[add] manycore scenes (5_14) (#9)
Browse files- [update] gitattributes add hdr and exr image (28c107531ca32d3f164ac59b594bfb38ad6d3238)
- [update] gitattributes add file captical extentions (79090097529fd8abbdddae99802fde70f2f65c15)
- [add] manycore 5_14 scene usd assets (fa996962a8d9afea9e8d0b6b87b5b1dd3eb8ed0d)
This view is limited to 50 files because it contains too many changes.  
							See raw diff
- .gitattributes +18 -0
- scenes/manycore/README.md +1 -0
- scenes/manycore/kujiale_0003/usd/Materials/BasicShapeMaterial.mdl +56 -0
- scenes/manycore/kujiale_0003/usd/Materials/MI_52d35ae0e4b01eb42b093f5f.mdl +290 -0
- scenes/manycore/kujiale_0003/usd/Materials/MI_5a263f65ef62e00c6235eff5.mdl +290 -0
- scenes/manycore/kujiale_0003/usd/Materials/MI_60c028e05b896900017ee29b.mdl +313 -0
- scenes/manycore/kujiale_0003/usd/Materials/OmniUe4Base.mdl +224 -0
- scenes/manycore/kujiale_0003/usd/Materials/OmniUe4Function.mdl +1413 -0
- scenes/manycore/kujiale_0003/usd/Materials/OmniUe4Translucent.mdl +233 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/DefaultTexture.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52ae9f19e4b0b61ad72e5426_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12be_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12be_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12bf_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12bf_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12c0_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12c0_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12c1_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12c1_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12c2_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12c2_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12c3_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12c3_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12c4_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_52d4a3b2e4b0c1cd9e8f12c4_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_530d982ae4b074e6429be7a2_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_531d6b93ec95ea1a4e99d820_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_531d6b93ec95ea1a4e99d820_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_5497cf8de4b0c4fb5caca231_emission.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82dde_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82dde_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82ddf_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82ddf_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82de0_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82de0_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82de7_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82de7_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82de8_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82de8_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82dea_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82dea_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82deb_emission.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82dec_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82dec_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82ded_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54c072c8e4b04c6011f82ded_metallic.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54feb7a2e4b0bbae1aa55ce9_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54feb7a2e4b0bbae1aa55cea_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54feb7a3e4b0bbae1aa55ceb_color.png +3 -0
- scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54feb7a3e4b0bbae1aa55cee_color.png +3 -0
    	
        .gitattributes
    CHANGED
    
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            # USD files
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            *.usd filter=lfs diff=lfs merge=lfs -text
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            *.gltf filter=lfs diff=lfs merge=lfs -text
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            *.GLTF filter=lfs diff=lfs merge=lfs -text
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            *.WEBP filter=lfs diff=lfs merge=lfs -text
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            # Image files - HDR
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            *.hdr filter=lfs diff=lfs merge=lfs -text
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            *.exr filter=lfs diff=lfs merge=lfs -text
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            # USD files
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        scenes/manycore/README.md
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            The scene assets under this directory are adopted from [Manycore](https://github.com/manycore-research). Thanks for their great work!
         | 
    	
        scenes/manycore/kujiale_0003/usd/Materials/BasicShapeMaterial.mdl
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            mdl 1.6;
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            import ::math::*;
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            import ::state::*;
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            import ::tex::*;
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            import ::anno::*;
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            import ::scene::*;
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            using .::OmniUe4Function import *;
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            using .::OmniUe4Base import *;
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             | 
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            export annotation sampler_color();
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            export annotation sampler_normal();
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            export annotation sampler_grayscale();
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            export annotation sampler_alpha();
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            export annotation sampler_masks();
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            export annotation sampler_distancefield();
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            export annotation dither_masked_off();
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            export annotation world_space_normal();
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            export material BasicShapeMaterial(
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            	float4 Color = float4(0.9,0.9,0.9,1.0)
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            	[[
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            		anno::display_name("Color"),
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            		anno::ui_order(32)
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            	]],
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            	float Roughness = 0.6407
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            	[[
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            		anno::display_name("Roughness"),
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            		anno::ui_order(32)
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            	]])
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             = 
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            	let {
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            	float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
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            	float3 Normal_mdl = float3(0.0,0.0,1.0);
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            	float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
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            	float OpacityMask_mdl = 1.0;
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            	float3 BaseColor_mdl = float3(Color.x,Color.y,Color.z);
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            	float Metallic_mdl = 0.0;
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            	float Specular_mdl = 0.5;
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            	float Roughness_mdl = Roughness;
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            	float SurfaceThickness_mdl = 0.01;
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            	} in
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            		::OmniUe4Base(
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            			base_color: BaseColor_mdl,
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            			metallic: Metallic_mdl,
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            			roughness: Roughness_mdl,
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            			specular: Specular_mdl,
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            			normal: Normal_mdl,
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            			opacity: OpacityMask_mdl,
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            			emissive_color: EmissiveColor_mdl,
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            			displacement: WorldPositionOffset_mdl,
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            			two_sided: false);
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        scenes/manycore/kujiale_0003/usd/Materials/MI_52d35ae0e4b01eb42b093f5f.mdl
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| 1 | 
            +
            mdl 1.6;
         | 
| 2 | 
            +
             | 
| 3 | 
            +
            import ::math::*;
         | 
| 4 | 
            +
            import ::state::*;
         | 
| 5 | 
            +
            import ::tex::*;
         | 
| 6 | 
            +
            import ::anno::*;
         | 
| 7 | 
            +
            import ::scene::*;
         | 
| 8 | 
            +
            using .::OmniUe4Function import *;
         | 
| 9 | 
            +
            using .::OmniUe4Base import *;
         | 
| 10 | 
            +
             | 
| 11 | 
            +
            export annotation sampler_color();
         | 
| 12 | 
            +
            export annotation sampler_normal();
         | 
| 13 | 
            +
            export annotation sampler_grayscale();
         | 
| 14 | 
            +
            export annotation sampler_alpha();
         | 
| 15 | 
            +
            export annotation sampler_masks();
         | 
| 16 | 
            +
            export annotation sampler_distancefield();
         | 
| 17 | 
            +
            export annotation dither_masked_off();
         | 
| 18 | 
            +
            export annotation world_space_normal();
         | 
| 19 | 
            +
             | 
| 20 | 
            +
            export material MI_52d35ae0e4b01eb42b093f5f(
         | 
| 21 | 
            +
            	float IsNormalTex = 0.0
         | 
| 22 | 
            +
            	[[
         | 
| 23 | 
            +
            		anno::display_name("IsNormalTex"),
         | 
| 24 | 
            +
            		anno::ui_order(32),
         | 
| 25 | 
            +
            		anno::in_group("Normal")
         | 
| 26 | 
            +
            	]],
         | 
| 27 | 
            +
            	uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear)
         | 
| 28 | 
            +
            	[[
         | 
| 29 | 
            +
            		anno::display_name("Normal_Tex"),
         | 
| 30 | 
            +
            		anno::ui_order(32),
         | 
| 31 | 
            +
            		anno::in_group("Normal"),
         | 
| 32 | 
            +
            		sampler_normal()
         | 
| 33 | 
            +
            	]],
         | 
| 34 | 
            +
            	float4 Normal_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 35 | 
            +
            	[[
         | 
| 36 | 
            +
            		anno::display_name("Normal_UVA"),
         | 
| 37 | 
            +
            		anno::ui_order(32),
         | 
| 38 | 
            +
            		anno::in_group("Normal")
         | 
| 39 | 
            +
            	]],
         | 
| 40 | 
            +
            	float EmissiveIntensity = 0.0
         | 
| 41 | 
            +
            	[[
         | 
| 42 | 
            +
            		anno::display_name("EmissiveIntensity"),
         | 
| 43 | 
            +
            		anno::ui_order(32),
         | 
| 44 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 45 | 
            +
            	]],
         | 
| 46 | 
            +
            	float IsEmissiveTex = 0.0
         | 
| 47 | 
            +
            	[[
         | 
| 48 | 
            +
            		anno::display_name("IsEmissiveTex"),
         | 
| 49 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 50 | 
            +
            	]],
         | 
| 51 | 
            +
            	float4 Emissive_Color = float4(1.0,1.0,1.0,1.0)
         | 
| 52 | 
            +
            	[[
         | 
| 53 | 
            +
            		anno::display_name("Emissive_Color"),
         | 
| 54 | 
            +
            		anno::ui_order(32),
         | 
| 55 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 56 | 
            +
            	]],
         | 
| 57 | 
            +
            	uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 58 | 
            +
            	[[
         | 
| 59 | 
            +
            		anno::display_name("Emissive_Tex"),
         | 
| 60 | 
            +
            		anno::ui_order(32),
         | 
| 61 | 
            +
            		anno::in_group("EmissiveColor"),
         | 
| 62 | 
            +
            		sampler_color()
         | 
| 63 | 
            +
            	]],
         | 
| 64 | 
            +
            	float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 65 | 
            +
            	[[
         | 
| 66 | 
            +
            		anno::display_name("Emissive_UVA"),
         | 
| 67 | 
            +
            		anno::ui_order(32),
         | 
| 68 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 69 | 
            +
            	]],
         | 
| 70 | 
            +
            	float IsBaseColorTex = 0.0
         | 
| 71 | 
            +
            	[[
         | 
| 72 | 
            +
            		anno::display_name("IsBaseColorTex"),
         | 
| 73 | 
            +
            		anno::in_group("BaseColor")
         | 
| 74 | 
            +
            	]],
         | 
| 75 | 
            +
            	float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0)
         | 
| 76 | 
            +
            	[[
         | 
| 77 | 
            +
            		anno::display_name("BaseColor_Color"),
         | 
| 78 | 
            +
            		anno::ui_order(32),
         | 
| 79 | 
            +
            		anno::in_group("BaseColor")
         | 
| 80 | 
            +
            	]],
         | 
| 81 | 
            +
            	uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 82 | 
            +
            	[[
         | 
| 83 | 
            +
            		anno::display_name("BaseColor_Tex"),
         | 
| 84 | 
            +
            		anno::ui_order(32),
         | 
| 85 | 
            +
            		anno::in_group("BaseColor"),
         | 
| 86 | 
            +
            		sampler_color()
         | 
| 87 | 
            +
            	]],
         | 
| 88 | 
            +
            	float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 89 | 
            +
            	[[
         | 
| 90 | 
            +
            		anno::display_name("BaseColor_UVA"),
         | 
| 91 | 
            +
            		anno::ui_order(32),
         | 
| 92 | 
            +
            		anno::in_group("BaseColor")
         | 
| 93 | 
            +
            	]],
         | 
| 94 | 
            +
            	float IsMetallicTex = 0.0
         | 
| 95 | 
            +
            	[[
         | 
| 96 | 
            +
            		anno::display_name("IsMetallicTex"),
         | 
| 97 | 
            +
            		anno::in_group("Metallic")
         | 
| 98 | 
            +
            	]],
         | 
| 99 | 
            +
            	float4 Metallic_Color = float4(0.0,0.0,0.0,1.0)
         | 
| 100 | 
            +
            	[[
         | 
| 101 | 
            +
            		anno::display_name("Metallic_Color"),
         | 
| 102 | 
            +
            		anno::ui_order(32),
         | 
| 103 | 
            +
            		anno::in_group("Metallic")
         | 
| 104 | 
            +
            	]],
         | 
| 105 | 
            +
            	uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 106 | 
            +
            	[[
         | 
| 107 | 
            +
            		anno::display_name("Metallic_Tex"),
         | 
| 108 | 
            +
            		anno::ui_order(32),
         | 
| 109 | 
            +
            		anno::in_group("Metallic"),
         | 
| 110 | 
            +
            		sampler_color()
         | 
| 111 | 
            +
            	]],
         | 
| 112 | 
            +
            	float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 113 | 
            +
            	[[
         | 
| 114 | 
            +
            		anno::display_name("Metallic_UVA"),
         | 
| 115 | 
            +
            		anno::ui_order(32),
         | 
| 116 | 
            +
            		anno::in_group("Metallic")
         | 
| 117 | 
            +
            	]],
         | 
| 118 | 
            +
            	float IsSpecularTex = 0.0
         | 
| 119 | 
            +
            	[[
         | 
| 120 | 
            +
            		anno::display_name("IsSpecularTex"),
         | 
| 121 | 
            +
            		anno::in_group("Specular")
         | 
| 122 | 
            +
            	]],
         | 
| 123 | 
            +
            	float4 Specular_Color = float4(1.0,1.0,1.0,1.0)
         | 
| 124 | 
            +
            	[[
         | 
| 125 | 
            +
            		anno::display_name("Specular_Color"),
         | 
| 126 | 
            +
            		anno::ui_order(32),
         | 
| 127 | 
            +
            		anno::in_group("Specular")
         | 
| 128 | 
            +
            	]],
         | 
| 129 | 
            +
            	uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 130 | 
            +
            	[[
         | 
| 131 | 
            +
            		anno::display_name("Specular_Tex"),
         | 
| 132 | 
            +
            		anno::ui_order(32),
         | 
| 133 | 
            +
            		anno::in_group("Specular"),
         | 
| 134 | 
            +
            		sampler_color()
         | 
| 135 | 
            +
            	]],
         | 
| 136 | 
            +
            	float4 Specular_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 137 | 
            +
            	[[
         | 
| 138 | 
            +
            		anno::display_name("Specular_UVA"),
         | 
| 139 | 
            +
            		anno::ui_order(32),
         | 
| 140 | 
            +
            		anno::in_group("Specular")
         | 
| 141 | 
            +
            	]],
         | 
| 142 | 
            +
            	float IsGlossTex = 0.0
         | 
| 143 | 
            +
            	[[
         | 
| 144 | 
            +
            		anno::display_name("IsGlossTex"),
         | 
| 145 | 
            +
            		anno::in_group("Roughness")
         | 
| 146 | 
            +
            	]],
         | 
| 147 | 
            +
            	float4 Gloss_Color = float4(0.1,0.1,0.1,1.0)
         | 
| 148 | 
            +
            	[[
         | 
| 149 | 
            +
            		anno::display_name("Gloss_Color"),
         | 
| 150 | 
            +
            		anno::ui_order(32),
         | 
| 151 | 
            +
            		anno::in_group("Roughness")
         | 
| 152 | 
            +
            	]],
         | 
| 153 | 
            +
            	uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 154 | 
            +
            	[[
         | 
| 155 | 
            +
            		anno::display_name("Gloss_Tex"),
         | 
| 156 | 
            +
            		anno::ui_order(32),
         | 
| 157 | 
            +
            		anno::in_group("Roughness"),
         | 
| 158 | 
            +
            		sampler_color()
         | 
| 159 | 
            +
            	]],
         | 
| 160 | 
            +
            	float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 161 | 
            +
            	[[
         | 
| 162 | 
            +
            		anno::display_name("Gloss_UVA"),
         | 
| 163 | 
            +
            		anno::ui_order(32),
         | 
| 164 | 
            +
            		anno::in_group("Roughness")
         | 
| 165 | 
            +
            	]],
         | 
| 166 | 
            +
            	float PolygonOffset = 0.0
         | 
| 167 | 
            +
            	[[
         | 
| 168 | 
            +
            		anno::display_name("PolygonOffset"),
         | 
| 169 | 
            +
            		anno::ui_order(32),
         | 
| 170 | 
            +
            		anno::in_group("WorldPosition")
         | 
| 171 | 
            +
            	]],
         | 
| 172 | 
            +
            	int MaxTexCoordIndex = 3
         | 
| 173 | 
            +
            	[[
         | 
| 174 | 
            +
            		anno::hidden()
         | 
| 175 | 
            +
            	]])
         | 
| 176 | 
            +
             = 
         | 
| 177 | 
            +
            	let {
         | 
| 178 | 
            +
            	float3 Local82 = ::camera_position();
         | 
| 179 | 
            +
            	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));
         | 
| 180 | 
            +
            	float3 Local84 = math::normalize(Local83);
         | 
| 181 | 
            +
            	float3 Local85 = (Local84 * PolygonOffset);
         | 
| 182 | 
            +
             | 
| 183 | 
            +
            	float3 WorldPositionOffset_mdl = Local85;
         | 
| 184 | 
            +
            	float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
         | 
| 185 | 
            +
             | 
| 186 | 
            +
            	float2 Local0 = (float2(0.5,0.5) * -1.0);
         | 
| 187 | 
            +
            	float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x);
         | 
| 188 | 
            +
            	float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y);
         | 
| 189 | 
            +
            	float2 Local3 = (Local0 + float2(Local1,Local2));
         | 
| 190 | 
            +
            	float Local4 = (3.141592 * -2.0);
         | 
| 191 | 
            +
            	float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4);
         | 
| 192 | 
            +
            	float Local6 = (Local5 * 6.283185);
         | 
| 193 | 
            +
            	float Local7 = math::cos(Local6);
         | 
| 194 | 
            +
            	float Local8 = math::sin(Local6);
         | 
| 195 | 
            +
            	float Local9 = (Local8 * -1.0);
         | 
| 196 | 
            +
            	float Local10 = math::dot(Local3, float2(Local7,Local9));
         | 
| 197 | 
            +
            	float Local11 = math::dot(Local3, float2(Local8,Local7));
         | 
| 198 | 
            +
            	float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11));
         | 
| 199 | 
            +
            	float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat));
         | 
| 200 | 
            +
            	float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z));
         | 
| 201 | 
            +
             | 
| 202 | 
            +
            	float3 Normal_mdl = Local14;
         | 
| 203 | 
            +
             | 
| 204 | 
            +
            	float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x);
         | 
| 205 | 
            +
            	float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y);
         | 
| 206 | 
            +
            	float2 Local17 = (Local0 + float2(Local15,Local16));
         | 
| 207 | 
            +
            	float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4);
         | 
| 208 | 
            +
            	float Local19 = (Local18 * 6.283185);
         | 
| 209 | 
            +
            	float Local20 = math::cos(Local19);
         | 
| 210 | 
            +
            	float Local21 = math::sin(Local19);
         | 
| 211 | 
            +
            	float Local22 = (Local21 * -1.0);
         | 
| 212 | 
            +
            	float Local23 = math::dot(Local17, float2(Local20,Local22));
         | 
| 213 | 
            +
            	float Local24 = math::dot(Local17, float2(Local21,Local20));
         | 
| 214 | 
            +
            	float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24));
         | 
| 215 | 
            +
            	float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 216 | 
            +
            	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));
         | 
| 217 | 
            +
            	float3 Local28 = (EmissiveIntensity * Local27);
         | 
| 218 | 
            +
            	float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x);
         | 
| 219 | 
            +
            	float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y);
         | 
| 220 | 
            +
            	float2 Local31 = (Local0 + float2(Local29,Local30));
         | 
| 221 | 
            +
            	float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4);
         | 
| 222 | 
            +
            	float Local33 = (Local32 * 6.283185);
         | 
| 223 | 
            +
            	float Local34 = math::cos(Local33);
         | 
| 224 | 
            +
            	float Local35 = math::sin(Local33);
         | 
| 225 | 
            +
            	float Local36 = (Local35 * -1.0);
         | 
| 226 | 
            +
            	float Local37 = math::dot(Local31, float2(Local34,Local36));
         | 
| 227 | 
            +
            	float Local38 = math::dot(Local31, float2(Local35,Local34));
         | 
| 228 | 
            +
            	float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38));
         | 
| 229 | 
            +
            	float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 230 | 
            +
            	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));
         | 
| 231 | 
            +
            	float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x);
         | 
| 232 | 
            +
            	float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y);
         | 
| 233 | 
            +
            	float2 Local44 = (Local0 + float2(Local42,Local43));
         | 
| 234 | 
            +
            	float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4);
         | 
| 235 | 
            +
            	float Local46 = (Local45 * 6.283185);
         | 
| 236 | 
            +
            	float Local47 = math::cos(Local46);
         | 
| 237 | 
            +
            	float Local48 = math::sin(Local46);
         | 
| 238 | 
            +
            	float Local49 = (Local48 * -1.0);
         | 
| 239 | 
            +
            	float Local50 = math::dot(Local44, float2(Local47,Local49));
         | 
| 240 | 
            +
            	float Local51 = math::dot(Local44, float2(Local48,Local47));
         | 
| 241 | 
            +
            	float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51));
         | 
| 242 | 
            +
            	float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 243 | 
            +
            	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));
         | 
| 244 | 
            +
            	float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x);
         | 
| 245 | 
            +
            	float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y);
         | 
| 246 | 
            +
            	float2 Local57 = (Local0 + float2(Local55,Local56));
         | 
| 247 | 
            +
            	float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4);
         | 
| 248 | 
            +
            	float Local59 = (Local58 * 6.283185);
         | 
| 249 | 
            +
            	float Local60 = math::cos(Local59);
         | 
| 250 | 
            +
            	float Local61 = math::sin(Local59);
         | 
| 251 | 
            +
            	float Local62 = (Local61 * -1.0);
         | 
| 252 | 
            +
            	float Local63 = math::dot(Local57, float2(Local60,Local62));
         | 
| 253 | 
            +
            	float Local64 = math::dot(Local57, float2(Local61,Local60));
         | 
| 254 | 
            +
            	float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64));
         | 
| 255 | 
            +
            	float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 256 | 
            +
            	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));
         | 
| 257 | 
            +
            	float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x);
         | 
| 258 | 
            +
            	float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y);
         | 
| 259 | 
            +
            	float2 Local70 = (Local0 + float2(Local68,Local69));
         | 
| 260 | 
            +
            	float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4);
         | 
| 261 | 
            +
            	float Local72 = (Local71 * 6.283185);
         | 
| 262 | 
            +
            	float Local73 = math::cos(Local72);
         | 
| 263 | 
            +
            	float Local74 = math::sin(Local72);
         | 
| 264 | 
            +
            	float Local75 = (Local74 * -1.0);
         | 
| 265 | 
            +
            	float Local76 = math::dot(Local70, float2(Local73,Local75));
         | 
| 266 | 
            +
            	float Local77 = math::dot(Local70, float2(Local74,Local73));
         | 
| 267 | 
            +
            	float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77));
         | 
| 268 | 
            +
            	float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 269 | 
            +
            	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));
         | 
| 270 | 
            +
            	float3 Local81 = (1.0 - Local80);
         | 
| 271 | 
            +
             | 
| 272 | 
            +
            	float3 EmissiveColor_mdl = Local28;
         | 
| 273 | 
            +
            	float OpacityMask_mdl = 1.0;
         | 
| 274 | 
            +
            	float3 BaseColor_mdl = Local41;
         | 
| 275 | 
            +
            	float Metallic_mdl = Local54.x;
         | 
| 276 | 
            +
            	float Specular_mdl = Local67.x;
         | 
| 277 | 
            +
            	float Roughness_mdl = Local81.x;
         | 
| 278 | 
            +
            	float SurfaceThickness_mdl = 0.01;
         | 
| 279 | 
            +
             | 
| 280 | 
            +
            	} in
         | 
| 281 | 
            +
            		::OmniUe4Base(
         | 
| 282 | 
            +
            			base_color: BaseColor_mdl,
         | 
| 283 | 
            +
            			metallic: Metallic_mdl,
         | 
| 284 | 
            +
            			roughness: Roughness_mdl,
         | 
| 285 | 
            +
            			specular: Specular_mdl,
         | 
| 286 | 
            +
            			normal: Normal_mdl,
         | 
| 287 | 
            +
            			opacity: OpacityMask_mdl,
         | 
| 288 | 
            +
            			emissive_color: EmissiveColor_mdl,
         | 
| 289 | 
            +
            			displacement: WorldPositionOffset_mdl,
         | 
| 290 | 
            +
            			two_sided: true);
         | 
    	
