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_v2_twosided( float IsNormal = 0.0 [[ anno::display_name("IsNormal"), anno::ui_order(32) ]], float IsFlip = 0.0 [[ anno::display_name("IsFlip"), anno::ui_order(32), anno::in_group("Normal") ]], uniform texture_2d NormalTex = texture_2d("./Textures/DefaultNormal.png",::tex::gamma_linear) [[ anno::display_name("NormalTex"), anno::ui_order(32), anno::in_group("Normal"), sampler_normal() ]], float4 NormalUVW = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("NormalUVW"), anno::ui_order(4), anno::in_group("Normal") ]], float4 NormalOffset = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("NormalOffset"), anno::ui_order(5), anno::in_group("Normal") ]], float NormalIntensity = 0.0 [[ anno::display_name("NormalIntensity"), anno::ui_order(32), anno::in_group("Normal") ]], float EmissionIsTexType = 0.0 [[ anno::display_name("EmissionIsTexType"), anno::description("0 is color, 1 is tex, 2 is falloff "), anno::ui_order(1), anno::in_group("Emission") ]], float EmissionFalloffValue1Type = 0.0 [[ anno::display_name("EmissionFalloffValue1Type"), anno::ui_order(7), anno::in_group("Emission") ]], float EmissionFalloffFloat = 0.0 [[ anno::display_name("EmissionFalloffFloat"), anno::ui_order(8), anno::in_group("Emission") ]], float4 EmissionColor = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("EmissionColor"), anno::ui_order(2), anno::in_group("Emission") ]], uniform texture_2d EmissionTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("EmissionTex"), anno::ui_order(3), anno::in_group("Emission"), sampler_color() ]], float4 EmissionUVW = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("EmissionUVW"), anno::ui_order(4), anno::in_group("Emission") ]], float4 EmissionOffset = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("EmissionOffset"), anno::ui_order(5), anno::in_group("Emission") ]], float EmissionFalloffValue2Type = 0.0 [[ anno::display_name("EmissionFalloffValue2Type"), anno::ui_order(9), anno::in_group("Emission") ]], float EmissionFalloffFloat_2 = 0.0 [[ anno::display_name("EmissionFalloffFloat_2"), anno::ui_order(10), anno::in_group("Emission") ]], float4 EmissionColor_2 = float4(1.0,1.0,1.0,1.0) [[ anno::display_name("EmissionColor_2"), anno::ui_order(11), anno::in_group("Emission") ]], uniform texture_2d EmissionTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("EmissionTex_2"), anno::ui_order(12), anno::in_group("Emission"), sampler_color() ]], float4 EmissionUVW_2 = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("EmissionUVW_2"), anno::ui_order(13), anno::in_group("Emission") ]], float4 EmissionOffset_2 = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("EmissionOffset_2"), anno::ui_order(14), anno::in_group("Emission") ]], float EmissionFalloffFreshnelIor = 1.6 [[ anno::display_name("EmissionFalloffFreshnelIor"), anno::ui_order(6), anno::in_group("Emission") ]], float ColorIsTexType = 0.0 [[ anno::display_name("ColorIsTexType"), anno::description("0 is color, 1 is tex, 2 is falloff "), anno::ui_order(1), anno::in_group("Color") ]], float ColorFalloffValue1Type = 0.0 [[ anno::display_name("ColorFalloffValue1Type"), anno::ui_order(7), anno::in_group("Color") ]], float ColorFalloffFloat = 0.0 [[ anno::display_name("ColorFalloffFloat"), anno::ui_order(10), anno::in_group("Color") ]], float4 ColorColor = float4(1.0,1.0,1.0,1.0) [[ anno::display_name("ColorColor"), anno::ui_order(2), anno::in_group("Color") ]], uniform texture_2d ColorTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("ColorTex"), anno::ui_order(3), anno::in_group("Color"), sampler_color() ]], float4 ColorUVW = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("ColorUVW"), anno::ui_order(4), anno::in_group("Color") ]], float4 ColorOffset = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("ColorOffset"), anno::ui_order(5), anno::in_group("Color") ]], float ColorFalloffValue2Type = 0.0 [[ anno::display_name("ColorFalloffValue2Type"), anno::ui_order(9), anno::in_group("Color") ]], float ColorFalloffFloat_2 = 0.0 [[ anno::display_name("ColorFalloffFloat_2"), anno::ui_order(10), anno::in_group("Color") ]], float4 ColorColor_2 = float4(1.0,1.0,1.0,1.0) [[ anno::display_name("ColorColor_2"), anno::ui_order(11), anno::in_group("Color") ]], uniform texture_2d ColorTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("ColorTex_2"), anno::ui_order(12), anno::in_group("Color"), sampler_color() ]], float4 ColorUVW_2 = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("ColorUVW_2"), anno::ui_order(13), anno::in_group("Color") ]], float4 ColorOffset_2 = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("ColorOffset_2"), anno::ui_order(14), anno::in_group("Color") ]], float ColorFalloffFreshnelIor = 1.6 [[ anno::display_name("ColorFalloffFreshnelIor"), anno::ui_order(6), anno::in_group("Color") ]], float MetallicIsTexType = 0.0 [[ anno::display_name("MetallicIsTexType"), anno::description("0 is color, 1 is tex, 2 is falloff "), anno::ui_order(1), anno::in_group("Metallic") ]], float MetallicFalloffValue1Type = 0.0 [[ anno::display_name("MetallicFalloffValue1Type"), anno::ui_order(7), anno::in_group("Metallic") ]], float MetallicFalloffFloat = 0.0 [[ anno::display_name("MetallicFalloffFloat"), anno::ui_order(8), anno::in_group("Metallic") ]], float MetallicFloat = 0.0 [[ anno::display_name("MetallicFloat"), anno::ui_order(2), anno::in_group("Metallic") ]], uniform texture_2d MetallicTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("MetallicTex"), anno::ui_order(3), anno::in_group("Metallic"), sampler_color() ]], float4 MetallicUVW = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("MetallicUVW"), anno::ui_order(4), anno::in_group("Metallic") ]], float4 MetallicOffset = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("MetallicOffset"), anno::ui_order(5), anno::in_group("Metallic") ]], float MetallicFalloffValue2Type = 0.0 [[ anno::display_name("MetallicFalloffValue2Type"), anno::ui_order(9), anno::in_group("Metallic") ]], float MetallicFalloffFloat_2 = 0.0 [[ anno::display_name("MetallicFalloffFloat_2"), anno::ui_order(10), anno::in_group("Metallic") ]], float4 MetallicColor_2 = float4(1.0,1.0,1.0,1.0) [[ anno::display_name("MetallicColor_2"), anno::ui_order(11), anno::in_group("Metallic") ]], uniform texture_2d MetallicTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("MetallicTex_2"), anno::ui_order(12), anno::in_group("Metallic"), sampler_color() ]], float4 MetallicUVW_2 = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("MetallicUVW_2"), anno::ui_order(13), anno::in_group("Metallic") ]], float4 MetallicOffset_2 = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("MetallicOffset_2"), anno::ui_order(14), anno::in_group("Metallic") ]], float MetallicFalloffFreshnelIor = 1.6 [[ anno::display_name("MetallicFalloffFreshnelIor"), anno::ui_order(6), anno::in_group("Metallic") ]], float SpecularIsTexType = 0.0 [[ anno::display_name("SpecularIsTexType"), anno::description("0 is color, 1 is tex, 2 is falloff "), anno::ui_order(1), anno::in_group("Specular") ]], float SpecularFalloffValue1Type = 0.0 [[ anno::display_name("SpecularFalloffValue1Type"), anno::ui_order(7), anno::in_group("Specular") ]], float SpecularFalloffFloat = 0.0 [[ anno::display_name("SpecularFalloffFloat"), anno::ui_order(8), anno::in_group("Specular") ]], float SpecularFloat = 0.0 [[ anno::display_name("SpecularFloat"), anno::ui_order(2), anno::in_group("Specular") ]], uniform texture_2d SpecularTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("SpecularTex"), anno::ui_order(3), anno::in_group("Specular"), sampler_color() ]], float4 SpecularUVW = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("SpecularUVW"), anno::ui_order(4), anno::in_group("Specular") ]], float4 SpecularOffset = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("SpecularOffset"), anno::ui_order(5), anno::in_group("Specular") ]], float SpecularFalloffValue2Type = 0.0 [[ anno::display_name("SpecularFalloffValue2Type"), anno::ui_order(9), anno::in_group("Specular") ]], float SpecularFalloffFloat_2 = 0.0 [[ anno::display_name("SpecularFalloffFloat_2"), anno::ui_order(10), anno::in_group("Specular") ]], float4 SpecularColor_2 = float4(1.0,1.0,1.0,1.0) [[ anno::display_name("SpecularColor_2"), anno::ui_order(11), anno::in_group("Specular") ]], uniform texture_2d SpecularTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("SpecularTex_2"), anno::ui_order(12), anno::in_group("Specular"), sampler_color() ]], float4 SpecularUVW_2 = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("SpecularUVW_2"), anno::ui_order(13), anno::in_group("Specular") ]], float4 SpecularOffset_2 = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("SpecularOffset_2"), anno::ui_order(14), anno::in_group("Specular") ]], float SpecularFalloffFreshnelIor = 1.6 [[ anno::display_name("SpecularFalloffFreshnelIor"), anno::ui_order(6), anno::in_group("Specular") ]], float RoughnessIsTexType = 0.0 [[ anno::display_name("RoughnessIsTexType"), anno::description("0 is color, 1 is tex, 2 is falloff "), anno::ui_order(1), anno::in_group("Roughness") ]], float RoughnessFalloffValue1Type = 0.0 [[ anno::display_name("RoughnessFalloffValue1Type"), anno::ui_order(7), anno::in_group("Roughness") ]], float RoughnessFalloffFloat = 0.0 [[ anno::display_name("RoughnessFalloffFloat"), anno::ui_order(8), anno::in_group("Roughness") ]], float RoughnessFloat = 0.0 [[ anno::display_name("RoughnessFloat"), anno::ui_order(2), anno::in_group("Roughness") ]], uniform texture_2d RoughnessTex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("RoughnessTex"), anno::ui_order(3), anno::in_group("Roughness"), sampler_color() ]], float4 RoughnessUVW = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("RoughnessUVW"), anno::ui_order(4), anno::in_group("Roughness") ]], float4 RoughnessOffset = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("RoughnessOffset"), anno::ui_order(5), anno::in_group("Roughness") ]], float RoughnessFalloffValue2Type = 0.0 [[ anno::display_name("RoughnessFalloffValue2Type"), anno::ui_order(9), anno::in_group("Roughness") ]], float RoughnessFalloffFloat_2 = 0.0 [[ anno::display_name("RoughnessFalloffFloat_2"), anno::ui_order(10), anno::in_group("Roughness") ]], float4 RoughnessColor_2 = float4(1.0,1.0,1.0,1.0) [[ anno::display_name("RoughnessColor_2"), anno::ui_order(11), anno::in_group("Roughness") ]], uniform texture_2d RoughnessTex_2 = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("RoughnessTex_2"), anno::ui_order(12), anno::in_group("Roughness"), sampler_color() ]], float4 RoughnessUVW_2 = float4(1.0,1.0,0.0,1.0) [[ anno::display_name("RoughnessUVW_2"), anno::ui_order(13), anno::in_group("Roughness") ]], float4 RoughnessOffset_2 = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("RoughnessOffset_2"), anno::ui_order(14), anno::in_group("Roughness") ]], float RoughnessFalloffFreshnelIor = 1.6 [[ anno::display_name("RoughnessFalloffFreshnelIor"), anno::ui_order(6), anno::in_group("Roughness") ]], float PolygonOffset = 0.0 [[ anno::display_name("PolygonOffset"), anno::ui_order(32) ]], int MaxTexCoordIndex = 3 [[ anno::hidden() ]]) = let { float3 Local370 = ::camera_position(); float3 Local371 = (Local370 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); float3 Local372 = math::normalize(Local371); float3 Local373 = (Local372 * PolygonOffset); float3 WorldPositionOffset_mdl = Local373; float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); float2 CustomizedUV1_mdl = float2(state::texture_coordinate(math::min(1,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(1,MaxTexCoordIndex)).y); float2 CustomizedUV2_mdl = float2(state::texture_coordinate(math::min(2,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(2,MaxTexCoordIndex)).y); float2 CustomizedUV3_mdl = float2(state::texture_coordinate(math::min(3,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(3,MaxTexCoordIndex)).y); float2 CustomizedUV4_mdl = float2(state::texture_coordinate(math::min(4,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(4,MaxTexCoordIndex)).y); float2 CustomizedUV5_mdl = float2(state::texture_coordinate(math::min(5,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(5,MaxTexCoordIndex)).y); float2 CustomizedUV6_mdl = float2(state::texture_coordinate(math::min(6,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(6,MaxTexCoordIndex)).y); float2 Local0 = (float2(0.5,0.5) * -1.0); float Local1 = math::min(math::max(0.0,0.0),6.0); float2 Local2 = ((math::abs(Local1 - 1.0) > 0.00001) ? (Local1 >= 1.0 ? CustomizedUV2_mdl : CustomizedUV0_mdl) : CustomizedUV1_mdl); float2 Local3 = ((math::abs(Local1 - 3.0) > 0.00001) ? (Local1 >= 3.0 ? CustomizedUV4_mdl : Local2) : CustomizedUV3_mdl); float2 Local4 = ((math::abs(Local1 - 5.0) > 0.00001) ? (Local1 >= 5.0 ? CustomizedUV6_mdl : Local3) : CustomizedUV5_mdl); float Local5 = (Local4.x * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).x); float Local6 = (Local4.y * float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); float Local7 = (1.0 - float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).y); float Local8 = (Local6 + Local7); float Local9 = (float2(Local5,Local8).x + float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).x); float Local10 = (float3(NormalOffset.x,NormalOffset.y,NormalOffset.z).y * -1.0); float Local11 = (float2(Local5,Local8).y + Local10); float2 Local12 = (Local0 + float2(Local9,Local11)); float Local13 = (float3(NormalUVW.x,NormalUVW.y,NormalUVW.z).z * 6.283185); float Local14 = math::cos(Local13); float Local15 = math::sin(Local13); float Local16 = (Local15 * -1.0); float Local17 = math::dot(Local12, float2(Local14,Local16)); float Local18 = math::dot(Local12, float2(Local15,Local14)); float2 Local19 = (float2(0.5,0.5) + float2(Local17,Local18)); float4 Local20 = ::unpack_normal_map(tex::lookup_float4(NormalTex,float2(Local19.x,1.0-Local19.y),tex::wrap_repeat,tex::wrap_repeat)); float2 Local21 = (float2(float3(Local20.x,Local20.y,Local20.z).x,float3(Local20.x,Local20.y,Local20.z).y) * NormalIntensity); float3 Local22 = math::normalize(float3(Local21.x,Local21.y,float3(Local20.x,Local20.y,Local20.z).z)); float3 Local23 = ((math::abs(IsFlip - 1.0) > 0.00001) ? (Local22) : Local22); float Local24 = (Local23.z + 1.0); float2 Local25 = (float2(float3(0.0,0.0,1.0).x,float3(0.0,0.0,1.0).y) * -1.0); float Local26 = math::dot(float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24), float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); float3 Local27 = (float3(float2(Local23.x,Local23.y).x,float2(Local23.x,Local23.y).y,Local24) * Local26); float3 