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mdl 1.6;
import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
import ::scene::*;
using .::OmniUe4Function import *;
using .::OmniUe4Subsurface 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 rongbu_Inst(
float normal = 1.0
[[
anno::display_name("normal"),
anno::ui_order(32)
]],
float GeneratedName_27033 = 0.0
[[
anno::display_name("高光度"),
anno::ui_order(32)
]],
float GeneratedName_16225 = 0.2
[[
anno::display_name("粗糙度"),
anno::ui_order(32)
]],
int MaxTexCoordIndex = 3
[[
anno::hidden()
]])
[[
distill_off()
]]
=
let {
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
float2 Local0 = (CustomizedUV0_mdl * float2(0.5,1.0));
float4 Local1 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/22.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat));
float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * normal);
float3 Normal_mdl = Local2;
float4 Local3 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-13918103-maps-4.png",::tex::gamma_srgb),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float4 Local4 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-10966853-maps-2.png",::tex::gamma_srgb),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local5 = (float3(Local4.x,Local4.y,Local4.z) * GeneratedName_16225);
float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
float Opacity_mdl = 1.0;
float OpacityMask_mdl = 1.0;
float3 BaseColor_mdl = float3(Local3.x,Local3.y,Local3.z);
float Metallic_mdl = 0.0;
float Specular_mdl = GeneratedName_27033;
float Roughness_mdl = Local5.x;
float3 SubsurfaceColor_mdl = 0;
float SurfaceThickness_mdl = 0.01;
} in
::OmniUe4Subsurface(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: Opacity_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
opacity_mask: OpacityMask_mdl,
subsurface_color: SubsurfaceColor_mdl,
two_sided: false);