        scenes/manycore/kujiale_0003/usd/Materials/MI_5a263f65ef62e00c6235eff5.mdl
    ADDED
    
    | @@ -0,0 +1,290 @@ | |
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| 1 | 
            +
            mdl 1.6;
         | 
| 2 | 
            +
             | 
| 3 | 
            +
            import ::math::*;
         | 
| 4 | 
            +
            import ::state::*;
         | 
| 5 | 
            +
            import ::tex::*;
         | 
| 6 | 
            +
            import ::anno::*;
         | 
| 7 | 
            +
            import ::scene::*;
         | 
| 8 | 
            +
            using .::OmniUe4Function import *;
         | 
| 9 | 
            +
            using .::OmniUe4Base import *;
         | 
| 10 | 
            +
             | 
| 11 | 
            +
            export annotation sampler_color();
         | 
| 12 | 
            +
            export annotation sampler_normal();
         | 
| 13 | 
            +
            export annotation sampler_grayscale();
         | 
| 14 | 
            +
            export annotation sampler_alpha();
         | 
| 15 | 
            +
            export annotation sampler_masks();
         | 
| 16 | 
            +
            export annotation sampler_distancefield();
         | 
| 17 | 
            +
            export annotation dither_masked_off();
         | 
| 18 | 
            +
            export annotation world_space_normal();
         | 
| 19 | 
            +
             | 
| 20 | 
            +
            export material MI_5a263f65ef62e00c6235eff5(
         | 
| 21 | 
            +
            	float IsNormalTex = 0.0
         | 
| 22 | 
            +
            	[[
         | 
| 23 | 
            +
            		anno::display_name("IsNormalTex"),
         | 
| 24 | 
            +
            		anno::ui_order(32),
         | 
| 25 | 
            +
            		anno::in_group("Normal")
         | 
| 26 | 
            +
            	]],
         | 
| 27 | 
            +
            	uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear)
         | 
| 28 | 
            +
            	[[
         | 
| 29 | 
            +
            		anno::display_name("Normal_Tex"),
         | 
| 30 | 
            +
            		anno::ui_order(32),
         | 
| 31 | 
            +
            		anno::in_group("Normal"),
         | 
| 32 | 
            +
            		sampler_normal()
         | 
| 33 | 
            +
            	]],
         | 
| 34 | 
            +
            	float4 Normal_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 35 | 
            +
            	[[
         | 
| 36 | 
            +
            		anno::display_name("Normal_UVA"),
         | 
| 37 | 
            +
            		anno::ui_order(32),
         | 
| 38 | 
            +
            		anno::in_group("Normal")
         | 
| 39 | 
            +
            	]],
         | 
| 40 | 
            +
            	float EmissiveIntensity = 0.0
         | 
| 41 | 
            +
            	[[
         | 
| 42 | 
            +
            		anno::display_name("EmissiveIntensity"),
         | 
| 43 | 
            +
            		anno::ui_order(32),
         | 
| 44 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 45 | 
            +
            	]],
         | 
| 46 | 
            +
            	float IsEmissiveTex = 0.0
         | 
| 47 | 
            +
            	[[
         | 
| 48 | 
            +
            		anno::display_name("IsEmissiveTex"),
         | 
| 49 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 50 | 
            +
            	]],
         | 
| 51 | 
            +
            	float4 Emissive_Color = float4(1.0,1.0,1.0,1.0)
         | 
| 52 | 
            +
            	[[
         | 
| 53 | 
            +
            		anno::display_name("Emissive_Color"),
         | 
| 54 | 
            +
            		anno::ui_order(32),
         | 
| 55 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 56 | 
            +
            	]],
         | 
| 57 | 
            +
            	uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 58 | 
            +
            	[[
         | 
| 59 | 
            +
            		anno::display_name("Emissive_Tex"),
         | 
| 60 | 
            +
            		anno::ui_order(32),
         | 
| 61 | 
            +
            		anno::in_group("EmissiveColor"),
         | 
| 62 | 
            +
            		sampler_color()
         | 
| 63 | 
            +
            	]],
         | 
| 64 | 
            +
            	float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 65 | 
            +
            	[[
         | 
| 66 | 
            +
            		anno::display_name("Emissive_UVA"),
         | 
| 67 | 
            +
            		anno::ui_order(32),
         | 
| 68 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 69 | 
            +
            	]],
         | 
| 70 | 
            +
            	float IsBaseColorTex = 0.0
         | 
| 71 | 
            +
            	[[
         | 
| 72 | 
            +
            		anno::display_name("IsBaseColorTex"),
         | 
| 73 | 
            +
            		anno::in_group("BaseColor")
         | 
| 74 | 
            +
            	]],
         | 
| 75 | 
            +
            	float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0)
         | 
| 76 | 
            +
            	[[
         | 
| 77 | 
            +
            		anno::display_name("BaseColor_Color"),
         | 
| 78 | 
            +
            		anno::ui_order(32),
         | 
| 79 | 
            +
            		anno::in_group("BaseColor")
         | 
| 80 | 
            +
            	]],
         | 
| 81 | 
            +
            	uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 82 | 
            +
            	[[
         | 
| 83 | 
            +
            		anno::display_name("BaseColor_Tex"),
         | 
| 84 | 
            +
            		anno::ui_order(32),
         | 
| 85 | 
            +
            		anno::in_group("BaseColor"),
         | 
| 86 | 
            +
            		sampler_color()
         | 
| 87 | 
            +
            	]],
         | 
| 88 | 
            +
            	float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 89 | 
            +
            	[[
         | 
| 90 | 
            +
            		anno::display_name("BaseColor_UVA"),
         | 
| 91 | 
            +
            		anno::ui_order(32),
         | 
| 92 | 
            +
            		anno::in_group("BaseColor")
         | 
| 93 | 
            +
            	]],
         | 
| 94 | 
            +
            	float IsMetallicTex = 0.0
         | 
| 95 | 
            +
            	[[
         | 
| 96 | 
            +
            		anno::display_name("IsMetallicTex"),
         | 
| 97 | 
            +
            		anno::in_group("Metallic")
         | 
| 98 | 
            +
            	]],
         | 
| 99 | 
            +
            	float4 Metallic_Color = float4(0.0,0.0,0.0,1.0)
         | 
| 100 | 
            +
            	[[
         | 
| 101 | 
            +
            		anno::display_name("Metallic_Color"),
         | 
| 102 | 
            +
            		anno::ui_order(32),
         | 
| 103 | 
            +
            		anno::in_group("Metallic")
         | 
| 104 | 
            +
            	]],
         | 
| 105 | 
            +
            	uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 106 | 
            +
            	[[
         | 
| 107 | 
            +
            		anno::display_name("Metallic_Tex"),
         | 
| 108 | 
            +
            		anno::ui_order(32),
         | 
| 109 | 
            +
            		anno::in_group("Metallic"),
         | 
| 110 | 
            +
            		sampler_color()
         | 
| 111 | 
            +
            	]],
         | 
| 112 | 
            +
            	float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 113 | 
            +
            	[[
         | 
| 114 | 
            +
            		anno::display_name("Metallic_UVA"),
         | 
| 115 | 
            +
            		anno::ui_order(32),
         | 
| 116 | 
            +
            		anno::in_group("Metallic")
         | 
| 117 | 
            +
            	]],
         | 
| 118 | 
            +
            	float IsSpecularTex = 0.0
         | 
| 119 | 
            +
            	[[
         | 
| 120 | 
            +
            		anno::display_name("IsSpecularTex"),
         | 
| 121 | 
            +
            		anno::in_group("Specular")
         | 
| 122 | 
            +
            	]],
         | 
| 123 | 
            +
            	float4 Specular_Color = float4(1.0,1.0,1.0,1.0)
         | 
| 124 | 
            +
            	[[
         | 
| 125 | 
            +
            		anno::display_name("Specular_Color"),
         | 
| 126 | 
            +
            		anno::ui_order(32),
         | 
| 127 | 
            +
            		anno::in_group("Specular")
         | 
| 128 | 
            +
            	]],
         | 
| 129 | 
            +
            	uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 130 | 
            +
            	[[
         | 
| 131 | 
            +
            		anno::display_name("Specular_Tex"),
         | 
| 132 | 
            +
            		anno::ui_order(32),
         | 
| 133 | 
            +
            		anno::in_group("Specular"),
         | 
| 134 | 
            +
            		sampler_color()
         | 
| 135 | 
            +
            	]],
         | 
| 136 | 
            +
            	float4 Specular_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 137 | 
            +
            	[[
         | 
| 138 | 
            +
            		anno::display_name("Specular_UVA"),
         | 
| 139 | 
            +
            		anno::ui_order(32),
         | 
| 140 | 
            +
            		anno::in_group("Specular")
         | 
| 141 | 
            +
            	]],
         | 
| 142 | 
            +
            	float IsGlossTex = 0.0
         | 
| 143 | 
            +
            	[[
         | 
| 144 | 
            +
            		anno::display_name("IsGlossTex"),
         | 
| 145 | 
            +
            		anno::in_group("Roughness")
         | 
| 146 | 
            +
            	]],
         | 
| 147 | 
            +
            	float4 Gloss_Color = float4(0.1,0.1,0.1,1.0)
         | 
| 148 | 
            +
            	[[
         | 
| 149 | 
            +
            		anno::display_name("Gloss_Color"),
         | 
| 150 | 
            +
            		anno::ui_order(32),
         | 
| 151 | 
            +
            		anno::in_group("Roughness")
         | 
| 152 | 
            +
            	]],
         | 
| 153 | 
            +
            	uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 154 | 
            +
            	[[
         | 
| 155 | 
            +
            		anno::display_name("Gloss_Tex"),
         | 
| 156 | 
            +
            		anno::ui_order(32),
         | 
| 157 | 
            +
            		anno::in_group("Roughness"),
         | 
| 158 | 
            +
            		sampler_color()
         | 
| 159 | 
            +
            	]],
         | 
| 160 | 
            +
            	float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 161 | 
            +
            	[[
         | 
| 162 | 
            +
            		anno::display_name("Gloss_UVA"),
         | 
| 163 | 
            +
            		anno::ui_order(32),
         | 
| 164 | 
            +
            		anno::in_group("Roughness")
         | 
| 165 | 
            +
            	]],
         | 
| 166 | 
            +
            	float PolygonOffset = 0.0
         | 
| 167 | 
            +
            	[[
         | 
| 168 | 
            +
            		anno::display_name("PolygonOffset"),
         | 
| 169 | 
            +
            		anno::ui_order(32),
         | 
| 170 | 
            +
            		anno::in_group("WorldPosition")
         | 
| 171 | 
            +
            	]],
         | 
| 172 | 
            +
            	int MaxTexCoordIndex = 3
         | 
| 173 | 
            +
            	[[
         | 
| 174 | 
            +
            		anno::hidden()
         | 
| 175 | 
            +
            	]])
         | 
| 176 | 
            +
             = 
         | 
| 177 | 
            +
            	let {
         | 
| 178 | 
            +
            	float3 Local82 = ::camera_position();
         | 
| 179 | 
            +
            	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));
         | 
| 180 | 
            +
            	float3 Local84 = math::normalize(Local83);
         | 
| 181 | 
            +
            	float3 Local85 = (Local84 * PolygonOffset);
         | 
| 182 | 
            +
             | 
| 183 | 
            +
            	float3 WorldPositionOffset_mdl = Local85;
         | 
| 184 | 
            +
            	float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
         | 
| 185 | 
            +
             | 
| 186 | 
            +
            	float2 Local0 = (float2(0.5,0.5) * -1.0);
         | 
| 187 | 
            +
            	float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x);
         | 
| 188 | 
            +
            	float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y);
         | 
| 189 | 
            +
            	float2 Local3 = (Local0 + float2(Local1,Local2));
         | 
| 190 | 
            +
            	float Local4 = (3.141592 * -2.0);
         | 
| 191 | 
            +
            	float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4);
         | 
| 192 | 
            +
            	float Local6 = (Local5 * 6.283185);
         | 
| 193 | 
            +
            	float Local7 = math::cos(Local6);
         | 
| 194 | 
            +
            	float Local8 = math::sin(Local6);
         | 
| 195 | 
            +
            	float Local9 = (Local8 * -1.0);
         | 
| 196 | 
            +
            	float Local10 = math::dot(Local3, float2(Local7,Local9));
         | 
| 197 | 
            +
            	float Local11 = math::dot(Local3, float2(Local8,Local7));
         | 
| 198 | 
            +
            	float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11));
         | 
| 199 | 
            +
            	float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat));
         | 
| 200 | 
            +
            	float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z));
         | 
| 201 | 
            +
             | 
| 202 | 
            +
            	float3 Normal_mdl = Local14;
         | 
| 203 | 
            +
             | 
| 204 | 
            +
            	float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x);
         | 
| 205 | 
            +
            	float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y);
         | 
| 206 | 
            +
            	float2 Local17 = (Local0 + float2(Local15,Local16));
         | 
| 207 | 
            +
            	float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4);
         | 
| 208 | 
            +
            	float Local19 = (Local18 * 6.283185);
         | 
| 209 | 
            +
            	float Local20 = math::cos(Local19);
         | 
| 210 | 
            +
            	float Local21 = math::sin(Local19);
         | 
| 211 | 
            +
            	float Local22 = (Local21 * -1.0);
         | 
| 212 | 
            +
            	float Local23 = math::dot(Local17, float2(Local20,Local22));
         | 
| 213 | 
            +
            	float Local24 = math::dot(Local17, float2(Local21,Local20));
         | 
| 214 | 
            +
            	float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24));
         | 
| 215 | 
            +
            	float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 216 | 
            +
            	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));
         | 
| 217 | 
            +
            	float3 Local28 = (EmissiveIntensity * Local27);
         | 
| 218 | 
            +
            	float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x);
         | 
| 219 | 
            +
            	float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y);
         | 
| 220 | 
            +
            	float2 Local31 = (Local0 + float2(Local29,Local30));
         | 
| 221 | 
            +
            	float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4);
         | 
| 222 | 
            +
            	float Local33 = (Local32 * 6.283185);
         | 
| 223 | 
            +
            	float Local34 = math::cos(Local33);
         | 
| 224 | 
            +
            	float Local35 = math::sin(Local33);
         | 
| 225 | 
            +
            	float Local36 = (Local35 * -1.0);
         | 
| 226 | 
            +
            	float Local37 = math::dot(Local31, float2(Local34,Local36));
         | 
| 227 | 
            +
            	float Local38 = math::dot(Local31, float2(Local35,Local34));
         | 
| 228 | 
            +
            	float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38));
         | 
| 229 | 
            +
            	float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 230 | 
            +
            	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));
         | 
| 231 | 
            +
            	float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x);
         | 
| 232 | 
            +
            	float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y);
         | 
| 233 | 
            +
            	float2 Local44 = (Local0 + float2(Local42,Local43));
         | 
| 234 | 
            +
            	float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4);
         | 
| 235 | 
            +
            	float Local46 = (Local45 * 6.283185);
         | 
| 236 | 
            +
            	float Local47 = math::cos(Local46);
         | 
| 237 | 
            +
            	float Local48 = math::sin(Local46);
         | 
| 238 | 
            +
            	float Local49 = (Local48 * -1.0);
         | 
| 239 | 
            +
            	float Local50 = math::dot(Local44, float2(Local47,Local49));
         | 
| 240 | 
            +
            	float Local51 = math::dot(Local44, float2(Local48,Local47));
         | 
| 241 | 
            +
            	float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51));
         | 
| 242 | 
            +
            	float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 243 | 
            +
            	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));
         | 
| 244 | 
            +
            	float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x);
         | 
| 245 | 
            +
            	float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y);
         | 
| 246 | 
            +
            	float2 Local57 = (Local0 + float2(Local55,Local56));
         | 
| 247 | 
            +
            	float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4);
         | 
| 248 | 
            +
            	float Local59 = (Local58 * 6.283185);
         | 
| 249 | 
            +
            	float Local60 = math::cos(Local59);
         | 
| 250 | 
            +
            	float Local61 = math::sin(Local59);
         | 
| 251 | 
            +
            	float Local62 = (Local61 * -1.0);
         | 
| 252 | 
            +
            	float Local63 = math::dot(Local57, float2(Local60,Local62));
         | 
| 253 | 
            +
            	float Local64 = math::dot(Local57, float2(Local61,Local60));
         | 
| 254 | 
            +
            	float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64));
         | 
| 255 | 
            +
            	float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 256 | 
            +
            	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));
         | 
| 257 | 
            +
            	float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x);
         | 
| 258 | 
            +
            	float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y);
         | 
| 259 | 
            +
            	float2 Local70 = (Local0 + float2(Local68,Local69));
         | 
| 260 | 
            +
            	float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4);
         | 
| 261 | 
            +
            	float Local72 = (Local71 * 6.283185);
         | 
| 262 | 
            +
            	float Local73 = math::cos(Local72);
         | 
| 263 | 
            +
            	float Local74 = math::sin(Local72);
         | 
| 264 | 
            +
            	float Local75 = (Local74 * -1.0);
         | 
| 265 | 
            +
            	float Local76 = math::dot(Local70, float2(Local73,Local75));
         | 
| 266 | 
            +
            	float Local77 = math::dot(Local70, float2(Local74,Local73));
         | 
| 267 | 
            +
            	float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77));
         | 
| 268 | 
            +
            	float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 269 | 
            +
            	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));
         | 
| 270 | 
            +
            	float3 Local81 = (1.0 - Local80);
         | 
| 271 | 
            +
             | 
| 272 | 
            +
            	float3 EmissiveColor_mdl = Local28;
         | 
| 273 | 
            +
            	float OpacityMask_mdl = 1.0;
         | 
| 274 | 
            +
            	float3 BaseColor_mdl = Local41;
         | 
| 275 | 
            +
            	float Metallic_mdl = Local54.x;
         | 
| 276 | 
            +
            	float Specular_mdl = Local67.x;
         | 
| 277 | 
            +
            	float Roughness_mdl = Local81.x;
         | 
| 278 | 
            +
            	float SurfaceThickness_mdl = 0.01;
         | 
| 279 | 
            +
             | 
| 280 | 
            +
            	} in
         | 
| 281 | 
            +
            		::OmniUe4Base(
         | 
| 282 | 
            +
            			base_color: BaseColor_mdl,
         | 
| 283 | 
            +
            			metallic: Metallic_mdl,
         | 
| 284 | 
            +
            			roughness: Roughness_mdl,
         | 
| 285 | 
            +
            			specular: Specular_mdl,
         | 
| 286 | 
            +
            			normal: Normal_mdl,
         | 
| 287 | 
            +
            			opacity: OpacityMask_mdl,
         | 
| 288 | 
            +
            			emissive_color: EmissiveColor_mdl,
         | 
| 289 | 
            +
            			displacement: WorldPositionOffset_mdl,
         | 
| 290 | 
            +
            			two_sided: false);
         | 
    	
