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mdl 1.6;
import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
import ::scene::*;
using .::OmniUe4Function import *;
using .::OmniUe4Base import *;
export annotation sampler_color();
export annotation sampler_normal();
export annotation sampler_grayscale();
export annotation sampler_alpha();
export annotation sampler_masks();
export annotation sampler_distancefield();
export annotation dither_masked_off();
export annotation world_space_normal();
export material M_BaseMaterial_twosided(
float IsNormalTex = 0.0
[[
anno::display_name("IsNormalTex"),
anno::ui_order(32),
anno::in_group("Normal")
]],
uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear)
[[
anno::display_name("Normal_Tex"),
anno::ui_order(32),
anno::in_group("Normal"),
sampler_normal()
]],
float4 Normal_UVA = float4(1.0,1.0,0.0,0.0)
[[
anno::display_name("Normal_UVA"),
anno::ui_order(32),
anno::in_group("Normal")
]],
float EmissiveIntensity = 0.0
[[
anno::display_name("EmissiveIntensity"),
anno::ui_order(32),
anno::in_group("EmissiveColor")
]],
float IsEmissiveTex = 0.0
[[
anno::display_name("IsEmissiveTex"),
anno::in_group("EmissiveColor")
]],
float4 Emissive_Color = float4(1.0,1.0,1.0,1.0)
[[
anno::display_name("Emissive_Color"),
anno::ui_order(32),
anno::in_group("EmissiveColor")
]],
uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
[[
anno::display_name("Emissive_Tex"),
anno::ui_order(32),
anno::in_group("EmissiveColor"),
sampler_color()
]],
float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0)
[[
anno::display_name("Emissive_UVA"),
anno::ui_order(32),
anno::in_group("EmissiveColor")
]],
float IsBaseColorTex = 0.0
[[
anno::display_name("IsBaseColorTex"),
anno::in_group("BaseColor")
]],
float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0)
[[
anno::display_name("BaseColor_Color"),
anno::ui_order(32),
anno::in_group("BaseColor")
]],
uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
[[
anno::display_name("BaseColor_Tex"),
anno::ui_order(32),
anno::in_group("BaseColor"),
sampler_color()
]],
float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0)
[[
anno::display_name("BaseColor_UVA"),
anno::ui_order(32),
anno::in_group("BaseColor")
]],
float IsMetallicTex = 0.0
[[
anno::display_name("IsMetallicTex"),
anno::in_group("Metallic")
]],
float4 Metallic_Color = float4(0.0,0.0,0.0,1.0)
[[
anno::display_name("Metallic_Color"),
anno::ui_order(32),
anno::in_group("Metallic")
]],
uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
[[
anno::display_name("Metallic_Tex"),
anno::ui_order(32),
anno::in_group("Metallic"),
sampler_color()
]],
float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0)
[[
anno::display_name("Metallic_UVA"),
anno::ui_order(32),
anno::in_group("Metallic")
]],
float IsSpecularTex = 0.0
[[
anno::display_name("IsSpecularTex"),
anno::in_group("Specular")
]],
float4 Specular_Color = float4(1.0,1.0,1.0,1.0)
[[
anno::display_name("Specular_Color"),
anno::ui_order(32),
anno::in_group("Specular")
]],
uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
[[
anno::display_name("Specular_Tex"),
anno::ui_order(32),
anno::in_group("Specular"),
sampler_color()
]],
float4 Specular_UVA = float4(1.0,1.0,0.0,0.0)
[[
anno::display_name("Specular_UVA"),
anno::ui_order(32),
anno::in_group("Specular")
]],
float IsGlossTex = 0.0
[[
anno::display_name("IsGlossTex"),
anno::in_group("Roughness")
]],
float4 Gloss_Color = float4(0.1,0.1,0.1,1.0)
[[
anno::display_name("Gloss_Color"),
anno::ui_order(32),
anno::in_group("Roughness")
]],
uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
[[
anno::display_name("Gloss_Tex"),
anno::ui_order(32),
anno::in_group("Roughness"),
sampler_color()
]],
float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0)
[[
anno::display_name("Gloss_UVA"),
anno::ui_order(32),
anno::in_group("Roughness")
]],
float PolygonOffset = 0.0
[[
anno::display_name("PolygonOffset"),
anno::ui_order(32),
anno::in_group("WorldPosition")
]],
int MaxTexCoordIndex = 3
[[
anno::hidden()
]])
=
let {
float3 Local82 = ::camera_position();
float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0));
float3 Local84 = math::normalize(Local83);
float3 Local85 = (Local84 * PolygonOffset);
float3 WorldPositionOffset_mdl = Local85;
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
float2 Local0 = (float2(0.5,0.5) * -1.0);
float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x);