Local28 = (Local24 * float3(Local25.x,Local25.y,float3(0.0,0.0,1.0).z)); float3 Local29 = (Local27 - Local28); float3 Local30 = math::normalize(Local29); float3 Local31 = ((math::abs(IsNormal - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : Local30); float3 Normal_mdl = Local31; float Local32 = (Local4.x * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).x); float Local33 = (Local4.y * float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); float Local34 = (1.0 - float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).y); float Local35 = (Local33 + Local34); float Local36 = (float2(Local32,Local35).x + float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).x); float Local37 = (float3(EmissionOffset.x,EmissionOffset.y,EmissionOffset.z).y * -1.0); float Local38 = (float2(Local32,Local35).y + Local37); float2 Local39 = (Local0 + float2(Local36,Local38)); float Local40 = (float3(EmissionUVW.x,EmissionUVW.y,EmissionUVW.z).z * 6.283185); float Local41 = math::cos(Local40); float Local42 = math::sin(Local40); float Local43 = (Local42 * -1.0); float Local44 = math::dot(Local39, float2(Local41,Local43)); float Local45 = math::dot(Local39, float2(Local42,Local41)); float2 Local46 = (float2(0.5,0.5) + float2(Local44,Local45)); float4 Local47 = tex::lookup_float4(EmissionTex,float2(Local46.x,1.0-Local46.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local48 = ((math::abs(EmissionFalloffValue1Type - 1.0) > 0.00001) ? (EmissionFalloffValue1Type >= 1.0 ? float3(float2(EmissionFalloffFloat,EmissionFalloffFloat).x,float2(EmissionFalloffFloat,EmissionFalloffFloat).y,EmissionFalloffFloat) : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); float Local49 = (Local4.x * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).x); float Local50 = (Local4.y * float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); float Local51 = (1.0 - float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).y); float Local52 = (Local50 + Local51); float Local53 = (float2(Local49,Local52).x + float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).x); float Local54 = (float3(EmissionOffset_2.x,EmissionOffset_2.y,EmissionOffset_2.z).y * -1.0); float Local55 = (float2(Local49,Local52).y + Local54); float2 Local56 = (Local0 + float2(Local53,Local55)); float Local57 = (float3(EmissionUVW_2.x,EmissionUVW_2.y,EmissionUVW_2.z).z * 6.283185); float Local58 = math::cos(Local57); float Local59 = math::sin(Local57); float Local60 = (Local59 * -1.0); float Local61 = math::dot(Local56, float2(Local58,Local60)); float Local62 = math::dot(Local56, float2(Local59,Local58)); float2 Local63 = (float2(0.5,0.5) + float2(Local61,Local62)); float4 Local64 = tex::lookup_float4(EmissionTex_2,float2(Local63.x,1.0-Local63.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local65 = ((math::abs(EmissionFalloffValue2Type - 1.0) > 0.00001) ? (EmissionFalloffValue2Type >= 1.0 ? float3(float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).x,float2(EmissionFalloffFloat_2,EmissionFalloffFloat_2).y,EmissionFalloffFloat_2) : float3(EmissionColor_2.x,EmissionColor_2.y,EmissionColor_2.z)) : float3(Local64.x,Local64.y,Local64.z)); float Local66 = math::min(math::max(EmissionFalloffFreshnelIor,0.0),100.0); float Local67 = (1.0 / Local66); float Local68 = math::max(Local66,Local67); float Local69 = (Local68 - 1.0); float Local70 = (Local68 * Local68); float Local71 = math::dot(::pixel_normal_world_space(true), ::camera_vector(true)); float Local72 = (Local71 * Local71); float Local73 = (Local70 + Local72); float Local74 = (Local73 - 1.0); float Local75 = math::sqrt(Local74); float Local76 = (Local75 / Local68); float Local77 = ((math::abs(Local76 - 0.99999) > 0.000001) ? (Local76 >= 0.99999 ? 1.0 : 0.0) : 0.0); float Local78 = ((math::abs(Local71 - 0.99999) > 0.000001) ? (Local71 >= 0.99999 ? 1.0 : 0.0) : 0.0); float Local79 = math::max(Local77,Local78); float Local80 = (Local71 / Local76); float Local81 = (Local68 * Local80); float Local82 = (Local81 - 1.0); float Local83 = (Local81 + 1.0); float Local84 = (Local82 / Local83); float Local85 = math::pow(math::max(Local84,float(0.000001)),2.0); float Local86 = (Local76 / Local71); float Local87 = (Local68 * Local86); float Local88 = (Local87 - 1.0); float Local89 = (Local87 + 1.0); float Local90 = (Local88 / Local89); float Local91 = math::pow(math::max(Local90,float(0.000001)),2.0); float Local92 = (Local85 + Local91); float Local93 = (Local92 * 0.5); float Local94 = (Local68 + 1.0); float Local95 = (Local69 / Local94); float Local96 = math::pow(math::max(Local95,float(0.000001)),2.0); float Local97 = ((math::abs(Local79 - 1.0) > 0.1) ? (Local93) : Local96); float Local98 = ((math::abs(Local69 - 0.0) > 0.000001) ? (Local97) : 0.0); float Local99 = math::saturate(Local98); float3 Local100 = math::lerp(Local48,Local65,Local99); float3 Local101 = ((math::abs(EmissionIsTexType - 1.0) > 0.00001) ? (EmissionIsTexType >= 1.0 ? Local100 : float3(EmissionColor.x,EmissionColor.y,EmissionColor.z)) : float3(Local47.x,Local47.y,Local47.z)); float Local102 = (Local4.x * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).x); float Local103 = (Local4.y * float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); float Local104 = (1.0 - float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).y); float Local105 = (Local103 + Local104); float Local106 = (float2(Local102,Local105).x + float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).x); float Local107 = (float3(ColorOffset.x,ColorOffset.y,ColorOffset.z).y * -1.0); float Local108 = (float2(Local102,Local105).y + Local107); float2 Local109 = (Local0 + float2(Local106,Local108)); float Local110 = (float3(ColorUVW.x,ColorUVW.y,ColorUVW.z).z * 6.283185); float Local111 = math::cos(Local110); float Local112 = math::sin(Local110); float Local113 = (Local112 * -1.0); float Local114 = math::dot(Local109, float2(Local111,Local113)); float Local115 = math::dot(Local109, float2(Local112,Local111)); float2 Local116 = (float2(0.5,0.5) + float2(Local114,Local115)); float4 Local117 = tex::lookup_float4(ColorTex,float2(Local116.x,1.0-Local116.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local118 = ((math::abs(ColorFalloffValue1Type - 1.0) > 0.00001) ? (ColorFalloffValue1Type >= 1.0 ? float3(float2(ColorFalloffFloat,ColorFalloffFloat).x,float2(ColorFalloffFloat,ColorFalloffFloat).y,ColorFalloffFloat) : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); float Local119 = (Local4.x * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).x); float Local120 = (Local4.y * float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); float Local121 = (1.0 - float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).y); float Local122 = (Local120 + Local121); float Local123 = (float2(Local119,Local122).x + float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).x); float Local124 = (float3(ColorOffset_2.x,ColorOffset_2.y,ColorOffset_2.z).y * -1.0); float Local125 = (float2(Local119,Local122).y + Local124); float2 Local126 = (Local0 + float2(Local123,Local125)); float Local127 = (float3(ColorUVW_2.x,ColorUVW_2.y,ColorUVW_2.z).z * 6.283185); float Local128 = math::cos(Local127); float Local129 = math::sin(Local127); float Local130 = (Local129 * -1.0); float Local131 = math::dot(Local126, float2(Local128,Local130)); float Local132 = math::dot(Local126, float2(Local129,Local128)); float2 Local133 = (float2(0.5,0.5) + float2(Local131,Local132)); float4 Local134 = tex::lookup_float4(ColorTex_2,float2(Local133.x,1.0-Local133.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local135 = ((math::abs(ColorFalloffValue2Type - 1.0) > 0.00001) ? (ColorFalloffValue2Type >= 1.0 ? float3(float2(ColorFalloffFloat_2,ColorFalloffFloat_2).x,float2(ColorFalloffFloat_2,ColorFalloffFloat_2).y,ColorFalloffFloat_2) : float3(ColorColor_2.x,ColorColor_2.y,ColorColor_2.z)) : float3(Local134.x,Local134.y,Local134.z)); float Local136 = math::min(math::max(ColorFalloffFreshnelIor,0.0),100.0); float Local137 = (1.0 / Local136); float Local138 = math::max(Local136,Local137); float Local139 = (Local138 - 1.0); float Local140 = (Local138 * Local138); float Local141 = (Local140 + Local72); float Local142 = (Local141 - 1.0); float Local143 = math::sqrt(Local142); float Local144 = (Local143 / Local138); float Local145 = ((math::abs(Local144 - 0.99999) > 0.000001) ? (Local144 >= 0.99999 ? 1.0 : 0.0) : 0.0); float Local146 = math::max(Local145,Local78); float Local147 = (Local71 / Local144); float Local148 = (Local138 * Local147); float Local149 = (Local148 - 1.0); float Local150 = (Local148 + 1.0); float Local151 = (Local149 / Local150); float Local152 = math::pow(math::max(Local151,float(0.000001)),2.0); float Local153 = (Local144 / Local71); float Local154 = (Local138 * Local153); float Local155 = (Local154 - 1.0); float Local156 = (Local154 + 1.0); float Local157 = (Local155 / Local156); float Local158 = math::pow(math::max(Local157,float(0.000001)),2.0); float Local159 = (Local152 + Local158); float Local160 = (Local159 * 0.5); float Local161 = (Local138 + 1.0); float Local162 = (Local139 / Local161); float Local163 = math::pow(math::max(Local162,float(0.000001)),2.0); float Local164 = ((math::abs(Local146 - 1.0) > 0.1) ? (Local160) : Local163); float Local165 = ((math::abs(Local139 - 0.0) > 0.000001) ? (Local164) : 0.0); float Local166 = math::saturate(Local165); float3 Local167 = math::lerp(Local118,Local135,Local166); float3 Local168 = ((math::abs(ColorIsTexType - 1.0) > 0.00001) ? (ColorIsTexType >= 1.0 ? Local167 : float3(ColorColor.x,ColorColor.y,ColorColor.z)) : float3(Local117.x,Local117.y,Local117.z)); float Local169 = (Local4.x * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).x); float Local170 = (Local4.y * float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); float Local171 = (1.0 - float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).y); float Local172 = (Local170 + Local171); float Local173 = (float2(Local169,Local172).x + float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).x); float Local174 = (float3(MetallicOffset.x,MetallicOffset.y,MetallicOffset.z).y * -1.0); float Local175 = (float2(Local169,Local172).y + Local174); float2 Local176 = (Local0 + float2(Local173,Local175)); float Local177 = (float3(MetallicUVW.x,MetallicUVW.y,MetallicUVW.z).z * 6.283185); float Local178 = math::cos(Local177); float Local179 = math::sin(Local177); float Local180 = (Local179 * -1.0); float Local181 = math::dot(Local176, float2(Local178,Local180)); float Local182 = math::dot(Local176, float2(Local179,Local178)); float2 Local183 = (float2(0.5,0.5) + float2(Local181,Local182)); float4 Local184 = tex::lookup_float4(MetallicTex,float2(Local183.x,1.0-Local183.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local185 = ((math::abs(MetallicFalloffValue1Type - 1.0) > 0.00001) ? (MetallicFalloffValue1Type >= 1.0 ? float3(float2(MetallicFalloffFloat,MetallicFalloffFloat).x,float2(MetallicFalloffFloat,MetallicFalloffFloat).y,MetallicFalloffFloat) : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); float Local186 = (Local4.x * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).x); float Local187 = (Local4.y * float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); float Local188 = (1.0 - float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).y); float Local189 = (Local187 + Local188); float Local190 = (float2(Local186,Local189).x + float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).x); float Local191 = (float3(MetallicOffset_2.x,MetallicOffset_2.y,MetallicOffset_2.z).y * -1.0); float Local192 = (float2(Local186,Local189).y + Local191); float2 Local193 = (Local0 + float2(Local190,Local192)); float Local194 = (float3(MetallicUVW_2.x,MetallicUVW_2.y,MetallicUVW_2.z).z * 6.283185); float Local195 = math::cos(Local194); float Local196 = math::sin(Local194); float Local197 = (Local196 * -1.0); float Local198 = math::dot(Local193, float2(Local195,Local197)); float Local199 = math::dot(Local193, float2(Local196,Local195)); float2 Local200 = (float2(0.5,0.5) + float2(Local198,Local199)); float4 Local201 = tex::lookup_float4(MetallicTex_2,float2(Local200.x,1.0-Local200.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local202 = ((math::abs(MetallicFalloffValue2Type - 1.0) > 0.00001) ? (MetallicFalloffValue2Type >= 1.0 ? float3(float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).x,float2(MetallicFalloffFloat_2,MetallicFalloffFloat_2).y,MetallicFalloffFloat_2) : float3(MetallicColor_2.x,MetallicColor_2.y,MetallicColor_2.z)) : float3(Local201.x,Local201.y,Local201.z)); float Local203 = math::min(math::max(MetallicFalloffFreshnelIor,0.0),100.0); float Local204 = (1.0 / Local203); float Local205 = math::max(Local203,Local204); float Local206 = (Local205 - 1.0); float Local207 = (Local205 * Local205); float Local208 = (Local207 + Local72); float Local209 = (Local208 - 1.0); float Local210 = math::sqrt(Local209); float Local211 = (Local210 / Local205); float Local212 = ((math::abs(Local211 - 0.99999) > 0.000001) ? (Local211 >= 0.99999 ? 1.0 : 0.0) : 0.0); float Local213 = math::max(Local212,Local78); float Local214 = (Local71 / Local211); float Local215 = (Local205 * Local214); float Local216 = (Local215 - 1.0); float Local217 = (Local215 + 1.0); float Local218 = (Local216 / Local217); float Local219 = math::pow(math::max(Local218,float(0.000001)),2.0); float Local220 = (Local211 / Local71); float Local221 = (Local205 * Local220); float Local222 = (Local221 - 1.0); float Local223 = (Local221 + 1.0); float Local224 = (Local222 / Local223); float Local225 = math::pow(math::max(Local224,float(0.000001)),2.0); float Local226 = (Local219 + Local225); float Local227 = (Local226 * 0.5); float Local228 = (Local205 + 1.0); float Local229 = (Local206 / Local228); float Local230 = math::pow(math::max(Local229,float(0.000001)),2.0); float Local231 = ((math::abs(Local213 - 1.0) > 0.1) ? (Local227) : Local230); float Local232 = ((math::abs(Local206 - 0.0) > 0.000001) ? (Local231) : 0.0); float Local233 = math::saturate(Local232); float3 Local234 = math::lerp(Local185,Local202,Local233); float3 Local235 = ((math::abs(MetallicIsTexType - 1.0) > 0.00001) ? (MetallicIsTexType >= 1.0 ? Local234 : float3(float2(MetallicFloat,MetallicFloat).x,float2(MetallicFloat,MetallicFloat).y,MetallicFloat)) : float3(Local184.x,Local184.y,Local184.z)); float Local236 = (Local4.x * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).x); float Local237 = (Local4.y * float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); float Local238 = (1.0 - float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).y); float