        scenes/manycore/kujiale_0003/usd/Materials/MI_60c028e05b896900017ee29b.mdl
    ADDED
    
    | @@ -0,0 +1,313 @@ | |
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| 1 | 
            +
            mdl 1.6;
         | 
| 2 | 
            +
             | 
| 3 | 
            +
            import ::math::*;
         | 
| 4 | 
            +
            import ::state::*;
         | 
| 5 | 
            +
            import ::tex::*;
         | 
| 6 | 
            +
            import ::anno::*;
         | 
| 7 | 
            +
            import ::scene::*;
         | 
| 8 | 
            +
            using .::OmniUe4Function import *;
         | 
| 9 | 
            +
            using .::OmniUe4Translucent import *;
         | 
| 10 | 
            +
             | 
| 11 | 
            +
            export annotation sampler_color();
         | 
| 12 | 
            +
            export annotation sampler_normal();
         | 
| 13 | 
            +
            export annotation sampler_grayscale();
         | 
| 14 | 
            +
            export annotation sampler_alpha();
         | 
| 15 | 
            +
            export annotation sampler_masks();
         | 
| 16 | 
            +
            export annotation sampler_distancefield();
         | 
| 17 | 
            +
            export annotation dither_masked_off();
         | 
| 18 | 
            +
            export annotation world_space_normal();
         | 
| 19 | 
            +
             | 
| 20 | 
            +
            export material MI_60c028e05b896900017ee29b(
         | 
| 21 | 
            +
            	float IsNormalTex = 0.0
         | 
| 22 | 
            +
            	[[
         | 
| 23 | 
            +
            		anno::display_name("IsNormalTex"),
         | 
| 24 | 
            +
            		anno::ui_order(32),
         | 
| 25 | 
            +
            		anno::in_group("Normal")
         | 
| 26 | 
            +
            	]],
         | 
| 27 | 
            +
            	uniform texture_2d Normal_Tex = texture_2d("./Textures/T_Normal.png",::tex::gamma_linear)
         | 
| 28 | 
            +
            	[[
         | 
| 29 | 
            +
            		anno::display_name("Normal_Tex"),
         | 
| 30 | 
            +
            		anno::ui_order(32),
         | 
| 31 | 
            +
            		anno::in_group("Normal"),
         | 
| 32 | 
            +
            		sampler_normal()
         | 
| 33 | 
            +
            	]],
         | 
| 34 | 
            +
            	float4 Normal_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 35 | 
            +
            	[[
         | 
| 36 | 
            +
            		anno::display_name("Normal_UVA"),
         | 
| 37 | 
            +
            		anno::ui_order(32),
         | 
| 38 | 
            +
            		anno::in_group("Normal")
         | 
| 39 | 
            +
            	]],
         | 
| 40 | 
            +
            	float EmissiveIntensity = 0.0
         | 
| 41 | 
            +
            	[[
         | 
| 42 | 
            +
            		anno::display_name("EmissiveIntensity"),
         | 
| 43 | 
            +
            		anno::ui_order(32),
         | 
| 44 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 45 | 
            +
            	]],
         | 
| 46 | 
            +
            	float IsEmissiveTex = 0.0
         | 
| 47 | 
            +
            	[[
         | 
| 48 | 
            +
            		anno::display_name("IsEmissiveTex"),
         | 
| 49 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 50 | 
            +
            	]],
         | 
| 51 | 
            +
            	float4 Emissive_Color = float4(1.0,1.0,1.0,1.0)
         | 
| 52 | 
            +
            	[[
         | 
| 53 | 
            +
            		anno::display_name("Emissive_Color"),
         | 
| 54 | 
            +
            		anno::ui_order(32),
         | 
| 55 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 56 | 
            +
            	]],
         | 
| 57 | 
            +
            	uniform texture_2d Emissive_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 58 | 
            +
            	[[
         | 
| 59 | 
            +
            		anno::display_name("Emissive_Tex"),
         | 
| 60 | 
            +
            		anno::ui_order(32),
         | 
| 61 | 
            +
            		anno::in_group("EmissiveColor"),
         | 
| 62 | 
            +
            		sampler_color()
         | 
| 63 | 
            +
            	]],
         | 
| 64 | 
            +
            	float4 Emissive_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 65 | 
            +
            	[[
         | 
| 66 | 
            +
            		anno::display_name("Emissive_UVA"),
         | 
| 67 | 
            +
            		anno::ui_order(32),
         | 
| 68 | 
            +
            		anno::in_group("EmissiveColor")
         | 
| 69 | 
            +
            	]],
         | 
| 70 | 
            +
            	float IsBaseColorTex = 0.0
         | 
| 71 | 
            +
            	[[
         | 
| 72 | 
            +
            		anno::display_name("IsBaseColorTex"),
         | 
| 73 | 
            +
            		anno::in_group("BaseColor")
         | 
| 74 | 
            +
            	]],
         | 
| 75 | 
            +
            	float4 BaseColor_Color = float4(1.0,1.0,1.0,1.0)
         | 
| 76 | 
            +
            	[[
         | 
| 77 | 
            +
            		anno::display_name("BaseColor_Color"),
         | 
| 78 | 
            +
            		anno::ui_order(32),
         | 
| 79 | 
            +
            		anno::in_group("BaseColor")
         | 
| 80 | 
            +
            	]],
         | 
| 81 | 
            +
            	uniform texture_2d BaseColor_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 82 | 
            +
            	[[
         | 
| 83 | 
            +
            		anno::display_name("BaseColor_Tex"),
         | 
| 84 | 
            +
            		anno::ui_order(32),
         | 
| 85 | 
            +
            		anno::in_group("BaseColor"),
         | 
| 86 | 
            +
            		sampler_color()
         | 
| 87 | 
            +
            	]],
         | 
| 88 | 
            +
            	float4 BaseColor_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 89 | 
            +
            	[[
         | 
| 90 | 
            +
            		anno::display_name("BaseColor_UVA"),
         | 
| 91 | 
            +
            		anno::ui_order(32),
         | 
| 92 | 
            +
            		anno::in_group("BaseColor")
         | 
| 93 | 
            +
            	]],
         | 
| 94 | 
            +
            	float IsMetallicTex = 0.0
         | 
| 95 | 
            +
            	[[
         | 
| 96 | 
            +
            		anno::display_name("IsMetallicTex"),
         | 
| 97 | 
            +
            		anno::in_group("Metallic")
         | 
| 98 | 
            +
            	]],
         | 
| 99 | 
            +
            	float4 Metallic_Color = float4(0.0,0.0,0.0,1.0)
         | 
| 100 | 
            +
            	[[
         | 
| 101 | 
            +
            		anno::display_name("Metallic_Color"),
         | 
| 102 | 
            +
            		anno::ui_order(32),
         | 
| 103 | 
            +
            		anno::in_group("Metallic")
         | 
| 104 | 
            +
            	]],
         | 
| 105 | 
            +
            	uniform texture_2d Metallic_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 106 | 
            +
            	[[
         | 
| 107 | 
            +
            		anno::display_name("Metallic_Tex"),
         | 
| 108 | 
            +
            		anno::ui_order(32),
         | 
| 109 | 
            +
            		anno::in_group("Metallic"),
         | 
| 110 | 
            +
            		sampler_color()
         | 
| 111 | 
            +
            	]],
         | 
| 112 | 
            +
            	float4 Metallic_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 113 | 
            +
            	[[
         | 
| 114 | 
            +
            		anno::display_name("Metallic_UVA"),
         | 
| 115 | 
            +
            		anno::ui_order(32),
         | 
| 116 | 
            +
            		anno::in_group("Metallic")
         | 
| 117 | 
            +
            	]],
         | 
| 118 | 
            +
            	float IsSpecularTex = 0.0
         | 
| 119 | 
            +
            	[[
         | 
| 120 | 
            +
            		anno::display_name("IsSpecularTex"),
         | 
| 121 | 
            +
            		anno::in_group("Specular")
         | 
| 122 | 
            +
            	]],
         | 
| 123 | 
            +
            	float4 Specular_Color = float4(1.0,1.0,1.0,1.0)
         | 
| 124 | 
            +
            	[[
         | 
| 125 | 
            +
            		anno::display_name("Specular_Color"),
         | 
| 126 | 
            +
            		anno::ui_order(32),
         | 
| 127 | 
            +
            		anno::in_group("Specular")
         | 
| 128 | 
            +
            	]],
         | 
| 129 | 
            +
            	uniform texture_2d Specular_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 130 | 
            +
            	[[
         | 
| 131 | 
            +
            		anno::display_name("Specular_Tex"),
         | 
| 132 | 
            +
            		anno::ui_order(32),
         | 
| 133 | 
            +
            		anno::in_group("Specular"),
         | 
| 134 | 
            +
            		sampler_color()
         | 
| 135 | 
            +
            	]],
         | 
| 136 | 
            +
            	float4 Specular_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 137 | 
            +
            	[[
         | 
| 138 | 
            +
            		anno::display_name("Specular_UVA"),
         | 
| 139 | 
            +
            		anno::ui_order(32),
         | 
| 140 | 
            +
            		anno::in_group("Specular")
         | 
| 141 | 
            +
            	]],
         | 
| 142 | 
            +
            	float IsGlossTex = 0.0
         | 
| 143 | 
            +
            	[[
         | 
| 144 | 
            +
            		anno::display_name("IsGlossTex"),
         | 
| 145 | 
            +
            		anno::in_group("Roughness")
         | 
| 146 | 
            +
            	]],
         | 
| 147 | 
            +
            	float4 Gloss_Color = float4(0.1,0.1,0.1,1.0)
         | 
| 148 | 
            +
            	[[
         | 
| 149 | 
            +
            		anno::display_name("Gloss_Color"),
         | 
| 150 | 
            +
            		anno::ui_order(32),
         | 
| 151 | 
            +
            		anno::in_group("Roughness")
         | 
| 152 | 
            +
            	]],
         | 
| 153 | 
            +
            	uniform texture_2d Gloss_Tex = texture_2d("./Textures/DefaultTexture.png",::tex::gamma_srgb)
         | 
| 154 | 
            +
            	[[
         | 
| 155 | 
            +
            		anno::display_name("Gloss_Tex"),
         | 
| 156 | 
            +
            		anno::ui_order(32),
         | 
| 157 | 
            +
            		anno::in_group("Roughness"),
         | 
| 158 | 
            +
            		sampler_color()
         | 
| 159 | 
            +
            	]],
         | 
| 160 | 
            +
            	float4 Gloss_UVA = float4(1.0,1.0,0.0,0.0)
         | 
| 161 | 
            +
            	[[
         | 
| 162 | 
            +
            		anno::display_name("Gloss_UVA"),
         | 
| 163 | 
            +
            		anno::ui_order(32),
         | 
| 164 | 
            +
            		anno::in_group("Roughness")
         | 
| 165 | 
            +
            	]],
         | 
| 166 | 
            +
            	float Opacity = 0.5
         | 
| 167 | 
            +
            	[[
         | 
| 168 | 
            +
            		anno::display_name("Opacity"),
         | 
| 169 | 
            +
            		anno::ui_order(32),
         | 
| 170 | 
            +
            		anno::in_group("Translucent")
         | 
| 171 | 
            +
            	]],
         | 
| 172 | 
            +
            	float PolygonOffset = 0.0
         | 
| 173 | 
            +
            	[[
         | 
| 174 | 
            +
            		anno::display_name("PolygonOffset"),
         | 
| 175 | 
            +
            		anno::ui_order(32),
         | 
| 176 | 
            +
            		anno::in_group("WorldPosition")
         | 
| 177 | 
            +
            	]],
         | 
| 178 | 
            +
            	uniform float SwitchRefraction = 0.0
         | 
| 179 | 
            +
            	[[
         | 
| 180 | 
            +
            		anno::display_name("SwitchRefraction"),
         | 
| 181 | 
            +
            		anno::ui_order(32),
         | 
| 182 | 
            +
            		anno::in_group("Refraction")
         | 
| 183 | 
            +
            	]],
         | 
| 184 | 
            +
            	uniform float FresnelB = 1.517
         | 
| 185 | 
            +
            	[[
         | 
| 186 | 
            +
            		anno::display_name("FresnelB"),
         | 
| 187 | 
            +
            		anno::ui_order(32),
         | 
| 188 | 
            +
            		anno::in_group("Refraction")
         | 
| 189 | 
            +
            	]],
         | 
| 190 | 
            +
            	int MaxTexCoordIndex = 3
         | 
| 191 | 
            +
            	[[
         | 
| 192 | 
            +
            		anno::hidden()
         | 
| 193 | 
            +
            	]])
         | 
| 194 | 
            +
             = 
         | 
| 195 | 
            +
            	let {
         | 
| 196 | 
            +
            	float3 Local82 = ::camera_position();
         | 
| 197 | 
            +
            	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));
         | 
| 198 | 
            +
            	float3 Local84 = math::normalize(Local83);
         | 
| 199 | 
            +
            	float3 Local85 = (Local84 * PolygonOffset);
         | 
| 200 | 
            +
             | 
| 201 | 
            +
            	float3 WorldPositionOffset_mdl = Local85;
         | 
| 202 | 
            +
            	float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y);
         | 
| 203 | 
            +
             | 
| 204 | 
            +
            	float2 Local0 = (float2(0.5,0.5) * -1.0);
         | 
| 205 | 
            +
            	float Local1 = (CustomizedUV0_mdl.x * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).x);
         | 
| 206 | 
            +
            	float Local2 = (CustomizedUV0_mdl.y * float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).y);
         | 
| 207 | 
            +
            	float2 Local3 = (Local0 + float2(Local1,Local2));
         | 
| 208 | 
            +
            	float Local4 = (3.141592 * -2.0);
         | 
| 209 | 
            +
            	float Local5 = (float3(Normal_UVA.x,Normal_UVA.y,Normal_UVA.z).z / Local4);
         | 
| 210 | 
            +
            	float Local6 = (Local5 * 6.283185);
         | 
| 211 | 
            +
            	float Local7 = math::cos(Local6);
         | 
| 212 | 
            +
            	float Local8 = math::sin(Local6);
         | 
| 213 | 
            +
            	float Local9 = (Local8 * -1.0);
         | 
| 214 | 
            +
            	float Local10 = math::dot(Local3, float2(Local7,Local9));
         | 
| 215 | 
            +
            	float Local11 = math::dot(Local3, float2(Local8,Local7));
         | 
| 216 | 
            +
            	float2 Local12 = (float2(0.5,0.5) + float2(Local10,Local11));
         | 
| 217 | 
            +
            	float4 Local13 = ::unpack_normal_map(tex::lookup_float4(Normal_Tex,float2(Local12.x,1.0-Local12.y),tex::wrap_repeat,tex::wrap_repeat));
         | 
| 218 | 
            +
            	float3 Local14 = ((math::abs(IsNormalTex - 1.0) > 0.00001) ? (float3(0.0,0.0,1.0)) : float3(Local13.x,Local13.y,Local13.z));
         | 
| 219 | 
            +
             | 
| 220 | 
            +
            	float3 Normal_mdl = Local14;
         | 
| 221 | 
            +
             | 
| 222 | 
            +
            	float Local15 = (CustomizedUV0_mdl.x * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).x);
         | 
| 223 | 
            +
            	float Local16 = (CustomizedUV0_mdl.y * float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).y);
         | 
| 224 | 
            +
            	float2 Local17 = (Local0 + float2(Local15,Local16));
         | 
| 225 | 
            +
            	float Local18 = (float3(Emissive_UVA.x,Emissive_UVA.y,Emissive_UVA.z).z / Local4);
         | 
| 226 | 
            +
            	float Local19 = (Local18 * 6.283185);
         | 
| 227 | 
            +
            	float Local20 = math::cos(Local19);
         | 
| 228 | 
            +
            	float Local21 = math::sin(Local19);
         | 
| 229 | 
            +
            	float Local22 = (Local21 * -1.0);
         | 
| 230 | 
            +
            	float Local23 = math::dot(Local17, float2(Local20,Local22));
         | 
| 231 | 
            +
            	float Local24 = math::dot(Local17, float2(Local21,Local20));
         | 
| 232 | 
            +
            	float2 Local25 = (float2(0.5,0.5) + float2(Local23,Local24));
         | 
| 233 | 
            +
            	float4 Local26 = tex::lookup_float4(Emissive_Tex,float2(Local25.x,1.0-Local25.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 234 | 
            +
            	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));
         | 
| 235 | 
            +
            	float3 Local28 = (EmissiveIntensity * Local27);
         | 
| 236 | 
            +
            	float Local29 = (CustomizedUV0_mdl.x * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).x);
         | 
| 237 | 
            +
            	float Local30 = (CustomizedUV0_mdl.y * float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).y);
         | 
| 238 | 
            +
            	float2 Local31 = (Local0 + float2(Local29,Local30));
         | 
| 239 | 
            +
            	float Local32 = (float3(BaseColor_UVA.x,BaseColor_UVA.y,BaseColor_UVA.z).z / Local4);
         | 
| 240 | 
            +
            	float Local33 = (Local32 * 6.283185);
         | 
| 241 | 
            +
            	float Local34 = math::cos(Local33);
         | 
| 242 | 
            +
            	float Local35 = math::sin(Local33);
         | 
| 243 | 
            +
            	float Local36 = (Local35 * -1.0);
         | 
| 244 | 
            +
            	float Local37 = math::dot(Local31, float2(Local34,Local36));
         | 
| 245 | 
            +
            	float Local38 = math::dot(Local31, float2(Local35,Local34));
         | 
| 246 | 
            +
            	float2 Local39 = (float2(0.5,0.5) + float2(Local37,Local38));
         | 
| 247 | 
            +
            	float4 Local40 = tex::lookup_float4(BaseColor_Tex,float2(Local39.x,1.0-Local39.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 248 | 
            +
            	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));
         | 
| 249 | 
            +
            	float Local42 = (CustomizedUV0_mdl.x * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).x);
         | 
| 250 | 
            +
            	float Local43 = (CustomizedUV0_mdl.y * float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).y);
         | 
| 251 | 
            +
            	float2 Local44 = (Local0 + float2(Local42,Local43));
         | 
| 252 | 
            +
            	float Local45 = (float3(Metallic_UVA.x,Metallic_UVA.y,Metallic_UVA.z).z / Local4);
         | 
| 253 | 
            +
            	float Local46 = (Local45 * 6.283185);
         | 
| 254 | 
            +
            	float Local47 = math::cos(Local46);
         | 
| 255 | 
            +
            	float Local48 = math::sin(Local46);
         | 
| 256 | 
            +
            	float Local49 = (Local48 * -1.0);
         | 
| 257 | 
            +
            	float Local50 = math::dot(Local44, float2(Local47,Local49));
         | 
| 258 | 
            +
            	float Local51 = math::dot(Local44, float2(Local48,Local47));
         | 
| 259 | 
            +
            	float2 Local52 = (float2(0.5,0.5) + float2(Local50,Local51));
         | 
| 260 | 
            +
            	float4 Local53 = tex::lookup_float4(Metallic_Tex,float2(Local52.x,1.0-Local52.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 261 | 
            +
            	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));
         | 
| 262 | 
            +
            	float Local55 = (CustomizedUV0_mdl.x * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).x);
         | 
| 263 | 
            +
            	float Local56 = (CustomizedUV0_mdl.y * float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).y);
         | 
| 264 | 
            +
            	float2 Local57 = (Local0 + float2(Local55,Local56));
         | 
| 265 | 
            +
            	float Local58 = (float3(Specular_UVA.x,Specular_UVA.y,Specular_UVA.z).z / Local4);
         | 
| 266 | 
            +
            	float Local59 = (Local58 * 6.283185);
         | 
| 267 | 
            +
            	float Local60 = math::cos(Local59);
         | 
| 268 | 
            +
            	float Local61 = math::sin(Local59);
         | 
| 269 | 
            +
            	float Local62 = (Local61 * -1.0);
         | 
| 270 | 
            +
            	float Local63 = math::dot(Local57, float2(Local60,Local62));
         | 
| 271 | 
            +
            	float Local64 = math::dot(Local57, float2(Local61,Local60));
         | 
| 272 | 
            +
            	float2 Local65 = (float2(0.5,0.5) + float2(Local63,Local64));
         | 
| 273 | 
            +
            	float4 Local66 = tex::lookup_float4(Specular_Tex,float2(Local65.x,1.0-Local65.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 274 | 
            +
            	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));
         | 
| 275 | 
            +
            	float Local68 = (CustomizedUV0_mdl.x * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).x);
         | 
| 276 | 
            +
            	float Local69 = (CustomizedUV0_mdl.y * float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).y);
         | 
| 277 | 
            +
            	float2 Local70 = (Local0 + float2(Local68,Local69));
         | 
| 278 | 
            +
            	float Local71 = (float3(Gloss_UVA.x,Gloss_UVA.y,Gloss_UVA.z).z / Local4);
         | 
| 279 | 
            +
            	float Local72 = (Local71 * 6.283185);
         | 
| 280 | 
            +
            	float Local73 = math::cos(Local72);
         | 
| 281 | 
            +
            	float Local74 = math::sin(Local72);
         | 
| 282 | 
            +
            	float Local75 = (Local74 * -1.0);
         | 
| 283 | 
            +
            	float Local76 = math::dot(Local70, float2(Local73,Local75));
         | 
| 284 | 
            +
            	float Local77 = math::dot(Local70, float2(Local74,Local73));
         | 
| 285 | 
            +
            	float2 Local78 = (float2(0.5,0.5) + float2(Local76,Local77));
         | 
| 286 | 
            +
            	float4 Local79 = tex::lookup_float4(Gloss_Tex,float2(Local78.x,1.0-Local78.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 287 | 
            +
            	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));
         | 
| 288 | 
            +
            	float3 Local81 = (1.0 - Local80);
         | 
| 289 | 
            +
            	float Local87 = ((math::abs(SwitchRefraction - 1.0) > 0.01) ? (1.0) : FresnelB);
         | 
| 290 | 
            +
             | 
| 291 | 
            +
            	float3 EmissiveColor_mdl = Local28;
         | 
| 292 | 
            +
            	float Opacity_mdl = Opacity;
         | 
| 293 | 
            +
            	float OpacityMask_mdl = (math::saturate(Opacity) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f;
         | 
| 294 | 
            +
            	float3 BaseColor_mdl = Local41;
         | 
| 295 | 
            +
            	float Metallic_mdl = Local54.x;
         | 
| 296 | 
            +
            	float Specular_mdl = Local67.x;
         | 
| 297 | 
            +
            	float Roughness_mdl = Local81.x;
         | 
| 298 | 
            +
            	float3 Refraction_mdl = math::max(float3(Local87,Local87,Local87), 1.0f);
         | 
| 299 | 
            +
            	float SurfaceThickness_mdl = 0.01;
         | 
| 300 | 
            +
             | 
| 301 | 
            +
            	} in
         | 
| 302 | 
            +
            		::OmniUe4Translucent(
         | 
| 303 | 
            +
            			base_color: BaseColor_mdl,
         | 
| 304 | 
            +
            			metallic: Metallic_mdl,
         | 
| 305 | 
            +
            			roughness: Roughness_mdl,
         | 
| 306 | 
            +
            			specular: Specular_mdl,
         | 
| 307 | 
            +
            			normal: Normal_mdl,
         | 
| 308 | 
            +
            			opacity: Opacity_mdl,
         | 
| 309 | 
            +
            			opacity_mask: OpacityMask_mdl,
         | 
| 310 | 
            +
            			emissive_color: EmissiveColor_mdl,
         | 
| 311 | 
            +
            			displacement: WorldPositionOffset_mdl,
         | 
| 312 | 
            +
            			refraction: Refraction_mdl.x,
         | 
| 313 | 
            +
            			two_sided: false);
         | 
    	
