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 MI_5a263f65ef62e00c6235eff5( float IsNormalTex = 0.0 [[ anno::display_name("IsNormalTex"), anno::ui_order(32), anno::in_group("Normal") ]], uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear) [[ anno::display_name("Normal_Tex"), anno::ui_order(32), anno::in_group("Normal"), sampler_normal() ]], float4 Normal_UVA = float4(1.0,1.0,0.0,0.0) [[ anno::display_name("Normal_UVA"), anno::ui_order(32), anno::in_group("Normal") ]], float EmissiveIntensity = 0.0 [[ anno::display_name("EmissiveIntensity"), anno::ui_order(32), anno::in_group("EmissiveColor") ]], float IsEmissiveTex = 0.0 [[ anno::display_name("IsEmissiveTex"), anno::in_group("EmissiveColor") ]], float4 Emissive_Color = float4(1.0,1.0,1.0,1.0) [[ anno::display_name("Emissive_Color"), anno::ui_order(32), anno::in_group("EmissiveColor") ]], uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("Emissive_Tex"), anno::ui_order(32), anno::in_group("EmissiveColor"), sampler_color() ]], float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0) [[ anno::display_name("Emissive_UVA"), anno::ui_order(32), anno::in_group("EmissiveColor") ]], float IsBaseColorTex = 0.0 [[ anno::display_name("IsBaseColorTex"), anno::in_group("BaseColor") ]], float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0) [[ anno::display_name("BaseColor_Color"), anno::ui_order(32), anno::in_group("BaseColor") ]], uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("BaseColor_Tex"), anno::ui_order(32), anno::in_group("BaseColor"), sampler_color() ]], float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0) [[ anno::display_name("BaseColor_UVA"), anno::ui_order(32), anno::in_group("BaseColor") ]], float IsMetallicTex = 0.0 [[ anno::display_name("IsMetallicTex"), anno::in_group("Metallic") ]], float4 Metallic_Color = float4(0.0,0.0,0.0,1.0) [[ anno::display_name("Metallic_Color"), anno::ui_order(32), anno::in_group("Metallic") ]], uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("Metallic_Tex"), anno::ui_order(32), anno::in_group("Metallic"), sampler_color() ]], float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0) [[ anno::display_name("Metallic_UVA"), anno::ui_order(32), anno::in_group("Metallic") ]], float IsSpecularTex = 0.0 [[ anno::display_name("IsSpecularTex"), anno::in_group("Specular") ]], float4 Specular_Color = float4(1.0,1.0,1.0,1.0) [[ anno::display_name("Specular_Color"), anno::ui_order(32), anno::in_group("Specular") ]], uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("Specular_Tex"), anno::ui_order(32), anno::in_group("Specular"), sampler_color() ]], float4 Specular_UVA = float4(1.0,1.0,0.0,0.0) [[ anno::display_name("Specular_UVA"), anno::ui_order(32), anno::in_group("Specular") ]], float IsGlossTex = 0.0 [[ anno::display_name("IsGlossTex"), anno::in_group("Roughness") ]], float4 Gloss_Color = float4(0.1,0.1,0.1,1.0) [[ anno::display_name("Gloss_Color"), anno::ui_order(32), anno::in_group("Roughness") ]], uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb) [[ anno::display_name("Gloss_Tex"), anno::ui_order(32), anno::in_group("Roughness"), sampler_color() ]], float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0) [[ anno::display_name("Gloss_UVA"), anno::ui_order(32), anno::in_group("Roughness") ]], float PolygonOffset = 0.0 [[ anno::display_name("PolygonOffset"), anno::ui_order(32), anno::in_group("WorldPosition") ]], int MaxTexCoordIndex = 3 [[ anno::hidden() ]]) = let { float3 Local82 = ::camera_position(); float3 Local83 = (Local82 - (::convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), true)*state::meters_per_scene_unit()*100.0)); float3 Local84 = math::normalize(Local83); float3 Local85 = (Local84 * PolygonOffset); float3 WorldPositionOffset_mdl = Local85; float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); float2 Local0 = (float2(0.5,0.5) * -1.0); float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x); float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y); float2 Local3 = (Local0 + float2(Local1,Local2)); float Local4 = (3.141592 * -2.0); float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4); float Local6 = (Local5 * 6.283185); float Local7 = math::cos(Local6); float Local8 = math::sin(Local6); float Local9 = (Local8 * -1.0); float Local10 = math::dot(Local3, float2(Local7,Local9)); float Local11 = math::dot(Local3, float2(Local8,Local7)); float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11)); float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat)); float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z)); float3 Normal_mdl = Local14; float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x); float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y); float2 Local17 = (Local0 + float2(Local15,Local16)); float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4); float Local19 = (Local18 * 6.283185); float Local20 = math::cos(Local19); float Local21 = math::sin(Local19); float Local22 = (Local21 * -1.0); float Local23 = math::dot(Local17, float2(Local20,Local22)); float Local24 = math::dot(Local17, float2(Local21,Local20)); float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24)); float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local27 = ((math::abs(IsEmissiveTex - 1.0) > 0.00001) ? (float3(Emissive_Color.x,Emissive_Color.y,Emissive_Color.z)) : float3(Local26.x,Local26.y,Local26.z)); float3 Local28 = (EmissiveIntensity * Local27); float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x); float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y); float2 Local31 = (Local0 + float2(Local29,Local30)); float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4); float Local33 = (Local32 * 6.283185); float Local34 = math::cos(Local33); float Local35 = math::sin(Local33); float Local36 = (Local35 * -1.0); float Local37 = math::dot(Local31, float2(Local34,Local36)); float Local38 = math::dot(Local31, float2(Local35,Local34)); float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38)); float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local41 = ((math::abs(IsBaseColorTex - 1.0) > 0.00001) ? (float3(BaseColor_Color.x,BaseColor_Color.y,BaseColor_Color.z)) : float3(Local40.x,Local40.y,Local40.z)); float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x); float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y); float2 Local44 = (Local0 + float2(Local42,Local43)); float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4); float Local46 = (Local45 * 6.283185); float Local47 = math::cos(Local46); float Local48 = math::sin(Local46); float Local49 = (Local48 * -1.0); float Local50 = math::dot(Local44, float2(Local47,Local49)); float Local51 = math::dot(Local44, float2(Local48,Local47)); float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51)); float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local54 = ((math::abs(IsMetallicTex - 1.0) > 0.00001) ? (float3(Metallic_Color.x,Metallic_Color.y,Metallic_Color.z)) : float3(Local53.x,Local53.y,Local53.z)); float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x); float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y); float2 Local57 = (Local0 + float2(Local55,Local56)); float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4); float Local59 = (Local58 * 6.283185); float Local60 = math::cos(Local59); float Local61 = math::sin(Local59); float Local62 = (Local61 * -1.0); float Local63 = math::dot(Local57, float2(Local60,Local62)); float Local64 = math::dot(Local57, float2(Local61,Local60)); float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64)); float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local67 = ((math::abs(IsSpecularTex - 1.0) > 0.00001) ? (float3(Specular_Color.x,Specular_Color.y,Specular_Color.z)) : float3(Local66.x,Local66.y,Local66.z)); float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x); float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y); float2 Local70 = (Local0 + float2(Local68,Local69)); float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4); float Local72 = (Local71 * 6.283185); float Local73 = math::cos(Local72); float Local74 = math::sin(Local72); float Local75 = (Local74 * -1.0); float Local76 = math::dot(Local70, float2(Local73,Local75)); float Local77 = math::dot(Local70, float2(Local74,Local73)); float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77)); float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local80 = ((math::abs(IsGlossTex - 1.0) > 0.00001) ? (float3(Gloss_Color.x,Gloss_Color.y,Gloss_Color.z)) : float3(Local79.x,Local79.y,Local79.z)); float3 Local81 = (1.0 - Local80); float3 EmissiveColor_mdl = Local28; float OpacityMask_mdl = 1.0; float3 BaseColor_mdl = Local41; float Metallic_mdl = Local54.x; float Specular_mdl = Local67.x; float Roughness_mdl = Local81.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: false);