Local239 = (Local237 + Local238); float Local240 = (float2(Local236,Local239).x + float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).x); float Local241 = (float3(SpecularOffset.x,SpecularOffset.y,SpecularOffset.z).y * -1.0); float Local242 = (float2(Local236,Local239).y + Local241); float2 Local243 = (Local0 + float2(Local240,Local242)); float Local244 = (float3(SpecularUVW.x,SpecularUVW.y,SpecularUVW.z).z * 6.283185); float Local245 = math::cos(Local244); float Local246 = math::sin(Local244); float Local247 = (Local246 * -1.0); float Local248 = math::dot(Local243, float2(Local245,Local247)); float Local249 = math::dot(Local243, float2(Local246,Local245)); float2 Local250 = (float2(0.5,0.5) + float2(Local248,Local249)); float4 Local251 = tex::lookup_float4(SpecularTex,float2(Local250.x,1.0-Local250.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local252 = ((math::abs(SpecularFalloffValue1Type - 1.0) > 0.00001) ? (SpecularFalloffValue1Type >= 1.0 ? float3(float2(SpecularFalloffFloat,SpecularFalloffFloat).x,float2(SpecularFalloffFloat,SpecularFalloffFloat).y,SpecularFalloffFloat) : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); float Local253 = (Local4.x * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).x); float Local254 = (Local4.y * float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); float Local255 = (1.0 - float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).y); float Local256 = (Local254 + Local255); float Local257 = (float2(Local253,Local256).x + float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).x); float Local258 = (float3(SpecularOffset_2.x,SpecularOffset_2.y,SpecularOffset_2.z).y * -1.0); float Local259 = (float2(Local253,Local256).y + Local258); float2 Local260 = (Local0 + float2(Local257,Local259)); float Local261 = (float3(SpecularUVW_2.x,SpecularUVW_2.y,SpecularUVW_2.z).z * 6.283185); float Local262 = math::cos(Local261); float Local263 = math::sin(Local261); float Local264 = (Local263 * -1.0); float Local265 = math::dot(Local260, float2(Local262,Local264)); float Local266 = math::dot(Local260, float2(Local263,Local262)); float2 Local267 = (float2(0.5,0.5) + float2(Local265,Local266)); float4 Local268 = tex::lookup_float4(SpecularTex_2,float2(Local267.x,1.0-Local267.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local269 = ((math::abs(SpecularFalloffValue2Type - 1.0) > 0.00001) ? (SpecularFalloffValue2Type >= 1.0 ? float3(float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).x,float2(SpecularFalloffFloat_2,SpecularFalloffFloat_2).y,SpecularFalloffFloat_2) : float3(SpecularColor_2.x,SpecularColor_2.y,SpecularColor_2.z)) : float3(Local268.x,Local268.y,Local268.z)); float Local270 = math::min(math::max(SpecularFalloffFreshnelIor,0.0),100.0); float Local271 = (1.0 / Local270); float Local272 = math::max(Local270,Local271); float Local273 = (Local272 - 1.0); float Local274 = (Local272 * Local272); float Local275 = (Local274 + Local72); float Local276 = (Local275 - 1.0); float Local277 = math::sqrt(Local276); float Local278 = (Local277 / Local272); float Local279 = ((math::abs(Local278 - 0.99999) > 0.000001) ? (Local278 >= 0.99999 ? 1.0 : 0.0) : 0.0); float Local280 = math::max(Local279,Local78); float Local281 = (Local71 / Local278); float Local282 = (Local272 * Local281); float Local283 = (Local282 - 1.0); float Local284 = (Local282 + 1.0); float Local285 = (Local283 / Local284); float Local286 = math::pow(math::max(Local285,float(0.000001)),2.0); float Local287 = (Local278 / Local71); float Local288 = (Local272 * Local287); float Local289 = (Local288 - 1.0); float Local290 = (Local288 + 1.0); float Local291 = (Local289 / Local290); float Local292 = math::pow(math::max(Local291,float(0.000001)),2.0); float Local293 = (Local286 + Local292); float Local294 = (Local293 * 0.5); float Local295 = (Local272 + 1.0); float Local296 = (Local273 / Local295); float Local297 = math::pow(math::max(Local296,float(0.000001)),2.0); float Local298 = ((math::abs(Local280 - 1.0) > 0.1) ? (Local294) : Local297); float Local299 = ((math::abs(Local273 - 0.0) > 0.000001) ? (Local298) : 0.0); float Local300 = math::saturate(Local299); float3 Local301 = math::lerp(Local252,Local269,Local300); float3 Local302 = ((math::abs(SpecularIsTexType - 1.0) > 0.00001) ? (SpecularIsTexType >= 1.0 ? Local301 : float3(float2(SpecularFloat,SpecularFloat).x,float2(SpecularFloat,SpecularFloat).y,SpecularFloat)) : float3(Local251.x,Local251.y,Local251.z)); float Local303 = (Local4.x * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).x); float Local304 = (Local4.y * float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); float Local305 = (1.0 - float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).y); float Local306 = (Local304 + Local305); float Local307 = (float2(Local303,Local306).x + float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).x); float Local308 = (float3(RoughnessOffset.x,RoughnessOffset.y,RoughnessOffset.z).y * -1.0); float Local309 = (float2(Local303,Local306).y + Local308); float2 Local310 = (Local0 + float2(Local307,Local309)); float Local311 = (float3(RoughnessUVW.x,RoughnessUVW.y,RoughnessUVW.z).z * 6.283185); float Local312 = math::cos(Local311); float Local313 = math::sin(Local311); float Local314 = (Local313 * -1.0); float Local315 = math::dot(Local310, float2(Local312,Local314)); float Local316 = math::dot(Local310, float2(Local313,Local312)); float2 Local317 = (float2(0.5,0.5) + float2(Local315,Local316)); float4 Local318 = tex::lookup_float4(RoughnessTex,float2(Local317.x,1.0-Local317.