        scenes/manycore/kujiale_0003/usd/Materials/OmniUe4Base.mdl
    ADDED
    
    | @@ -0,0 +1,224 @@ | |
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| 1 | 
            +
            /***************************************************************************************************
         | 
| 2 | 
            +
             * Copyright 2020 NVIDIA Corporation. All rights reserved.
         | 
| 3 | 
            +
             *
         | 
| 4 | 
            +
             * Redistribution and use in source and binary forms, with or without
         | 
| 5 | 
            +
             * modification, are permitted provided that the following conditions
         | 
| 6 | 
            +
             * are met:
         | 
| 7 | 
            +
             *  * Redistributions of source code must retain the above copyright
         | 
| 8 | 
            +
             *    notice, this list of conditions and the following disclaimer.
         | 
| 9 | 
            +
             *  * Redistributions in binary form must reproduce the above copyright
         | 
| 10 | 
            +
             *    notice, this list of conditions and the following disclaimer in the
         | 
| 11 | 
            +
             *    documentation and/or other materials provided with the distribution.
         | 
| 12 | 
            +
             *  * Neither the name of NVIDIA CORPORATION nor the names of its
         | 
| 13 | 
            +
             *    contributors may be used to endorse or promote products derived
         | 
| 14 | 
            +
             *    from this software without specific prior written permission.
         | 
| 15 | 
            +
             *
         | 
| 16 | 
            +
             * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
         | 
| 17 | 
            +
             * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
         | 
| 18 | 
            +
             * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
         | 
| 19 | 
            +
             * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
         | 
| 20 | 
            +
             * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
         | 
| 21 | 
            +
             * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
         | 
| 22 | 
            +
             * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
         | 
| 23 | 
            +
             * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
         | 
| 24 | 
            +
             * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
         | 
| 25 | 
            +
             * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
         | 
| 26 | 
            +
             * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
         | 
| 27 | 
            +
             **************************************************************************************************/
         | 
| 28 | 
            +
             
         | 
| 29 | 
            +
            //* 1.0.0 - first version
         | 
| 30 | 
            +
            //* 1.0.1 - merge unlit template
         | 
| 31 | 
            +
            //* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side
         | 
| 32 | 
            +
            //* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed
         | 
| 33 | 
            +
            //* 1.0.4 - using absolute import paths when importing standard modules
         | 
| 34 | 
            +
             | 
| 35 | 
            +
            mdl 1.3;
         | 
| 36 | 
            +
             | 
| 37 | 
            +
            import ::df::*;
         | 
| 38 | 
            +
            import ::state::*;
         | 
| 39 | 
            +
            import ::math::*;
         | 
| 40 | 
            +
            import ::tex::*;
         | 
| 41 | 
            +
            import ::anno::*;
         | 
| 42 | 
            +
             | 
| 43 | 
            +
            float emissive_multiplier()
         | 
| 44 | 
            +
            [[
         | 
| 45 | 
            +
                anno::description("the multiplier to convert UE4 emissive to raw data"),
         | 
| 46 | 
            +
                anno::noinline()
         | 
| 47 | 
            +
            ]]
         | 
| 48 | 
            +
            {
         | 
| 49 | 
            +
                return 20.0f * 128.0f;
         | 
| 50 | 
            +
            }
         | 
| 51 | 
            +
             | 
| 52 | 
            +
            float3 tangent_space_normal(
         | 
| 53 | 
            +
                float3 normal = float3(0.0,0.0,1.0),
         | 
| 54 | 
            +
                float3 tangent_u = state::texture_tangent_u(0),
         | 
| 55 | 
            +
                float3 tangent_v = state::texture_tangent_v(0)
         | 
| 56 | 
            +
            )
         | 
| 57 | 
            +
            [[
         | 
| 58 | 
            +
                anno::description("Interprets the vector in tangent space"),
         | 
| 59 | 
            +
                anno::noinline()
         | 
| 60 | 
            +
            ]]
         | 
| 61 | 
            +
            {
         | 
| 62 | 
            +
                return math::normalize(
         | 
| 63 | 
            +
                    tangent_u * normal.x - /* flip_tangent_v */
         | 
| 64 | 
            +
                    tangent_v * normal.y +
         | 
| 65 | 
            +
                    state::normal() * (normal.z));
         | 
| 66 | 
            +
            }
         | 
| 67 | 
            +
             | 
| 68 | 
            +
            float3 world_space_normal(
         | 
| 69 | 
            +
                float3 normal = float3(0.0,0.0,1.0),
         | 
| 70 | 
            +
                float3 tangent_u = state::texture_tangent_u(0),
         | 
| 71 | 
            +
                float3 tangent_v = state::texture_tangent_v(0)
         | 
| 72 | 
            +
            )
         | 
| 73 | 
            +
            [[
         | 
| 74 | 
            +
                anno::description("Interprets the vector in world space"),
         | 
| 75 | 
            +
                anno::noinline()
         | 
| 76 | 
            +
            ]]
         | 
| 77 | 
            +
            {
         | 
| 78 | 
            +
                return tangent_space_normal(
         | 
| 79 | 
            +
                    math::normalize(
         | 
| 80 | 
            +
                    normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
         | 
| 81 | 
            +
                    normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
         | 
| 82 | 
            +
                    normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
         | 
| 83 | 
            +
                    tangent_u,
         | 
| 84 | 
            +
                    tangent_v
         | 
| 85 | 
            +
                );
         | 
| 86 | 
            +
            }
         | 
| 87 | 
            +
             | 
| 88 | 
            +
            export material OmniUe4Base(
         | 
| 89 | 
            +
               float3 base_color = float3(0.0, 0.0, 0.0),
         | 
| 90 | 
            +
               float metallic = 0.0,
         | 
| 91 | 
            +
               float roughness = 0.5,
         | 
| 92 | 
            +
               float specular = 0.5,
         | 
| 93 | 
            +
               float3 normal = float3(0.0,0.0,1.0),
         | 
| 94 | 
            +
               float clearcoat_weight = 0.0,
         | 
| 95 | 
            +
               float clearcoat_roughness = 0.0,
         | 
| 96 | 
            +
               float3 clearcoat_normal = float3(0.0,0.0,1.0),
         | 
| 97 | 
            +
               uniform bool enable_opacity = true,
         | 
| 98 | 
            +
               float opacity = 1.0,
         | 
| 99 | 
            +
               float3 emissive_color = float3(0.0, 0.0, 0.0),
         | 
| 100 | 
            +
               float3 displacement = float3(0.0),
         | 
| 101 | 
            +
               uniform bool is_tangent_space_normal = true,
         | 
| 102 | 
            +
               uniform bool two_sided = false,
         | 
| 103 | 
            +
               uniform bool is_unlit = false
         | 
| 104 | 
            +
            )
         | 
| 105 | 
            +
            [[
         | 
| 106 | 
            +
            	anno::display_name("Omni UE4 Base"),
         | 
| 107 | 
            +
            	anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"),
         | 
| 108 | 
            +
            	anno::version( 1, 0, 0),
         | 
| 109 | 
            +
            	anno::author("NVIDIA CORPORATION"), 
         | 
| 110 | 
            +
            	anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic"))
         | 
| 111 | 
            +
            ]]
         | 
| 112 | 
            +
             = let {     
         | 
| 113 | 
            +
               color final_base_color = math::saturate(base_color);
         | 
| 114 | 
            +
               float final_metallic = math::saturate(metallic);
         | 
| 115 | 
            +
               float final_roughness = math::saturate(roughness);
         | 
| 116 | 
            +
               float final_specular = math::saturate(specular);
         | 
| 117 | 
            +
               color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
         | 
| 118 | 
            +
               float final_clearcoat_weight = math::saturate(clearcoat_weight);
         | 
| 119 | 
            +
               float final_clearcoat_roughness = math::saturate(clearcoat_roughness);
         | 
| 120 | 
            +
               float3 final_normal = math::normalize(normal);
         | 
| 121 | 
            +
               float3 final_clearcoat_normal = math::normalize(clearcoat_normal);
         | 
| 122 | 
            +
             | 
| 123 | 
            +
               // - compute final roughness by squaring the "roughness" parameter
         | 
| 124 | 
            +
               float alpha = final_roughness * final_roughness;
         | 
| 125 | 
            +
               // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
         | 
| 126 | 
            +
               float grazing_refl = math::max((1.0 - final_roughness), 0.0);
         | 
| 127 | 
            +
             | 
| 128 | 
            +
            	float3 the_normal =  is_unlit ? state::normal() : 
         | 
| 129 | 
            +
            							(is_tangent_space_normal ? 
         | 
| 130 | 
            +
                                        tangent_space_normal(
         | 
| 131 | 
            +
                                                        normal:         final_normal,
         | 
| 132 | 
            +
                                                        tangent_u:      state::texture_tangent_u(0),
         | 
| 133 | 
            +
                                                        tangent_v:      state::texture_tangent_v(0)
         | 
| 134 | 
            +
                                        ) : world_space_normal(
         | 
| 135 | 
            +
                                                        normal:         final_normal,
         | 
| 136 | 
            +
                                                        tangent_u:      state::texture_tangent_u(0),
         | 
| 137 | 
            +
                                                        tangent_v:      state::texture_tangent_v(0)
         | 
| 138 | 
            +
                                        ));
         | 
| 139 | 
            +
             | 
| 140 | 
            +
               // for the dielectric component we layer the glossy component on top of the diffuse one,
         | 
| 141 | 
            +
               // the glossy layer has no color tint
         | 
| 142 | 
            +
                   
         | 
| 143 | 
            +
               bsdf dielectric_component = df::custom_curve_layer(
         | 
| 144 | 
            +
                   weight: final_specular,
         | 
| 145 | 
            +
                   normal_reflectivity: 0.08,
         | 
| 146 | 
            +
                   grazing_reflectivity: grazing_refl,
         | 
| 147 | 
            +
                   layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
         | 
| 148 | 
            +
                   base: df::diffuse_reflection_bsdf(tint: final_base_color),
         | 
| 149 | 
            +
                   normal: the_normal);
         | 
| 150 | 
            +
             | 
| 151 | 
            +
               // the metallic component doesn't have a diffuse component, it's only glossy
         | 
| 152 | 
            +
               // base_color is applied to tint it
         | 
| 153 | 
            +
               bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
         | 
| 154 | 
            +
             | 
| 155 | 
            +
               // final BSDF is a linear blend between dielectric and metallic component
         | 
| 156 | 
            +
               bsdf dielectric_metal_mix =
         | 
| 157 | 
            +
                   df::normalized_mix(
         | 
| 158 | 
            +
                       components:
         | 
| 159 | 
            +
                           df::bsdf_component[](
         | 
| 160 | 
            +
                               df::bsdf_component(
         | 
| 161 | 
            +
                                   component: metallic_component,
         | 
| 162 | 
            +
                                   weight: final_metallic),
         | 
| 163 | 
            +
                               df::bsdf_component(
         | 
| 164 | 
            +
                                   component: dielectric_component,
         | 
| 165 | 
            +
                                   weight: 1.0-final_metallic)
         | 
| 166 | 
            +
                           )
         | 
| 167 | 
            +
                   );
         | 
| 168 | 
            +
             | 
| 169 | 
            +
               // clearcoat layer
         | 
| 170 | 
            +
               float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0);
         | 
| 171 | 
            +
               float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness;
         | 
| 172 | 
            +
             | 
| 173 | 
            +
               float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal(
         | 
| 174 | 
            +
                                                        normal:         final_clearcoat_normal,
         | 
| 175 | 
            +
                                                        tangent_u:      state::texture_tangent_u(0),
         | 
| 176 | 
            +
                                                        tangent_v:      state::texture_tangent_v(0)
         | 
| 177 | 
            +
                                        ) : world_space_normal(
         | 
| 178 | 
            +
                                                        normal:         final_clearcoat_normal,
         | 
| 179 | 
            +
                                                        tangent_u:      state::texture_tangent_u(0),
         | 
| 180 | 
            +
                                                        tangent_v:      state::texture_tangent_v(0)
         | 
| 181 | 
            +
                                        );
         | 
| 182 | 
            +
             | 
| 183 | 
            +
             | 
| 184 | 
            +
               bsdf clearcoat =
         | 
| 185 | 
            +
                   df::custom_curve_layer(
         | 
| 186 | 
            +
                       base: df::weighted_layer(
         | 
| 187 | 
            +
                           layer: dielectric_metal_mix,
         | 
| 188 | 
            +
                           weight: 1.0,
         | 
| 189 | 
            +
                           normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal
         | 
| 190 | 
            +
                       ),
         | 
| 191 | 
            +
                       layer: df::microfacet_ggx_smith_bsdf(
         | 
| 192 | 
            +
                           roughness_u: clearcoat_alpha,
         | 
| 193 | 
            +
                           tint: color(1.0)
         | 
| 194 | 
            +
                       ),
         | 
| 195 | 
            +
                       normal_reflectivity: 0.04,
         | 
| 196 | 
            +
                       grazing_reflectivity: clearcoat_grazing_refl,
         | 
| 197 | 
            +
                       normal: the_clearcoat_normal,
         | 
| 198 | 
            +
                       weight: final_clearcoat_weight
         | 
| 199 | 
            +
                   );
         | 
| 200 | 
            +
               bsdf surface = is_unlit ? bsdf() : clearcoat;
         | 
| 201 | 
            +
            } 
         | 
| 202 | 
            +
            in material(
         | 
| 203 | 
            +
               thin_walled: two_sided, // Graphene?
         | 
| 204 | 
            +
               surface: material_surface(
         | 
| 205 | 
            +
                   scattering: surface,
         | 
| 206 | 
            +
                   emission:
         | 
| 207 | 
            +
                        material_emission (
         | 
| 208 | 
            +
                            emission:  df::diffuse_edf (),
         | 
| 209 | 
            +
                            intensity: final_emissive_color
         | 
| 210 | 
            +
                            )
         | 
| 211 | 
            +
                   ),
         | 
| 212 | 
            +
               backface: material_surface(
         | 
| 213 | 
            +
                   emission:
         | 
| 214 | 
            +
                        material_emission (
         | 
| 215 | 
            +
                            emission:  df::diffuse_edf (),
         | 
| 216 | 
            +
                            intensity: final_emissive_color
         | 
| 217 | 
            +
                            )
         | 
| 218 | 
            +
                   ),
         | 
| 219 | 
            +
               geometry: material_geometry(
         | 
| 220 | 
            +
                   displacement: displacement,
         | 
| 221 | 
            +
                   normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(),
         | 
| 222 | 
            +
                   cutout_opacity: enable_opacity ? opacity : 1.0
         | 
| 223 | 
            +
               )
         | 
| 224 | 
            +
            );
         | 
    	
