]
1077
+ {
1078
+ return 256.0f;
1079
+ }
1080
+
1081
+ export float scene_depth()
1082
+ [[
1083
+ anno::description("Scene Depth")
1084
+ ]]
1085
+ {
1086
+ return 65500.0f;
1087
+ }
1088
+
1089
+ export float3 scene_color()
1090
+ [[
1091
+ anno::description("Scene Color")
1092
+ ]]
1093
+ {
1094
+ return float3(1.0f);
1095
+ }
1096
+
1097
+ export float4 vertex_color()
1098
+ [[
1099
+ anno::description("Vertex Color"),
1100
+ anno::noinline()
1101
+ ]]
1102
+ {
1103
+ return float4(1.0f);
1104
+ }
1105
+
1106
+ export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex)
1107
+ [[
1108
+ anno::description("Vertex Color for float2 PrimVar"),
1109
+ anno::noinline()
1110
+ ]]
1111
+ {
1112
+ // Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead
1113
+ return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y);
1114
+ }
1115
+
1116
+ export float3 camera_position()
1117
+ [[
1118
+ anno::description("Camera Position"),
1119
+ anno::noinline()
1120
+ ]]
1121
+ {
1122
+ return float3(1000.0f, 0, 0);
1123
+ }
1124
+
1125
+ export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position)
1126
+ [[
1127
+ anno::description("Rotates Position about the given axis by the given angle")
1128
+ ]]
1129
+ {
1130
+ // Project Position onto the rotation axis and find the closest point on the axis to Position
1131
+ float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z);
1132
+ float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis);
1133
+ // Construct orthogonal axes in the plane of the rotation
1134
+ float3 UAxis = Position - ClosestPointOnAxis;
1135
+ float3 VAxis = math::cross(NormalizedRotationAxis, UAxis);
1136
+ float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w);
1137
+ // Rotate using the orthogonal axes
1138
+ float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0];
1139
+ // Reconstruct the rotated world space position
1140
+ float3 RotatedPosition = ClosestPointOnAxis + R;
1141
+ // Convert from position to a position offset
1142
+ return RotatedPosition - Position;
1143
+ }
1144
+
1145
+ export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset)
1146
+ [[
1147
+ anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied")
1148
+ ]]
1149
+ {
1150
+ return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset;
1151
+ }
1152
+
1153
+ export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true)
1154
+ [[
1155
+ anno::description("Reflection vector about the specified world space normal")
1156
+ ]]
1157
+ {
1158
+ if (bNormalizeInputNormal)
1159
+ {
1160
+ WorldNormal = math::normalize(WorldNormal);
1161
+ }
1162
+
1163
+ return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0;
1164
+ }
1165
+
1166
+ export float3 reflection_vector(uniform bool up_z = true)
1167
+ [[
1168
+ anno::description("Reflection Vector"),
1169
+ anno::noinline()
1170
+ ]]
1171
+ {
1172
+ float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
1173
+ return reflection_custom_world_normal(normal, false, up_z);
1174
+ }
1175
+
1176
+ export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]])
1177
+ [[
1178
+ anno::description("Dither TemporalAA"),
1179
+ anno::noinline()
1180
+ ]]
1181
+ {
1182
+ return AlphaThreshold;
1183
+ }
1184
+
1185
+ export float3 black_body( float Temp )
1186
+ [[
1187
+ anno::description("Black Body"),
1188
+ anno::noinline()
1189
+ ]]
1190
+ {
1191
+ float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp );
1192
+ float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp );
1193
+
1194
+ float x = 3*u / ( 2*u - 8*v + 4 );
1195
+ float y = 2*v / ( 2*u - 8*v + 4 );
1196
+ float z = 1 - x - y;
1197
+
1198
+ float Y = 1;
1199
+ float X = Y/y * x;
1200
+ float Z = Y/y * z;
1201
+
1202
+ float3x3 XYZtoRGB = float3x3(
1203
+ float3(3.2404542, -1.5371385, -0.4985314),
1204
+ float3(-0.9692660, 1.8760108, 0.0415560),
1205
+ float3(0.0556434, -0.2040259, 1.0572252)
1206
+ );
1207
+
1208
+ return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 );
1209
+ }
1210
+
1211
+ export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances)
1212
+ [[
1213
+ anno::description("Per Instance Random"),
1214
+ anno::noinline()
1215
+ ]]
1216
+ {
1217
+ float weight = state::object_id() / float(NumberInstances);
1218
+ return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x;
1219
+ }
1220
+
1221
+ //------------------ Hair from UE4 -----------------------
1222
+ float3 hair_absorption_to_color(float3 A)
1223
+ {
1224
+ const float B = 0.3f;
1225