float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y);
float2 Local3 = (Local0 + float2(Local1,Local2));
float Local4 = (3.141592 * -2.0);
float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4);
float Local6 = (Local5 * 6.283185);
float Local7 = math::cos(Local6);
float Local8 = math::sin(Local6);
float Local9 = (Local8 * -1.0);
float Local10 = math::dot(Local3, float2(Local7,Local9));
float Local11 = math::dot(Local3, float2(Local8,Local7));
float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11));
float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat));
float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z));
float3 Normal_mdl = Local14;
float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x);
float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y);
float2 Local17 = (Local0 + float2(Local15,Local16));
float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4);
float Local19 = (Local18 * 6.283185);
float Local20 = math::cos(Local19);
float Local21 = math::sin(Local19);
float Local22 = (Local21 * -1.0);
float Local23 = math::dot(Local17, float2(Local20,Local22));
float Local24 = math::dot(Local17, float2(Local21,Local20));
float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24));
float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z));
float3 Local28 = (EmissiveIntensity * Local27);
float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x);
float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y);
float2 Local31 = (Local0 + float2(Local29,Local30));
float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4);
float Local33 = (Local32 * 6.283185);
float Local34 = math::cos(Local33);
float Local35 = math::sin(Local33);
float Local36 = (Local35 * -1.0);
float Local37 = math::dot(Local31, float2(Local34,Local36));
float Local38 = math::dot(Local31, float2(Local35,Local34));
float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38));
float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z));
float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x);
float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y);
float2 Local44 = (Local0 + float2(Local42,Local43));
float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4);
float Local46 = (Local45 * 6.283185);
float Local47 = math::cos(Local46);
float Local48 = math::sin(Local46);
float Local49 = (Local48 * -1.0);
float Local50 = math::dot(Local44, float2(Local47,Local49));
float Local51 = math::dot(Local44, float2(Local48,Local47));
float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51));
float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z));
float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x);
float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y);
float2 Local57 = (Local0 + float2(Local55,Local56));
float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4);
float Local59 = (Local58 * 6.283185);
float Local60 = math::cos(Local59);
float Local61 = math::sin(Local59);
float Local62 = (Local61 * -1.0);
float Local63 = math::dot(Local57, float2(Local60,Local62));
float Local64 = math::dot(Local57, float2(Local61,Local60));
float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64));
float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z));
float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x);
float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y);
float2 Local70 = (Local0 + float2(Local68,Local69));
float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4);
float Local72 = (Local71 * 6.283185);
float Local73 = math::cos(Local72);
float Local74 = math::sin(Local72);
float Local75 = (Local74 * -1.0);
float Local76 = math::dot(Local70, float2(Local73,Local75));
float Local77 = math::dot(Local70, float2(Local74,Local73));
float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77));
float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z));
float3 Local81 = (1.0 - Local80);
float3 EmissiveColor_mdl = Local28;
float OpacityMask_mdl = 1.0;
float3 BaseColor_mdl = Local41;
float Metallic_mdl = Local54.x;
float Specular_mdl = Local67.x;
float Roughness_mdl = Local81.x;
float SurfaceThickness_mdl = 0.01;
} in
::OmniUe4Base(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: OpacityMask_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
two_sided: true);
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