        scenes/manycore/kujiale_0003/usd/Materials/OmniUe4Function.mdl
    ADDED
    
    | @@ -0,0 +1,1413 @@ | |
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| 1 | 
            +
            /***************************************************************************************************
         | 
| 2 | 
            +
             * Copyright 2020 NVIDIA Corporation. All rights reserved.
         | 
| 3 | 
            +
             *
         | 
| 4 | 
            +
             * Redistribution and use in source and binary forms, with or without
         | 
| 5 | 
            +
             * modification, are permitted provided that the following conditions
         | 
| 6 | 
            +
             * are met:
         | 
| 7 | 
            +
             *  * Redistributions of source code must retain the above copyright
         | 
| 8 | 
            +
             *    notice, this list of conditions and the following disclaimer.
         | 
| 9 | 
            +
             *  * Redistributions in binary form must reproduce the above copyright
         | 
| 10 | 
            +
             *    notice, this list of conditions and the following disclaimer in the
         | 
| 11 | 
            +
             *    documentation and/or other materials provided with the distribution.
         | 
| 12 | 
            +
             *  * Neither the name of NVIDIA CORPORATION nor the names of its
         | 
| 13 | 
            +
             *    contributors may be used to endorse or promote products derived
         | 
| 14 | 
            +
             *    from this software without specific prior written permission.
         | 
| 15 | 
            +
             *
         | 
| 16 | 
            +
             * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
         | 
| 17 | 
            +
             * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
         | 
| 18 | 
            +
             * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
         | 
| 19 | 
            +
             * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
         | 
| 20 | 
            +
             * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
         | 
| 21 | 
            +
             * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
         | 
| 22 | 
            +
             * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
         | 
| 23 | 
            +
             * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
         | 
| 24 | 
            +
             * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
         | 
| 25 | 
            +
             * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
         | 
| 26 | 
            +
             * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
         | 
| 27 | 
            +
             **************************************************************************************************/
         | 
| 28 | 
            +
             | 
| 29 | 
            +
            //* 1.0.1 - using absolute import paths when importing standard modules
         | 
| 30 | 
            +
             | 
| 31 | 
            +
            mdl 1.6;
         | 
| 32 | 
            +
             | 
| 33 | 
            +
            import ::df::*;
         | 
| 34 | 
            +
            import ::state::*;
         | 
| 35 | 
            +
            import ::math::*;
         | 
| 36 | 
            +
            import ::tex::*;
         | 
| 37 | 
            +
            import ::anno::*;
         | 
| 38 | 
            +
             | 
| 39 | 
            +
             | 
| 40 | 
            +
            export float3 convert_to_left_hand(float3 vec3, uniform bool up_z = true, uniform bool is_position = true)
         | 
| 41 | 
            +
            [[
         | 
| 42 | 
            +
                anno::description("convert from RH to LH"),
         | 
| 43 | 
            +
            	anno::noinline()
         | 
| 44 | 
            +
            ]]
         | 
| 45 | 
            +
            {
         | 
| 46 | 
            +
            	float4x4 ZupConversion = float4x4(
         | 
| 47 | 
            +
            		1.0f, 0.0f, 0.0f, 0.0f,
         | 
| 48 | 
            +
            		0.0f, -1.0f, 0.0f, 0.0f,
         | 
| 49 | 
            +
            		0.0f, 0.0f, 1.0f, 0.0f,
         | 
| 50 | 
            +
            		0.0f, 0.0f, 0.0f, 1.0f
         | 
| 51 | 
            +
            	);
         | 
| 52 | 
            +
             | 
| 53 | 
            +
            	float4x4 YupConversion = float4x4(
         | 
| 54 | 
            +
            		1.0f, 0.0f, 0.0f, 0.0f,
         | 
| 55 | 
            +
            		0.0f, 0.0f, 1.0f, 0.0f,
         | 
| 56 | 
            +
            		0.0f, 1.0f, 0.0f, 0.0f,
         | 
| 57 | 
            +
            		0.0f, 0.0f, 0.0f, 1.0f
         | 
| 58 | 
            +
            	);
         | 
| 59 | 
            +
             | 
| 60 | 
            +
            	float4 vec4 = float4(vec3.x, vec3.y, vec3.z, is_position ? 1.0f : 0.0f);
         | 
| 61 | 
            +
             | 
| 62 | 
            +
            	vec4 = vec4 * (up_z ? ZupConversion : YupConversion);
         | 
| 63 | 
            +
             | 
| 64 | 
            +
            	return float3(vec4.x, vec4.y, vec4.z);
         | 
| 65 | 
            +
            }
         | 
| 66 | 
            +
             | 
| 67 | 
            +
            export float3 transform_vector_from_tangent_to_world(float3 vector, 
         | 
| 68 | 
            +
            													uniform bool up_z = true, 
         | 
| 69 | 
            +
            													float3 tangent_u = state::texture_tangent_u(0),
         | 
| 70 | 
            +
                												float3 tangent_v = state::texture_tangent_v(0))
         | 
| 71 | 
            +
            [[
         | 
| 72 | 
            +
                anno::description("Transform vector from tangent space to world space"),
         | 
| 73 | 
            +
                anno::noinline()
         | 
| 74 | 
            +
            ]]
         | 
| 75 | 
            +
            {
         | 
| 76 | 
            +
            	/* flip_tangent_v */
         | 
| 77 | 
            +
                return  convert_to_left_hand(
         | 
| 78 | 
            +
            			tangent_u * vector.x - tangent_v * vector.y + state::normal() * vector.z, 
         | 
| 79 | 
            +
            			up_z, false);
         | 
| 80 | 
            +
            }
         | 
| 81 | 
            +
             | 
| 82 | 
            +
            export float3 transform_vector_from_world_to_tangent(float3 vector, 
         | 
| 83 | 
            +
            													uniform bool up_z = true,
         | 
| 84 | 
            +
            													float3 tangent_u = state::texture_tangent_u(0),
         | 
| 85 | 
            +
            													float3 tangent_v = state::texture_tangent_v(0))
         | 
| 86 | 
            +
            [[
         | 
| 87 | 
            +
                anno::description("Transform vector from world space to tangent space"),
         | 
| 88 | 
            +
                anno::noinline()
         | 
| 89 | 
            +
            ]]
         | 
| 90 | 
            +
            {
         | 
| 91 | 
            +
            	float3 vecRH = convert_to_left_hand(vector, up_z, false);
         | 
| 92 | 
            +
            	/* flip_tangent_v */
         | 
| 93 | 
            +
            	return 	vecRH.x * float3(tangent_u.x, -tangent_v.x, state::normal().x) +
         | 
| 94 | 
            +
                    	vecRH.y * float3(tangent_u.y, -tangent_v.y, state::normal().y) +
         | 
| 95 | 
            +
                    	vecRH.z * float3(tangent_u.z, -tangent_v.z, state::normal().z);
         | 
| 96 | 
            +
            }
         | 
| 97 | 
            +
             | 
| 98 | 
            +
            export float4 unpack_normal_map(
         | 
| 99 | 
            +
                float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
         | 
| 100 | 
            +
                )
         | 
| 101 | 
            +
            [[
         | 
| 102 | 
            +
                anno::description("Unpack a normal stored in a normal map"),
         | 
| 103 | 
            +
                anno::noinline()
         | 
| 104 | 
            +
            ]]
         | 
| 105 | 
            +
            {
         | 
| 106 | 
            +
                float2 normal_xy = float2(texture_sample.x, texture_sample.y);
         | 
| 107 | 
            +
             | 
| 108 | 
            +
            	normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0);
         | 
| 109 | 
            +
            	float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) );
         | 
| 110 | 
            +
            	return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 );
         | 
| 111 | 
            +
            }
         | 
| 112 | 
            +
             | 
| 113 | 
            +
            // for get color value from normal.
         | 
| 114 | 
            +
            export float4 pack_normal_map(
         | 
| 115 | 
            +
                float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)
         | 
| 116 | 
            +
                )
         | 
| 117 | 
            +
            [[
         | 
| 118 | 
            +
                anno::description("Pack to color from a normal")
         | 
| 119 | 
            +
            ]]
         | 
| 120 | 
            +
            {
         | 
| 121 | 
            +
                float2 return_xy = float2(texture_sample.x, texture_sample.y);
         | 
| 122 | 
            +
             | 
| 123 | 
            +
            	return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0);
         | 
| 124 | 
            +
            	
         | 
| 125 | 
            +
            	return float4( return_xy.x, return_xy.y, 0.0, 1.0 );
         | 
| 126 | 
            +
            }
         | 
| 127 | 
            +
             | 
| 128 | 
            +
            export float4 greyscale_texture_lookup(
         | 
| 129 | 
            +
                float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0)
         | 
| 130 | 
            +
                )
         | 
| 131 | 
            +
            [[
         | 
| 132 | 
            +
                anno::description("Sampling a greyscale texture"),
         | 
| 133 | 
            +
                anno::noinline()
         | 
| 134 | 
            +
            ]]
         | 
| 135 | 
            +
            {
         | 
| 136 | 
            +
                return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x);
         | 
| 137 | 
            +
            }     
         | 
| 138 | 
            +
             | 
| 139 | 
            +
            export float3 pixel_normal_world_space(uniform bool up_z = true)
         | 
| 140 | 
            +
            [[
         | 
| 141 | 
            +
                anno::description("Pixel normal in world space"),
         | 
| 142 | 
            +
                anno::noinline()
         | 
| 143 | 
            +
            ]]
         | 
| 144 | 
            +
            {
         | 
| 145 | 
            +
                return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
         | 
| 146 | 
            +
            }
         | 
| 147 | 
            +
             | 
| 148 | 
            +
            export float3 vertex_normal_world_space(uniform bool up_z = true)
         | 
| 149 | 
            +
            [[
         | 
| 150 | 
            +
                anno::description("Vertex normal in world space"),
         | 
| 151 | 
            +
                anno::noinline()
         | 
| 152 | 
            +
            ]]
         | 
| 153 | 
            +
            {
         | 
| 154 | 
            +
                return convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
         | 
| 155 | 
            +
            }
         | 
| 156 | 
            +
             | 
| 157 | 
            +
            export float3 landscape_normal_world_space(uniform bool up_z = true)
         | 
| 158 | 
            +
            [[
         | 
| 159 | 
            +
                anno::description("Landscape normal in world space")
         | 
| 160 | 
            +
            ]]
         | 
| 161 | 
            +
            {
         | 
| 162 | 
            +
            	float3 normalFromNormalmap = math::floor((::vertex_normal_world_space(up_z) * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0;
         | 
| 163 | 
            +
            	
         | 
| 164 | 
            +
            	float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y);
         | 
| 165 | 
            +
            	return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY))));
         | 
| 166 | 
            +
            }
         | 
| 167 | 
            +
             | 
| 168 | 
            +
            // Different implementation specific between mdl and hlsl for smoothstep
         | 
| 169 | 
            +
            export float smoothstep(float a, float b, float l)
         | 
| 170 | 
            +
            {
         | 
| 171 | 
            +
            	if (a < b)
         | 
| 172 | 
            +
            	{
         | 
| 173 | 
            +
            		return math::smoothstep(a, b, l);
         | 
| 174 | 
            +
            	}
         | 
| 175 | 
            +
            	else if (a > b)
         | 
| 176 | 
            +
            	{
         | 
| 177 | 
            +
            		return 1.0 - math::smoothstep(b, a, l);
         | 
| 178 | 
            +
            	}
         | 
| 179 | 
            +
            	else
         | 
| 180 | 
            +
            	{
         | 
| 181 | 
            +
            		return l <= a ? 0.0 : 1.0;
         | 
| 182 | 
            +
            	}
         | 
| 183 | 
            +
            }
         | 
| 184 | 
            +
             | 
| 185 | 
            +
            export float2 smoothstep(float2 a, float2 b, float2 l)
         | 
| 186 | 
            +
            {
         | 
| 187 | 
            +
            	return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y));
         | 
| 188 | 
            +
            }
         | 
| 189 | 
            +
             | 
| 190 | 
            +
            export float3 smoothstep(float3 a, float3 b, float3 l)
         | 
| 191 | 
            +
            {
         | 
| 192 | 
            +
            	return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z));
         | 
| 193 | 
            +
            }
         | 
| 194 | 
            +
             | 
| 195 | 
            +
            export float4 smoothstep(float4 a, float4 b, float4 l)
         | 
| 196 | 
            +
            {
         | 
| 197 | 
            +
            	return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w));
         | 
| 198 | 
            +
            }
         | 
| 199 | 
            +
             | 
| 200 | 
            +
            export float2 smoothstep(float2 a, float2 b, float l)
         | 
| 201 | 
            +
            {
         | 
| 202 | 
            +
            	return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l));
         | 
| 203 | 
            +
            }
         | 
| 204 | 
            +
             | 
| 205 | 
            +
            export float3 smoothstep(float3 a, float3 b, float l)
         | 
| 206 | 
            +
            {
         | 
| 207 | 
            +
            	return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l));
         | 
| 208 | 
            +
            }
         | 
| 209 | 
            +
             | 
| 210 | 
            +
            export float4 smoothstep(float4 a, float4 b, float l)
         | 
| 211 | 
            +
            {
         | 
| 212 | 
            +
            	return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l));
         | 
| 213 | 
            +
            }
         | 
| 214 | 
            +
             | 
| 215 | 
            +
            export float2 smoothstep(float a, float b, float2 l)
         | 
| 216 | 
            +
            {
         | 
| 217 | 
            +
            	return float2(smoothstep(a, b, l.x), smoothstep(a, b, l.y));
         | 
| 218 | 
            +
            }
         | 
| 219 | 
            +
             | 
| 220 | 
            +
            export float3 smoothstep(float a, float b, float3 l)
         | 
| 221 | 
            +
            {
         | 
| 222 | 
            +
            	return float3(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z));