+ float b2 = B * B;
1226
+ float b3 = B * b2;
1227
+ float b4 = b2 * b2;
1228
+ float b5 = B * b4;
1229
+ float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
1230
+ return math::exp(-math::sqrt(A) * D);
1231
+ }
1232
+
1233
+ float3 hair_color_to_absorption(float3 C)
1234
+ {
1235
+ const float B = 0.3f;
1236
+ float b2 = B * B;
1237
+ float b3 = B * b2;
1238
+ float b4 = b2 * b2;
1239
+ float b5 = B * b4;
1240
+ float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
1241
+ return math::pow(math::log(C) / D, 2.0f);
1242
+ }
1243
+
1244
+ export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor)
1245
+ [[
1246
+ anno::description("Hair Color")
1247
+ ]]
1248
+ {
1249
+ InMelanin = math::saturate(InMelanin);
1250
+ InRedness = math::saturate(InRedness);
1251
+ float Melanin = -math::log(math::max(1 - InMelanin, 0.0001f));
1252
+ float Eumelanin = Melanin * (1 - InRedness);
1253
+ float Pheomelanin = Melanin * InRedness;
1254
+
1255
+ float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor));
1256
+ float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f);
1257
+
1258
+ return hair_absorption_to_color(Absorption + DyeAbsorption);
1259
+ }
1260
+
1261
+ export float3 local_object_bounds_min()
1262
+ [[
1263
+ anno::description("Local Object Bounds Min"),
1264
+ anno::noinline()
1265
+ ]]
1266
+ {
1267
+ return float3(0.0);
1268
+ }
1269
+
1270
+ export float3 local_object_bounds_max()
1271
+ [[
1272
+ anno::description("Local Object Bounds Max"),
1273
+ anno::noinline()
1274
+ ]]
1275
+ {
1276
+ return float3(100.0);
1277
+ }
1278
+
1279
+ export float3 object_bounds()
1280
+ [[
1281
+ anno::description("Object Bounds"),
1282
+ anno::noinline()
1283
+ ]]
1284
+ {
1285
+ return float3(100.0);
1286
+ }
1287
+
1288
+ export float object_radius()
1289
+ [[
1290
+ anno::description("Object Radius"),
1291
+ anno::noinline()
1292
+ ]]
1293
+ {
1294
+ return 100.0f;
1295
+ }
1296
+
1297
+ export float3 object_world_position(uniform bool up_z = true)
1298
+ [[
1299
+ anno::description("Object World Position"),
1300
+ anno::noinline()
1301
+ ]]
1302
+ {
1303
+ return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0;
1304
+ }
1305
+
1306
+ export float3 object_orientation()
1307
+ [[
1308
+ anno::description("Object Orientation"),
1309
+ anno::noinline()
1310
+ ]]
1311
+ {
1312
+ return float3(0);
1313
+ }
1314
+
1315
+ export float rcp(float x)
1316
+ [[
1317
+ anno::description("hlsl rcp"),
1318
+ anno::noinline()
1319
+ ]]
1320
+ {
1321
+ return 1.0f / x;
1322
+ }
1323
+
1324
+ export float2 rcp(float2 x)
1325
+ [[
1326
+ anno::description("hlsl rcp"),
1327
+ anno::noinline()
1328
+ ]]
1329
+ {
1330
+ return 1.0f / x;
1331
+ }
1332
+
1333
+ export float3 rcp(float3 x)
1334
+ [[
1335
+ anno::description("hlsl rcp"),
1336
+ anno::noinline()
1337
+ ]]
1338
+ {
1339
+ return 1.0f / x;
1340
+ }
1341
+
1342
+ export float4 rcp(float4 x)
1343
+ [[
1344
+ anno::description("hlsl rcp"),
1345
+ anno::noinline()
1346
+ ]]
1347
+ {
1348
+ return 1.0f / x;
1349
+ }
1350
+
1351
+ export int BitFieldExtractI32(int Data, int Size, int Offset)
1352
+ [[
1353
+ anno::description("BitFieldExtractI32 int"),
1354
+ anno::noinline()
1355
+ ]]
1356
+ {
1357
+ Size &= 3;
1358
+ Offset &= 3;
1359
+
1360
+ if (Size == 0)
1361
+ return 0;
1362
+ else if (Offset + Size < 32)
1363
+ return (Data << (32 - Size - Offset)) >> (32 - Size);
1364
+ else
1365
+ return Data >> Offset;
1366
+ }
1367
+
1368
+ export int BitFieldExtractI32(float Data, float Size, float Offset)
1369
+ [[
1370
+ anno::description("BitFieldExtractI32 float"),
1371
+ anno::noinline()
1372
+ ]]
1373
+ {
1374
+ return BitFieldExtractI32(int(Data), int(Size), int(Offset));
1375
+ }
1376
+
1377
+ export int BitFieldExtractU32(float Data, float Size, float Offset)
1378
+ [[
1379
+ anno::description("BitFieldExtractU32 float"),
1380
+ anno::noinline()
1381
+ ]]
1382
+ {
1383
+ return BitFieldExtractI32(Data, Size, Offset);
1384
+ }
1385
+
1386
+ export int BitFieldExtractU32(int Data, int Size, int Offset)
1387
+ [[
1388
+ anno::description("BitFieldExtractU32 int"),
1389
+ anno::noinline()
1390
+ ]]
1391
+ {
1392
+ return BitFieldExtractI32(Data, Size, Offset);
1393
+ }
1394
+
1395
+ export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha)
1396
+ [[
1397
+ anno::description("EyeAdaptationInverseLookup"),
1398
+ anno::noinline()
1399
+ ]]
1400
+ {
1401
+ float Adaptation = 1.0f;
1402
+
1403
+ // When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation.
