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 rongbu1( float normal = 1.0 [[ anno::display_name("normal"), anno::ui_order(32) ]], float GeneratedName_26780 = 0.0 [[ anno::display_name("高光度"), anno::ui_order(32) ]], float GeneratedName_17050 = 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); float4 Local0 = ::unpack_normal_map(tex::lookup_float4(texture_2d("./Textures/22.png",::tex::gamma_linear),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat)); float3 Local1 = (float3(Local0.x,Local0.y,Local0.z) * normal); float3 Normal_mdl = Local1; float4 Local2 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-13918078-maps-3.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); float4 Local3 = tex::lookup_float4(texture_2d("./Textures/3d66Mat-10966853-maps-2.png",::tex::gamma_srgb),float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local4 = (float3(Local3.x,Local3.y,Local3.z) * GeneratedName_17050); float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); float Opacity_mdl = 1.0; float OpacityMask_mdl = 1.0; float3 BaseColor_mdl = float3(Local2.x,Local2.y,Local2.z); float Metallic_mdl = 0.0; float Specular_mdl = GeneratedName_26780; float Roughness_mdl = Local4.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);