         | 
| 223 | 
            +
            }
         | 
| 224 | 
            +
             | 
| 225 | 
            +
            export float4 smoothstep(float a, float b, float4 l)
         | 
| 226 | 
            +
            {
         | 
| 227 | 
            +
            	return float4(smoothstep(a, b, l.x), smoothstep(a, b, l.y), smoothstep(a, b, l.z), smoothstep(a, b, l.w));
         | 
| 228 | 
            +
            }
         | 
| 229 | 
            +
             | 
| 230 | 
            +
            //------------------ Random from UE4 -----------------------
         | 
| 231 | 
            +
            float length2(float3 v)
         | 
| 232 | 
            +
            {
         | 
| 233 | 
            +
            	return math::dot(v, v);
         | 
| 234 | 
            +
            }
         | 
| 235 | 
            +
             | 
| 236 | 
            +
            float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v)
         | 
| 237 | 
            +
            {
         | 
| 238 | 
            +
            	const float2 ZShear = float2(17.0f, 89.0f);
         | 
| 239 | 
            +
             | 
| 240 | 
            +
            	float2 OffsetA = v.z * ZShear;
         | 
| 241 | 
            +
            	float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f;
         | 
| 242 | 
            +
            	float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 243 | 
            +
            	return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0;
         | 
| 244 | 
            +
            }
         | 
| 245 | 
            +
             | 
| 246 | 
            +
            float3 SkewSimplex(float3 In)
         | 
| 247 | 
            +
            {
         | 
| 248 | 
            +
            	return In + math::dot(In, float3(1.0 / 3.0f) );
         | 
| 249 | 
            +
            }
         | 
| 250 | 
            +
            float3 UnSkewSimplex(float3 In)
         | 
| 251 | 
            +
            {
         | 
| 252 | 
            +
            	return In - math::dot(In, float3(1.0 / 6.0f) );
         | 
| 253 | 
            +
            }
         | 
| 254 | 
            +
             | 
| 255 | 
            +
            // 3D random number generator inspired by PCGs (permuted congruential generator)
         | 
| 256 | 
            +
            // Using a **simple** Feistel cipher in place of the usual xor shift permutation step
         | 
| 257 | 
            +
            // @param v = 3D integer coordinate
         | 
| 258 | 
            +
            // @return three elements w/ 16 random bits each (0-0xffff).
         | 
| 259 | 
            +
            // ~8 ALU operations for result.x    (7 mad, 1 >>)
         | 
| 260 | 
            +
            // ~10 ALU operations for result.xy  (8 mad, 2 >>)
         | 
| 261 | 
            +
            // ~12 ALU operations for result.xyz (9 mad, 3 >>)
         | 
| 262 | 
            +
             | 
| 263 | 
            +
            //TODO: uint3
         | 
| 264 | 
            +
            int3 Rand3DPCG16(int3 p)
         | 
| 265 | 
            +
            {
         | 
| 266 | 
            +
            	// taking a signed int then reinterpreting as unsigned gives good behavior for negatives
         | 
| 267 | 
            +
            	//TODO: uint3
         | 
| 268 | 
            +
            	int3 v = int3(p);
         | 
| 269 | 
            +
             | 
| 270 | 
            +
            	// Linear congruential step. These LCG constants are from Numerical Recipies
         | 
| 271 | 
            +
            	// For additional #'s, PCG would do multiple LCG steps and scramble each on output
         | 
| 272 | 
            +
            	// So v here is the RNG state
         | 
| 273 | 
            +
            	v = v * 1664525 + 1013904223;
         | 
| 274 | 
            +
             | 
| 275 | 
            +
            	// PCG uses xorshift for the final shuffle, but it is expensive (and cheap
         | 
| 276 | 
            +
            	// versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps
         | 
| 277 | 
            +
            	//
         | 
| 278 | 
            +
            	// Feistel ciphers divide the state into separate parts (usually by bits)
         | 
| 279 | 
            +
            	// then apply a series of permutation steps one part at a time. The permutations
         | 
| 280 | 
            +
            	// use a reversible operation (usually ^) to part being updated with the result of
         | 
| 281 | 
            +
            	// a permutation function on the other parts and the key.
         | 
| 282 | 
            +
            	//
         | 
| 283 | 
            +
            	// In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for
         | 
| 284 | 
            +
            	// the combination function, and just multiplying the other two parts (no key) for 
         | 
| 285 | 
            +
            	// the permutation function.
         | 
| 286 | 
            +
            	//
         | 
| 287 | 
            +
            	// That gives a simple mad per round.
         | 
| 288 | 
            +
            	v.x += v.y*v.z;
         | 
| 289 | 
            +
            	v.y += v.z*v.x;
         | 
| 290 | 
            +
            	v.z += v.x*v.y;
         | 
| 291 | 
            +
            	v.x += v.y*v.z;
         | 
| 292 | 
            +
            	v.y += v.z*v.x;
         | 
| 293 | 
            +
            	v.z += v.x*v.y;
         | 
| 294 | 
            +
             | 
| 295 | 
            +
            	// only top 16 bits are well shuffled
         | 
| 296 | 
            +
            	return v >> 16;
         | 
| 297 | 
            +
            }
         | 
| 298 | 
            +
             | 
| 299 | 
            +
            // Wraps noise for tiling texture creation
         | 
| 300 | 
            +
            // @param v = unwrapped texture parameter
         | 
| 301 | 
            +
            // @param bTiling = true to tile, false to not tile
         | 
| 302 | 
            +
            // @param RepeatSize = number of units before repeating
         | 
| 303 | 
            +
            // @return either original or wrapped coord
         | 
| 304 | 
            +
            float3 NoiseTileWrap(float3 v,  bool bTiling, float RepeatSize)
         | 
| 305 | 
            +
            {
         | 
| 306 | 
            +
            	return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v;
         | 
| 307 | 
            +
            }
         | 
| 308 | 
            +
             | 
| 309 | 
            +
            // Evaluate polynomial to get smooth transitions for Perlin noise
         | 
| 310 | 
            +
            // only needed by Perlin functions in this file
         | 
| 311 | 
            +
            // scalar(per component): 2 add, 5 mul
         | 
| 312 | 
            +
            float4 PerlinRamp(float4 t)
         | 
| 313 | 
            +
            {
         | 
| 314 | 
            +
            	return t * t * t * (t * (t * 6 - 15) + 10); 
         | 
| 315 | 
            +
            }
         | 
| 316 | 
            +
             | 
| 317 | 
            +
            // Blum-Blum-Shub-inspired pseudo random number generator
         | 
| 318 | 
            +
            // http://www.umbc.edu/~olano/papers/mNoise.pdf
         | 
| 319 | 
            +
            // real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes
         | 
| 320 | 
            +
            // instead, we use a single prime M just small enough not to overflow
         | 
| 321 | 
            +
            // note that the above paper used 61, which fits in a half, but is unusably bad
         | 
| 322 | 
            +
            // @param Integer valued floating point seed
         | 
| 323 | 
            +
            // @return random number in range [0,1)
         | 
| 324 | 
            +
            // ~8 ALU operations (5 *, 3 frac)
         | 
| 325 | 
            +
            float RandBBSfloat(float seed)
         | 
| 326 | 
            +
            {
         | 
| 327 | 
            +
            	float BBS_PRIME24 = 4093.0;
         | 
| 328 | 
            +
            	float s = math::frac(seed / BBS_PRIME24);
         | 
| 329 | 
            +
            	s = math::frac(s * s * BBS_PRIME24);
         | 
| 330 | 
            +
            	s = math::frac(s * s * BBS_PRIME24);
         | 
| 331 | 
            +
            	return s;
         | 
| 332 | 
            +
            }
         | 
| 333 | 
            +
             | 
| 334 | 
            +
            // Modified noise gradient term
         | 
| 335 | 
            +
            // @param seed - random seed for integer lattice position
         | 
| 336 | 
            +
            // @param offset - [-1,1] offset of evaluation point from lattice point
         | 
| 337 | 
            +
            // @return gradient direction (xyz) and contribution (w) from this lattice point
         | 
| 338 | 
            +
            float4 MGradient(int seed, float3 offset)
         | 
| 339 | 
            +
            {
         | 
| 340 | 
            +
            	//TODO uint
         | 
| 341 | 
            +
            	int rand = Rand3DPCG16(int3(seed,0,0)).x;
         | 
| 342 | 
            +
            	int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
         | 
| 343 | 
            +
            	float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000);
         | 
| 344 | 
            +
            	float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1;
         | 
| 345 | 
            +
            	return float4(direction.x, direction.y, direction.z, math::dot(direction, offset));
         | 
| 346 | 
            +
            }
         | 
| 347 | 
            +
             | 
| 348 | 
            +
            // compute Perlin and related noise corner seed values
         | 
| 349 | 
            +
            // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
         | 
| 350 | 
            +
            // @param bTiling = true to return seed values for a repeating noise pattern
         | 
| 351 | 
            +
            // @param RepeatSize = integer units before tiling in each dimension
         | 
| 352 | 
            +
            // @param seed000-seed111 = hash function seeds for the eight corners
         | 
| 353 | 
            +
            // @return fractional part of v
         | 
| 354 | 
            +
            struct SeedValue
         | 
| 355 | 
            +
            {
         | 
| 356 | 
            +
            	float3 fv = float3(0);
         | 
| 357 | 
            +
            	float seed000 = 0;
         | 
| 358 | 
            +
            	float seed001 = 0;
         | 
| 359 | 
            +
            	float seed010 = 0;
         | 
| 360 | 
            +
            	float seed011 = 0;
         | 
| 361 | 
            +
            	float seed100 = 0;
         | 
| 362 | 
            +
            	float seed101 = 0;
         | 
| 363 | 
            +
            	float seed110 = 0;
         | 
| 364 | 
            +
            	float seed111 = 0;
         | 
| 365 | 
            +
            };
         | 
| 366 | 
            +
             | 
| 367 | 
            +
            SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize)
         | 
| 368 | 
            +
            {
         | 
| 369 | 
            +
            	SeedValue seeds;
         | 
| 370 | 
            +
            	seeds.fv = math::frac(v);
         | 
| 371 | 
            +
            	float3 iv = math::floor(v);
         | 
| 372 | 
            +
             | 
| 373 | 
            +
            	const float3 primes = float3(19, 47, 101);
         | 
| 374 | 
            +
             | 
| 375 | 
            +
            	if (bTiling)
         | 
| 376 | 
            +
            	{	// can't algebraically combine with primes
         | 
| 377 | 
            +
            		seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize));
         | 
| 378 | 
            +
            		seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize));
         | 
| 379 | 
            +
            		seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize));
         | 
| 380 | 
            +
            		seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize));
         | 
| 381 | 
            +
            		seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize));
         | 
| 382 | 
            +
            		seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize));
         | 
| 383 | 
            +
            		seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize));
         | 
| 384 | 
            +
            		seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize));
         | 
| 385 | 
            +
            	}
         | 
| 386 | 
            +
            	else
         | 
| 387 | 
            +
            	{	// get to combine offsets with multiplication by primes in this case
         | 
| 388 | 
            +
            		seeds.seed000 = math::dot(iv, primes);
         | 
| 389 | 
            +
            		seeds.seed100 = seeds.seed000 + primes.x;
         | 
| 390 | 
            +
            		seeds.seed010 = seeds.seed000 + primes.y;
         | 
| 391 | 
            +
            		seeds.seed110 = seeds.seed100 + primes.y;
         | 
| 392 | 
            +
            		seeds.seed001 = seeds.seed000 + primes.z;
         | 
| 393 | 
            +
            		seeds.seed101 = seeds.seed100 + primes.z;
         | 
| 394 | 
            +
            		seeds.seed011 = seeds.seed010 + primes.z;
         | 
| 395 | 
            +
            		seeds.seed111 = seeds.seed110 + primes.z;
         | 
| 396 | 
            +
            	}
         | 
| 397 | 
            +
             | 
| 398 | 
            +
            	return seeds;
         | 
| 399 | 
            +
            }
         | 
| 400 | 
            +
             | 
| 401 | 
            +
            struct SimplexWeights
         | 
| 402 | 
            +
            {
         | 
| 403 | 
            +
            	float4 Result = float4(0);
         | 
| 404 | 
            +
            	float3 PosA = float3(0);
         | 
| 405 | 
            +
            	float3 PosB = float3(0);
         | 
| 406 | 
            +
            	float3 PosC = float3(0);
         | 
| 407 | 
            +
            	float3 PosD = float3(0);
         | 
| 408 | 
            +
            };
         | 
| 409 | 
            +
             | 
| 410 | 
            +
            // Computed weights and sample positions for simplex interpolation
         | 
| 411 | 
            +
            // @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d
         | 
| 412 | 
            +
            SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos)
         | 
| 413 | 
            +
            {
         | 
| 414 | 
            +
            	SimplexWeights weights;
         | 
| 415 | 
            +
            	float3 OrthogonalPosFloor = math::floor(OrthogonalPos);
         | 
| 416 | 
            +
             | 
| 417 | 
            +
            	weights.PosA = OrthogonalPosFloor;
         | 
| 418 | 
            +
            	weights.PosB = weights.PosA + float3(1, 1, 1);
         | 
| 419 | 
            +
             | 
| 420 | 
            +
            	OrthogonalPos -= OrthogonalPosFloor;
         | 
| 421 | 
            +
             | 
| 422 | 
            +
            	float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z));
         | 
| 423 | 
            +
            	float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z));
         | 
| 424 | 
            +
             | 
| 425 | 
            +
            	weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z);
         | 
| 426 | 
            +
            	weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z);
         | 
| 427 | 
            +
             | 
| 428 | 
            +
            	float RG = OrthogonalPos.x - OrthogonalPos.y;
         | 
| 429 | 
            +
            	float RB = OrthogonalPos.x - OrthogonalPos.z;
         | 
| 430 | 
            +
            	float GB = OrthogonalPos.y - OrthogonalPos.z;
         | 
| 431 | 
            +
             | 
| 432 | 
            +
            	weights.Result.z = 
         | 
| 433 | 
            +
            		  math::min(math::max(0, RG), math::max(0, RB))		// X
         | 
| 434 | 
            +
            		+ math::min(math::max(0, -RG), math::max(0, GB))		// Y
         | 
| 435 | 
            +
            		+ math::min(math::max(0, -RB), math::max(0, -GB));	// Z
         | 
| 436 | 
            +
            	