1404
+ // So the lerped value is:
1405
+ // LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T)
1406
+ // Which is simplified as:
1407
+ // LerpLogScale = Lerp(0,-log(Adaptation),T)
1408
+ // LerpLogScale = -T * logAdaptation;
1409
+
1410
+ float LerpLogScale = -Alpha * math::log(Adaptation);
1411
+ float Scale = math::exp(LerpLogScale);
1412
+ return LightValue * Scale;
1413
+ }
objects/table/white_big/Materials/OmniUe4Translucent.mdl ADDED
@@ -0,0 +1,233 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ /***************************************************************************************************
2
+ * Copyright 2020 NVIDIA Corporation. All rights reserved.
3
+ *
4
+ * Redistribution and use in source and binary forms, with or without
5
+ * modification, are permitted provided that the following conditions
6
+ * are met:
7
+ * * Redistributions of source code must retain the above copyright
8
+ * notice, this list of conditions and the following disclaimer.
9
+ * * Redistributions in binary form must reproduce the above copyright
10
+ * notice, this list of conditions and the following disclaimer in the
11
+ * documentation and/or other materials provided with the distribution.
12
+ * * Neither the name of NVIDIA CORPORATION nor the names of its
13
+ * contributors may be used to endorse or promote products derived
14
+ * from this software without specific prior written permission.
15
+ *
16
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
17
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
20
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27
+ **************************************************************************************************/
28
+
29
+ //* 1.0.0 - first version
30
+ //* 1.0.1 - Emissive color affected by opacity
31
+ // - Support opacity mask
32
+ //* 1.0.2 - Unlit translucent
33
+ //* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf
34
+ //* 1.0.4 - using absolute import paths when importing standard modules
35
+
36
+ mdl 1.3;
37
+
38
+ import ::df::*;
39
+ import ::state::*;
40
+ import ::math::*;
41
+ import ::tex::*;
42
+ import ::anno::*;
43
+
44
+ float emissive_multiplier()
45
+ [[
46
+ anno::description("the multiplier to convert UE4 emissive to raw data"),
47
+ anno::noinline()
48
+ ]]
49
+ {
50
+ return 20.0f * 128.0f;
51
+ }
52
+
53
+ color get_translucent_tint(color base_color, float opacity)
54
+ [[
55
+ anno::description("base color of UE4 translucent"),
56
+ anno::noinline()
57
+ ]]
58
+ {
59
+ return math::lerp(color(1.0), base_color, opacity);
60
+ }
61
+
62
+ // Just for UE4 distilling
63
+ float get_translucent_opacity(float opacity)
64
+ [[
65
+ anno::noinline()
66
+ ]]
67
+ {
68
+ return opacity;
69
+ }
70
+
71
+ color get_emissive_intensity(color emissive, float opacity)
72
+ [[
73
+ anno::description("emissive color of UE4 translucent"),
74
+ anno::noinline()
75
+ ]]
76
+ {
77
+ return emissive * opacity;
78
+ }
79
+
80
+ float3 tangent_space_normal(
81
+ float3 normal = float3(0.0,0.0,1.0),
82
+ float3 tangent_u = state::texture_tangent_u(0),
83
+ float3 tangent_v = state::texture_tangent_v(0)
84
+ )
85
+ [[
86
+ anno::description("Interprets the vector in tangent space"),
87
+ anno::noinline()
88
+ ]]
89
+ {
90
+ return math::normalize(
91
+ tangent_u * normal.x -
92
+ tangent_v * normal.y + /* flip_tangent_v */
93
+ state::normal() * (normal.z));
94
+ }
95
+
96
+ float3 world_space_normal(
97
+ float3 normal = float3(0.0,0.0,1.0),
98
+ float3 tangent_u = state::texture_tangent_u(0),
99
+ float3 tangent_v = state::texture_tangent_v(0)
100
+ )
101
+ [[
102
+ anno::description("Interprets the vector in world space"),
103
+ anno::noinline()
104
+ ]]
105
+ {
106
+ return tangent_space_normal(
107
+ math::normalize(
108
+ normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
109
+ normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
110
+ normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
111
+ tangent_u,
112
+ tangent_v
113
+ );
114
+ }
115
+
116
+ export material OmniUe4Translucent(
117
+ float3 base_color = float3(0.0, 0.0, 0.0),
118
+ float metallic = 0.0,
119
+ float roughness = 0.5,
120
+ float specular = 0.5,
121
+ float3 normal = float3(0.0,0.0,1.0),
122
+ uniform bool enable_opacity = true,
123
+ float opacity = 1.0,
124
+ float opacity_mask = 1.0,
125
+ float3 emissive_color = float3(0.0, 0.0, 0.0),
126
+ float3 displacement = float3(0.0),
127
+ uniform float refraction = 1.0,
128
+ uniform bool two_sided = false,
129
+ uniform bool is_tangent_space_normal = true,
130
+ uniform bool is_unlit = false
131
+ )
132
+ [[
133
+ anno::display_name("Omni UE4 Translucent"),
134
+ anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"),
135
+ anno::version( 1, 0, 0),
136
+ anno::author("NVIDIA CORPORATION"),
137
+ anno::key_words(string[]("omni", "UE4", "omniverse", "translucent"))
138
+ ]]
139
+ = let {
140
+ color final_base_color = math::saturate(base_color);
141
+ float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f);
142
+ float final_roughness = math::saturate(roughness);
143
+ float final_specular = math::saturate(specular);
144
+ color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
145
+ float final_opacity = math::saturate(opacity);
146
+ float3 final_normal = math::normalize(normal);
147
+
148
+
149
+ // - compute final roughness by squaring the "roughness" parameter
150
+ float alpha = final_roughness * final_roughness;
151
+ // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
152
+ float grazing_refl = math::max((1.0 - final_roughness), 0.0);
153
+
154
+ float3 the_normal = is_unlit ? state::normal() :
155
+ (is_tangent_space_normal ?
156
+ tangent_space_normal(
157
+ normal: final_normal,
158
+ tangent_u: state::texture_tangent_u(0),
159
+ tangent_v: state::texture_tangent_v(0)
160
+ ) : world_space_normal(
161
+ normal: final_normal,
162
+ tangent_u: state::texture_tangent_u(0),
163
+ tangent_v: state::texture_tangent_v(0)
164
+ ));
165
+
166
+ // for the dielectric component we layer the glossy component on top of the diffuse one,
167
+ // the glossy layer has no color tint
168
+
169
+ bsdf dielectric_component = df::custom_curve_layer(
170
+ weight: final_specular,
171
+ normal_reflectivity: 0.08,
172
+ grazing_reflectivity: grazing_refl,
173
+ layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
174
+ base: df::diffuse_reflection_bsdf(tint: final_base_color));
175
+
176
+ // the metallic component doesn't have a diffuse component, it's only glossy
177
+ // base_color is applied to tint it
178
+ bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
179
+
180
+ // final BSDF is a linear blend between dielectric and metallic component
181
+ bsdf dielectric_metal_mix =
182
+ df::normalized_mix(
183
+ components:
184
+ df::bsdf_component[](
185
+ df::bsdf_component(
186
+ component: metallic_component,
187
+ weight: final_metallic),
188
+ df::bsdf_component(
189
+ component: dielectric_component,
190
+ weight: 1.0-final_metallic)
191
+ )
192
+ );
193
+
194
+ bsdf frosted_bsdf = df::specular_bsdf(
195
+ tint: color(1),
196
+ mode: df::scatter_reflect_transmit
197
+ );
198
+
199
+ bsdf final_mix_bsdf =
200
+ is_unlit ? df::specular_bsdf(
201
+ tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity),
202
+ mode: df::scatter_reflect_transmit
203
+ )
204
+ : df::normalized_mix(
205
+ components:
206
+ df::bsdf_component[](
207
+ df::bsdf_component(
208
+ component: dielectric_metal_mix,
209
+ weight: get_translucent_opacity(final_opacity)),
210
+ df::bsdf_component(
211
+ component: frosted_bsdf,
212
+ weight: 1.0-get_translucent_opacity(final_opacity))
213
+ )
214
+ );
215
+ }
216
+ in material(
217
+ thin_walled: two_sided, // Graphene?