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local319 = ((math::abs(RoughnessFalloffValue1Type - 1.0) > 0.00001) ? (RoughnessFalloffValue1Type >= 1.0 ? float3(float2(RoughnessFalloffFloat,RoughnessFalloffFloat).x,float2(RoughnessFalloffFloat,RoughnessFalloffFloat).y,RoughnessFalloffFloat) : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); float Local320 = (Local4.x * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).x); float Local321 = (Local4.y * float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); float Local322 = (1.0 - float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).y); float Local323 = (Local321 + Local322); float Local324 = (float2(Local320,Local323).x + float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).x); float Local325 = (float3(RoughnessOffset_2.x,RoughnessOffset_2.y,RoughnessOffset_2.z).y * -1.0); float Local326 = (float2(Local320,Local323).y + Local325); float2 Local327 = (Local0 + float2(Local324,Local326)); float Local328 = (float3(RoughnessUVW_2.x,RoughnessUVW_2.y,RoughnessUVW_2.z).z * 6.283185); float Local329 = math::cos(Local328); float Local330 = math::sin(Local328); float Local331 = (Local330 * -1.0); float Local332 = math::dot(Local327, float2(Local329,Local331)); float Local333 = math::dot(Local327, float2(Local330,Local329)); float2 Local334 = (float2(0.5,0.5) + float2(Local332,Local333)); float4 Local335 = tex::lookup_float4(RoughnessTex_2,float2(Local334.x,1.0-Local334.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local336 = ((math::abs(RoughnessFalloffValue2Type - 1.0) > 0.00001) ? (RoughnessFalloffValue2Type >= 1.0 ? float3(float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).x,float2(RoughnessFalloffFloat_2,RoughnessFalloffFloat_2).y,RoughnessFalloffFloat_2) : float3(RoughnessColor_2.x,RoughnessColor_2.y,RoughnessColor_2.z)) : float3(Local335.x,Local335.y,Local335.z)); float Local337 = math::min(math::max(RoughnessFalloffFreshnelIor,0.0),100.0); float Local338 = (1.0 / Local337); float Local339 = math::max(Local337,Local338); float Local340 = (Local339 - 1.0); float Local341 = (Local339 * Local339); float Local342 = (Local341 + Local72); float Local343 = (Local342 - 1.0); float Local344 = math::sqrt(Local343); float Local345 = (Local344 / Local339); float Local346 = ((math::abs(Local345 - 0.99999) > 0.000001) ? (Local345 >= 0.99999 ? 1.0 : 0.0) : 0.0); float Local347 = math::max(Local346,Local78); float Local348 = (Local71 / Local345); float Local349 = (Local339 * Local348); float Local350 = (Local349 - 1.0); float Local351 = (Local349 + 1.0); float Local352 = (Local350 / Local351); float Local353 = math::pow(math::max(Local352,float(0.000001)),2.0); float Local354 = (Local345 / Local71); float Local355 = (Local339 * Local354); float Local356 = (Local355 - 1.0); float Local357 = (Local355 + 1.0); float Local358 = (Local356 / Local357); float Local359 = math::pow(math::max(Local358,float(0.000001)),2.0); float Local360 = (Local353 + Local359); float Local361 = (Local360 * 0.5); float Local362 = (Local339 + 1.0); float Local363 = (Local340 / Local362); float Local364 = math::pow(math::max(Local363,float(0.000001)),2.0); float Local365 = ((math::abs(Local347 - 1.0) > 0.1) ? (Local361) : Local364); float Local366 = ((math::abs(Local340 - 0.0) > 0.000001) ? (Local365) : 0.0); float Local367 = math::saturate(Local366); float3 Local368 = math::lerp(Local319,Local336,Local367); float3 Local369 = ((math::abs(RoughnessIsTexType - 1.0) > 0.00001) ? (RoughnessIsTexType >= 1.0 ? Local368 : float3(float2(RoughnessFloat,RoughnessFloat).x,float2(RoughnessFloat,RoughnessFloat).y,RoughnessFloat)) : float3(Local318.x,Local318.y,Local318.z)); float3 EmissiveColor_mdl = Local101; float OpacityMask_mdl = 1.0; float3 BaseColor_mdl = Local168; float Metallic_mdl = Local235.x; float Specular_mdl = Local302.x; float Roughness_mdl = Local369.x; float SurfaceThickness_mdl = 0.01; } in ::OmniUe4Base( base_color: BaseColor_mdl, metallic: Metallic_mdl, roughness: Roughness_mdl, specular: Specular_mdl, normal: Normal_mdl, opacity: OpacityMask_mdl, emissive_color: EmissiveColor_mdl, displacement: WorldPositionOffset_mdl, two_sided: true);