         | 
| 437 | 
            +
            	weights.Result.w = 
         | 
| 438 | 
            +
            		  math::min(math::max(0, -RG), math::max(0, -RB))		// X
         | 
| 439 | 
            +
            		+ math::min(math::max(0, RG), math::max(0, -GB))		// Y
         | 
| 440 | 
            +
            		+ math::min(math::max(0, RB), math::max(0, GB));		// Z
         | 
| 441 | 
            +
             | 
| 442 | 
            +
            	weights.Result.y = Smallest;
         | 
| 443 | 
            +
            	weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w;
         | 
| 444 | 
            +
             | 
| 445 | 
            +
            	return weights;
         | 
| 446 | 
            +
            }
         | 
| 447 | 
            +
             | 
| 448 | 
            +
            // filtered 3D gradient simple noise (few texture lookups, high quality)
         | 
| 449 | 
            +
            // @param v >0
         | 
| 450 | 
            +
            // @return random number in the range -1 .. 1
         | 
| 451 | 
            +
            float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos)
         | 
| 452 | 
            +
            {
         | 
| 453 | 
            +
            	float3 OrthogonalPos = SkewSimplex(EvalPos);
         | 
| 454 | 
            +
             | 
| 455 | 
            +
            	SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos);
         | 
| 456 | 
            +
             | 
| 457 | 
            +
            	// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit)
         | 
| 458 | 
            +
            	float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA);
         | 
| 459 | 
            +
            	float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB);
         | 
| 460 | 
            +
            	float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC);
         | 
| 461 | 
            +
            	float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD);
         | 
| 462 | 
            +
            	
         | 
| 463 | 
            +
            	Weights.PosA = UnSkewSimplex(Weights.PosA);
         | 
| 464 | 
            +
            	Weights.PosB = UnSkewSimplex(Weights.PosB);
         | 
| 465 | 
            +
            	Weights.PosC = UnSkewSimplex(Weights.PosC);
         | 
| 466 | 
            +
            	Weights.PosD = UnSkewSimplex(Weights.PosD);
         | 
| 467 | 
            +
             | 
| 468 | 
            +
            	float DistanceWeight;
         | 
| 469 | 
            +
             | 
| 470 | 
            +
            	DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA));	DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
         | 
| 471 | 
            +
            	float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight;
         | 
| 472 | 
            +
            	DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB));	DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
         | 
| 473 | 
            +
            	float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight;
         | 
| 474 | 
            +
            	DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC));	DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
         | 
| 475 | 
            +
            	float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight;
         | 
| 476 | 
            +
            	DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD));	DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;
         | 
| 477 | 
            +
            	float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight;
         | 
| 478 | 
            +
             | 
| 479 | 
            +
            	return 32 * (a + b + c + d);
         | 
| 480 | 
            +
            }
         | 
| 481 | 
            +
             | 
| 482 | 
            +
            // filtered 3D noise, can be optimized
         | 
| 483 | 
            +
            // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
         | 
| 484 | 
            +
            // @param bTiling = repeat noise pattern
         | 
| 485 | 
            +
            // @param RepeatSize = integer units before tiling in each dimension
         | 
| 486 | 
            +
            // @return random number in the range -1 .. 1
         | 
| 487 | 
            +
            float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize)
         | 
| 488 | 
            +
            {
         | 
| 489 | 
            +
            	bTiling = true;
         | 
| 490 | 
            +
            	float3 fv = math::frac(v);
         | 
| 491 | 
            +
            	float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize);
         | 
| 492 | 
            +
            	float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize);
         | 
| 493 | 
            +
             | 
| 494 | 
            +
            	const int2 ZShear = int2(17, 89);
         | 
| 495 | 
            +
            	
         | 
| 496 | 
            +
            	float2 OffsetA = iv0.z * ZShear;
         | 
| 497 | 
            +
            	float2 OffsetB = OffsetA + ZShear;	// non-tiling, use relative offset
         | 
| 498 | 
            +
            	if (bTiling)						// tiling, have to compute from wrapped coordinates
         | 
| 499 | 
            +
            	{
         | 
| 500 | 
            +
            		OffsetB = iv1.z * ZShear;
         | 
| 501 | 
            +
            	}
         | 
| 502 | 
            +
             | 
| 503 | 
            +
            	// Texture size scale factor
         | 
| 504 | 
            +
            	float ts = 1 / 128.0f;
         | 
| 505 | 
            +
             | 
| 506 | 
            +
            	// texture coordinates for iv0.xy, as offset for both z slices
         | 
| 507 | 
            +
            	float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts;
         | 
| 508 | 
            +
            	float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts;
         | 
| 509 | 
            +
             | 
| 510 | 
            +
            	// texture coordinates for iv1.xy, as offset for both z slices
         | 
| 511 | 
            +
            	float2 TexA1 = TexA0 + ts;	// for non-tiling, can compute relative to existing coordinates
         | 
| 512 | 
            +
            	float2 TexB1 = TexB0 + ts;
         | 
| 513 | 
            +
            	if (bTiling)				// for tiling, need to compute from wrapped coordinates
         | 
| 514 | 
            +
            	{
         | 
| 515 | 
            +
            		TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts;
         | 
| 516 | 
            +
            		TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts;
         | 
| 517 | 
            +
            	}
         | 
| 518 | 
            +
             | 
| 519 | 
            +
             | 
| 520 | 
            +
            	// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit)
         | 
| 521 | 
            +
            	float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 522 | 
            +
            	float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
         | 
| 523 | 
            +
            	float3 A = PerlinNoiseColor * 2 - 1;
         | 
| 524 | 
            +
            	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 525 | 
            +
            	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
         | 
| 526 | 
            +
            	float3 B = PerlinNoiseColor * 2 - 1;
         | 
| 527 | 
            +
            	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 528 | 
            +
            	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
         | 
| 529 | 
            +
            	float3 C = PerlinNoiseColor * 2 - 1;
         | 
| 530 | 
            +
            	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 531 | 
            +
            	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
         | 
| 532 | 
            +
            	float3 D = PerlinNoiseColor * 2 - 1;
         | 
| 533 | 
            +
            	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 534 | 
            +
            	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
         | 
| 535 | 
            +
            	float3 E = PerlinNoiseColor * 2 - 1;
         | 
| 536 | 
            +
            	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 537 | 
            +
            	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
         | 
| 538 | 
            +
            	float3 F = PerlinNoiseColor * 2 - 1;
         | 
| 539 | 
            +
            	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 540 | 
            +
            	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
         | 
| 541 | 
            +
            	float3 G = PerlinNoiseColor * 2 - 1;
         | 
| 542 | 
            +
            	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);
         | 
| 543 | 
            +
            	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);
         | 
| 544 | 
            +
            	float3 H = PerlinNoiseColor * 2 - 1;
         | 
| 545 | 
            +
             | 
| 546 | 
            +
            	float a = math::dot(A, fv - float3(0, 0, 0));
         | 
| 547 | 
            +
            	float b = math::dot(B, fv - float3(1, 0, 0));
         | 
| 548 | 
            +
            	float c = math::dot(C, fv - float3(0, 1, 0));
         | 
| 549 | 
            +
            	float d = math::dot(D, fv - float3(1, 1, 0));
         | 
| 550 | 
            +
            	float e = math::dot(E, fv - float3(0, 0, 1));
         | 
| 551 | 
            +
            	float f = math::dot(F, fv - float3(1, 0, 1));
         | 
| 552 | 
            +
            	float g = math::dot(G, fv - float3(0, 1, 1));
         | 
| 553 | 
            +
            	float h = math::dot(H, fv - float3(1, 1, 1));
         | 
| 554 | 
            +
             | 
| 555 | 
            +
            	float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0)));
         | 
| 556 | 
            +
            	