218
+ ior: color(refraction), //refraction
219
+ surface: material_surface(
220
+ scattering: final_mix_bsdf,
221
+ emission:
222
+ material_emission (
223
+ emission: df::diffuse_edf (),
224
+ intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity)
225
+ )
226
+ ),
227
+
228
+ geometry: material_geometry(
229
+ displacement: displacement,
230
+ normal: the_normal,
231
+ cutout_opacity: enable_opacity ? opacity_mask : 1.0
232
+ )
233
+ );
objects/table/white_big/Materials/WorldGridMaterial.mdl ADDED
@@ -0,0 +1,75 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ mdl 1.6;
2
+
3
+ import ::math::*;
4
+ import ::state::*;
5
+ import ::tex::*;
6
+ import ::anno::*;
7
+ using .::OmniUe4Function import *;
8
+ using .::OmniUe4Base import *;
9
+
10
+ export annotation sampler_color();
11
+ export annotation sampler_normal();
12
+ export annotation sampler_grayscale();
13
+ export annotation sampler_alpha();
14
+ export annotation sampler_masks();
15
+ export annotation sampler_distancefield();
16
+ export annotation dither_masked_off();
17
+ export annotation world_space_normal();
18
+
19
+ export material WorldGridMaterial(
20
+ int MaxTexCoordIndex = 3
21
+ [[
22
+ anno::hidden()
23
+ ]])
24
+ =
25
+ let {
26
+ float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
27
+ float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
28
+
29
+ float2 Local0 = (CustomizedUV0_mdl / 2.0);
30
+ float2 Local1 = (Local0 / 0.05);
31
+ 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));
32
+ float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0));
33
+
34
+ float3 Normal_mdl = Local3;
35
+
36
+ float2 Local4 = (CustomizedUV0_mdl * 20.0);
37
+ 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);
38
+ float Local6 = math::lerp(0.4,1.0,Local5.x);
39
+ float Local7 = (1.0 - Local6);
40
+ float2 Local8 = (Local0 / 0.1);
41
+ 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);
42
+ float Local10 = math::lerp(Local9.y,1.0,0.0);
43
+ float Local11 = math::lerp(Local6,Local7,Local10);
44
+ 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);
45
+ float Local13 = math::lerp(Local9.y,0.0,0.0);
46
+ float Local14 = (Local12.y + Local13);
47
+ float Local15 = math::lerp(Local14,0.5,0.5);
48
+ float Local16 = math::lerp(0.295,0.66,Local15);
49
+ float Local17 = (Local16 * 0.5);
50
+ float Local18 = (Local11 * Local17);
51
+ float Local19 = math::lerp(0.0,0.5,Local12.y);
52
+ float Local20 = math::lerp(0.7,1.0,Local9.y);
53
+ float Local21 = math::lerp(Local20,1.0,0.0);
54
+ float Local22 = (Local21 * 1.0);
55
+ float Local23 = (Local19 + Local22);
56
+ float Local24 = math::min(math::max(Local23,0.0),1.0);
57
+
58
+ float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
59
+ float OpacityMask_mdl = 1.0;
60
+ float3 BaseColor_mdl = float3(Local18,Local18,Local18);
61
+ float Metallic_mdl = 0.0;
62
+ float Specular_mdl = 0.5;
63
+ float Roughness_mdl = Local24;
64
+
65
+ } in
66
+ ::OmniUe4Base(
67
+ base_color: BaseColor_mdl,
68
+ metallic: Metallic_mdl,
69
+ roughness: Roughness_mdl,
70
+ specular: Specular_mdl,
71
+ normal: Normal_mdl,
72
+ opacity: OpacityMask_mdl,
73
+ emissive_color: EmissiveColor_mdl,
74
+ displacement: WorldPositionOffset_mdl,
75
+ two_sided: false);
objects/table/white_big/instance.usd ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:bf30915fc4ef0871cc7ebde8b31946b795922fe40a8a75ad971c4c4fa60c28c6
3
+ size 5814595