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 BasicShapeMaterial( float4 Color = float4(0.9,0.9,0.9,1.0) [[ anno::display_name("Color"), anno::ui_order(32) ]], float Roughness = 0.6407 [[ anno::display_name("Roughness"), anno::ui_order(32) ]]) = let { float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); float3 Normal_mdl = float3(0.0,0.0,1.0); float3 EmissiveColor_mdl = float3(0.0,0.0,0.0); float OpacityMask_mdl = 1.0; float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z); float Metallic_mdl = 0.0; float Specular_mdl = 0.5; float Roughness_mdl = Roughness; 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);