mdl 1.6; import ::math::*; import ::state::*; import ::tex::*; import ::anno::*; import ::scene::*; using .::OmniUe4Function import *; using .::OmniUe4Base import *; export annotation sampler_color(); export annotation sampler_normal(); export annotation sampler_grayscale(); export annotation sampler_alpha(); export annotation sampler_masks(); export annotation sampler_distancefield(); export annotation dither_masked_off(); export annotation world_space_normal(); export material WorldGridMaterial( int MaxTexCoordIndex = 3 [[ anno::hidden() ]]) = let { float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); float2 Local0 = (CustomizedUV0_mdl / 2.0); float2 Local1 = (Local0 / 0.05); float4 Local2 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_N.png",::tex::gamma_linear),float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat)); float3 Local3 = (float3(Local2.x,Local2.y,Local2.z) * float3(0.3,0.3,1.0)); float3 Normal_mdl = Local3; float2 Local4 = (CustomizedUV0_mdl * 20.0); float4 Local5 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local4.x,1.0-Local4.y),tex::wrap_repeat,tex::wrap_repeat); float Local6 = math::lerp(0.4,1.0,Local5.x); float Local7 = (1.0 - Local6); float2 Local8 = (Local0 / 0.1); float4 Local9 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local8.x,1.0-Local8.y),tex::wrap_repeat,tex::wrap_repeat); float Local10 = math::lerp(Local9.y,1.0,0.0); float Local11 = math::lerp(Local6,Local7,Local10); float4 Local12 = tex::lookup_float4(texture_2d("./Textures/T_Default_Material_Grid_M.png",::tex::gamma_linear),float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat); float Local13 = math::lerp(Local9.y,0.0,0.0); float Local14 = (Local12.y + Local13); float Local15 = math::lerp(Local14,0.5,0.5); float Local16 = math::lerp(0.295,0.66,Local15); float Local17 = (Local16 * 0.5); float Local18 = (Local11 * Local17); float Local19 = math::lerp(0.0,0.5,Local12.y); float Local20 = math::lerp(0.7,1.0,Local9.y); float Local21 = math::lerp(Local20,1.0,0.0); float Local22 = (Local21 * 1.0); float Local23 = (Local19 + Local22); float Local24 = math::min(math::max(Local23,0.0),1.0); float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); float OpacityMask_mdl = 1.0; float3 BaseColor_mdl = float3(Local18,Local18,Local18); float Metallic_mdl = 0.0; float Specular_mdl = 0.5; float Roughness_mdl = Local24; float SurfaceThickness_mdl = 0.01; } in ::OmniUe4Base( base_color: BaseColor_mdl, metallic: Metallic_mdl, roughness: Roughness_mdl, specular: Specular_mdl, normal: Normal_mdl, opacity: OpacityMask_mdl, emissive_color: EmissiveColor_mdl, displacement: WorldPositionOffset_mdl, two_sided: false);