         | 
| 557 | 
            +
            	float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y);
         | 
| 558 | 
            +
            	float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y);
         | 
| 559 | 
            +
             | 
| 560 | 
            +
            	return math::lerp(i, j, Weights.z);
         | 
| 561 | 
            +
            }
         | 
| 562 | 
            +
             | 
| 563 | 
            +
            // @return random number in the range -1 .. 1
         | 
| 564 | 
            +
            // scalar: 6 frac, 31 mul/mad, 15 add, 
         | 
| 565 | 
            +
            float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz)
         | 
| 566 | 
            +
            {
         | 
| 567 | 
            +
            	// needs to be the same value when creating the PerlinNoise3D texture
         | 
| 568 | 
            +
            	float Extent = 16;
         | 
| 569 | 
            +
             | 
| 570 | 
            +
            	// last texel replicated and needed for filtering
         | 
| 571 | 
            +
            	// scalar: 3 frac, 6 mul
         | 
| 572 | 
            +
            	xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1);
         | 
| 573 | 
            +
             | 
| 574 | 
            +
            	// scalar: 3 frac
         | 
| 575 | 
            +
            	float3 uvw = math::frac(xyz);
         | 
| 576 | 
            +
            	// = floor(xyz);
         | 
| 577 | 
            +
            	// scalar: 3 add
         | 
| 578 | 
            +
            	float3 p0 = xyz - uvw;
         | 
| 579 | 
            +
            //	float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f;	// original perlin hermite (ok when used without bump mapping)
         | 
| 580 | 
            +
            	// scalar: 2*3 add 5*3 mul
         | 
| 581 | 
            +
            	float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0));
         | 
| 582 | 
            +
            	float3 f = float3(pr.x, pr.y, pr.z);	// new, better with continues second derivative for bump mapping
         | 
| 583 | 
            +
            	// scalar: 3 add
         | 
| 584 | 
            +
            	float3 p = p0 + f;
         | 
| 585 | 
            +
            	// scalar: 3 mad
         | 
| 586 | 
            +
            	// TODO: need reverse???
         | 
| 587 | 
            +
            	float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent);	// +0.5f to get rid of bilinear offset
         | 
| 588 | 
            +
             | 
| 589 | 
            +
            	// reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count)
         | 
| 590 | 
            +
            	// scalar: 4 mad, 3 mul, 3 add 
         | 
| 591 | 
            +
            	float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f;
         | 
| 592 | 
            +
            	float d = NoiseSample.w * 255.f - 127;
         | 
| 593 | 
            +
            	return math::dot(xyz, n) - d;
         | 
| 594 | 
            +
            }
         | 
| 595 | 
            +
             | 
| 596 | 
            +
            // Perlin-style "Modified Noise"
         | 
| 597 | 
            +
            // http://www.umbc.edu/~olano/papers/index.html#mNoise
         | 
| 598 | 
            +
            // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
         | 
| 599 | 
            +
            // @param bTiling = repeat noise pattern
         | 
| 600 | 
            +
            // @param RepeatSize = integer units before tiling in each dimension
         | 
| 601 | 
            +
            // @return random number in the range -1 .. 1
         | 
| 602 | 
            +
            float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
         | 
| 603 | 
            +
            {
         | 
| 604 | 
            +
            	SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
         | 
| 605 | 
            +
             | 
| 606 | 
            +
            	float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w;
         | 
| 607 | 
            +
            	float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w;
         | 
| 608 | 
            +
            	float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w;
         | 
| 609 | 
            +
            	float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w;
         | 
| 610 | 
            +
            	float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w;
         | 
| 611 | 
            +
            	float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w;
         | 
| 612 | 
            +
            	float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w;
         | 
| 613 | 
            +
            	float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w;
         | 
| 614 | 
            +
             | 
| 615 | 
            +
            	float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
         | 
| 616 | 
            +
             | 
| 617 | 
            +
            	float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
         | 
| 618 | 
            +
            	float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
         | 
| 619 | 
            +
            	return math::lerp(i, j, Weights.z);
         | 
| 620 | 
            +
            }
         | 
| 621 | 
            +
             | 
| 622 | 
            +
            // 3D value noise - used to be incorrectly called Perlin noise
         | 
| 623 | 
            +
            // @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
         | 
| 624 | 
            +
            // @param bTiling = repeat noise pattern
         | 
| 625 | 
            +
            // @param RepeatSize = integer units before tiling in each dimension
         | 
| 626 | 
            +
            // @return random number in the range -1 .. 1
         | 
| 627 | 
            +
            float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
         | 
| 628 | 
            +
            {
         | 
| 629 | 
            +
            	SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);
         | 
| 630 | 
            +
             | 
| 631 | 
            +
            	float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1;
         | 
| 632 | 
            +
            	float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1;
         | 
| 633 | 
            +
            	float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1;
         | 
| 634 | 
            +
            	float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1;
         | 
| 635 | 
            +
            	float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1;
         | 
| 636 | 
            +
            	float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1;
         | 
| 637 | 
            +
            	float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1;
         | 
| 638 | 
            +
            	float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1;
         | 
| 639 | 
            +
            	
         | 
| 640 | 
            +
            	float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));
         | 
| 641 | 
            +
            	
         | 
| 642 | 
            +
            	float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);
         | 
| 643 | 
            +
            	float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);
         | 
| 644 | 
            +
            	return math::lerp(i, j, Weights.z);
         | 
| 645 | 
            +
            }
         | 
| 646 | 
            +
             | 
| 647 | 
            +
            // 3D jitter offset within a voronoi noise cell
         | 
| 648 | 
            +
            // @param pos - integer lattice corner
         | 
| 649 | 
            +
            // @return random offsets vector
         | 
| 650 | 
            +
            float3 VoronoiCornerSample(float3 pos, int Quality)
         | 
| 651 | 
            +
            {
         | 
| 652 | 
            +
            	// random values in [-0.5, 0.5]
         | 
| 653 | 
            +
            	float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5;
         | 
| 654 | 
            +
             | 
| 655 | 
            +
            	// quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere
         | 
| 656 | 
            +
            	// scale factor to guarantee jittered points will be found within a 2x2x2 search
         | 
| 657 | 
            +
            	if (Quality <= 2)
         | 
| 658 | 
            +
            	{
         | 
| 659 | 
            +
            		return math::normalize(noise) * 0.2588;
         | 
| 660 | 
            +
            	}
         | 
| 661 | 
            +
             | 
| 662 | 
            +
            	// quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere
         | 
| 663 | 
            +
            	// scale factor to guarantee jittered points will be found within a 3x3x3 search
         | 
| 664 | 
            +
            	if (Quality == 3)
         | 
| 665 | 
            +
            	{
         | 
| 666 | 
            +
            		return math::normalize(noise) * 0.3090;
         | 
| 667 | 
            +
            	}
         | 
| 668 | 
            +
             | 
| 669 | 
            +
            	// quality level 4: jitter to anywhere in the cell, needs 4x4x4 search
         | 
| 670 | 
            +
            	return noise;
         | 
| 671 | 
            +
            }
         | 
| 672 | 
            +
             | 
| 673 | 
            +
            // compare previous best with a new candidate
         | 
| 674 | 
            +
            // not producing point locations makes it easier for compiler to eliminate calculations when they're not needed
         | 
| 675 | 
            +
            // @param minval = location and distance of best candidate seed point before the new one
         | 
| 676 | 
            +
            // @param candidate = candidate seed point
         | 
| 677 | 
            +
            // @param offset = 3D offset to new candidate seed point
         | 
| 678 | 
            +
            // @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position
         | 
| 679 | 
            +
            // @return position (if bDistanceOnly is false) and distance to closest seed point so far
         | 
| 680 | 
            +
            float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly)
         | 
| 681 | 
            +
            {
         | 
| 682 | 
            +
            	if (bDistanceOnly)
         | 
| 683 | 
            +
            	{
         | 
| 684 | 
            +
            		return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset)));
         | 
| 685 | 
            +
            	}
         | 
| 686 | 
            +
            	else
         | 
| 687 | 
            +
            	{
         | 
| 688 | 
            +
            		float newdist = math::dot(offset, offset);
         | 
| 689 | 
            +
            		return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist);
         | 
| 690 | 
            +
            	}
         | 
| 691 | 
            +
            }
         | 
| 692 | 
            +
             | 
| 693 | 
            +
            // 220 instruction Worley noise
         | 
| 694 | 
            +
            float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly)
         | 
| 695 | 
            +
            {
         | 
| 696 | 
            +
            	float3 fv = math::frac(v),  fv2 = math::frac(v + 0.5);
         | 
| 697 | 
            +
            	float3 iv = math::floor(v), iv2 = math::floor(v + 0.5);
         | 
| 698 | 
            +
             | 
| 699 | 
            +
            	// with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away
         | 
| 700 | 
            +
            	float4 mindist = float4(0,0,0,100);
         | 
| 701 | 
            +
            	float3 p, offset;
         | 
| 702 | 
            +
             | 
| 703 | 
            +
            	// quality level 3: do a 3x3x3 search
         | 
| 704 | 
            +
            	if (Quality == 3)
         | 
| 705 | 
            +
            	{
         | 
| 706 | 
            +
            		int offset_x;
         | 
| 707 | 
            +
            		int offset_y;
         | 
| 708 | 
            +
            		int offset_z;
         | 
| 709 | 
            +
            		for (offset_x = -1; offset_x <= 1; ++offset_x)
         | 
| 710 | 
            +
            		{
         | 
| 711 | 
            +
            			for (offset_y = -1; offset_y <= 1; ++offset_y)
         | 
| 712 | 
            +
            			{
         | 
| 713 | 
            +
            				for (offset_z = -1; offset_z <= 1; ++offset_z)
         | 
| 714 | 
            +
            				{
         | 
| 715 | 
            +
            					offset = float3(offset_x, offset_y, offset_z);
         | 
| 716 | 
            +
            					p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality);
         | 
| 717 | 
            +
            					mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
         | 
| 718 | 
            +
            				}
         | 
| 719 | 
            +
            			}
         | 
| 720 | 
            +
            		}
         | 
| 721 | 
            +
            	}
         | 
| 722 | 
            +
             | 
| 723 | 
            +
            	// everybody else searches a base 2x2x2 neighborhood
         | 
| 724 | 
            +
            	else
         | 
| 725 | 
            +
            	{
         | 
| 726 | 
            +
            		int offset_x;
         | 
| 727 | 
            +
            		int offset_y;
         | 
| 728 | 
            +
            		int offset_z;
         | 
| 729 | 
            +
            		for (offset_x = 0; offset_x <= 1; ++offset_x)
         | 
| 730 | 
            +
            		{
         | 
| 731 | 
            +
            			for (offset_y = 0; offset_y <= 1; ++offset_y)
         | 
| 732 | 
            +
            			{
         | 
| 733 | 
            +
            				for (offset_z = 0; offset_z <= 1; ++offset_z)
         | 
| 734 | 
            +
            				{
         | 
| 735 | 
            +
            					offset = float3(offset_x, offset_y, offset_z);
         | 
| 736 | 
            +
            					p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
         | 
| 737 | 
            +
            					mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
         | 
| 738 | 
            +
             | 
| 739 | 
            +
            					// quality level 2, do extra set of points, offset by half a cell
         | 
| 740 | 
            +
            					if (Quality == 2)
         | 
| 741 | 
            +
            					{
         | 
| 742 | 
            +
            						// 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts
         | 
| 743 | 
            +
            						p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality);
         | 
| 744 | 
            +
            						mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);
         | 
| 745 | 
            +
            					}
         | 
| 746 | 
            +
            				}
         | 
| 747 | 
            +
            			}
         | 
| 748 | 
            +
            		}
         | 
| 749 | 
            +
            	}
         | 
| 750 | 
            +
             | 
| 751 | 
            +
            	// quality level 4: add extra sets of four cells in each direction
         | 
| 752 | 
            +
            	if (Quality >= 4)
         | 
| 753 | 
            +
            	{
         | 
| 754 | 
            +
            		int offset_x;
         | 
| 755 | 
            +
            		int offset_y;
         | 
| 756 | 
            +
            		int offset_z;	
         | 
| 757 | 
            +
            		for (offset_x = -1; offset_x <= 2; offset_x += 3)
         | 
| 758 | 
            +
            		{
         | 
| 759 | 
            +
            			for (offset_y = 0; offset_y <= 1; ++offset_y)
         | 
| 760 | 
            +
            			{
         | 
| 761 | 
            +
            				for (offset_z = 0; offset_z <= 1; ++offset_z)
         | 
| 762 | 
            +
            				{
         | 
| 763 | 
            +
            					offset = float3(offset_x, offset_y, offset_z);
         | 
| 764 | 
            +
            					// along x axis
         | 
| 765 | 
            +
            					p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);
         | 
| 766 | 
            +
            					mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
         | 
| 767 | 
            +
             | 
| 768 | 
            +
            					// along y axis
         | 
| 769 | 
            +
            					p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality);
         | 
| 770 | 
            +
            					mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
         | 
| 771 | 
            +
             | 
| 772 | 
            +
            					// along z axis
         | 
| 773 | 
            +
            					p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality);
         | 
| 774 | 
            +
            					mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);
         | 
| 775 | 
            +
            				}
         | 
| 776 | 
            +
            			}
         | 
| 777 | 
            +
            		}
         | 
| 778 | 
            +
            	}
         | 
| 779 | 
            +
             | 
| 780 | 
            +
            	// transform squared distance to real distance
         | 
| 781 | 
            +
            	return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w));
         | 
| 782 | 
            +
            }
         | 
| 783 | 
            +
             | 
| 784 | 
            +
            // Coordinates for corners of a Simplex tetrahedron
         | 
| 785 | 
            +
            // Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011
         | 
| 786 | 
            +
            // @param v = 3D noise argument
         | 
| 787 | 
            +
            // @return 4 corner locations
         | 
| 788 | 
            +
            float4x3 SimplexCorners(float3 v)
         | 
| 789 | 
            +
            {
         | 
| 790 | 
            +
            	// find base corner by skewing to tetrahedral space and back
         | 
| 791 | 
            +
            	float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3);
         | 
| 792 | 
            +
            	float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6;
         | 
| 793 | 
            +
            	float3 f = v - base;
         | 
| 794 | 
            +
             | 
| 795 | 
            +
            	// Find offsets to other corners (McEwan did this in tetrahedral space,
         | 
| 796 | 
            +
            	// but since skew is along x=y=z axis, this works in Euclidean space too.)
         | 
| 797 | 
            +
            	float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y);
         | 
| 798 | 
            +
            	float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0;
         | 
| 799 | 
            +
             | 
| 800 | 
            +
            	// four corners
         | 
| 801 | 
            +
            	return float4x3(base, base + a1, base + a2, base + 0.5);
         | 
| 802 | 
            +
            }
         | 
| 803 | 
            +
             | 
| 804 | 
            +
            // Improved smoothing function for simplex noise
         | 
| 805 | 
            +
            // @param f = fractional distance to four tetrahedral corners
         | 
| 806 | 
            +
            // @return weight for each corner
         | 
| 807 | 
            +
            float4 SimplexSmooth(float4x3 f)
         | 
| 808 | 
            +
            {
         | 
| 809 | 
            +
            	const float scale = 1024. / 375.;	// scale factor to make noise -1..1
         | 
| 810 | 
            +
            	float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
         | 
| 811 | 
            +
            	float4 s = math::saturate(2 * d);
         | 
| 812 | 
            +
            	return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale)));
         | 
| 813 | 
            +
            }
         | 
| 814 | 
            +
             | 
| 815 | 
            +
            // Derivative of simplex noise smoothing function
         | 
| 816 | 
            +
            // @param f = fractional distanc eto four tetrahedral corners
         | 
| 817 | 
            +
            // @return derivative of smoothing function for each corner by x, y and z
         | 
| 818 | 
            +
            float3x4 SimplexDSmooth(float4x3 f)
         | 
| 819 | 
            +
            {
         | 
| 820 | 
            +
            	const float scale = 1024. / 375.;	// scale factor to make noise -1..1
         | 
| 821 | 
            +
            	float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));
         | 
| 822 | 
            +
            	float4 s = math::saturate(2 * d);
         | 
| 823 | 
            +
            	s = -12 * scale + s*(24 * scale - s * 12 * scale);
         | 
| 824 | 
            +
             | 
| 825 | 
            +
            	return float3x4(
         | 
| 826 | 
            +
            		s * float4(f[0][0], f[1][0], f[2][0], f[3][0]),
         | 
| 827 | 
            +
            		s * float4(f[0][1], f[1][1], f[2][1], f[3][1]),
         | 
| 828 | 
            +
            		s * float4(f[0][2], f[1][2], f[2][2], f[3][2]));
         | 
| 829 | 
            +
            }
         | 
| 830 | 
            +
             | 
| 831 | 
            +
            // Simplex noise and its Jacobian derivative
         | 
| 832 | 
            +
            // @param v = 3D noise argument
         | 
| 833 | 
            +
            // @param bTiling = whether to repeat noise pattern
         | 
| 834 | 
            +
            // @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3
         | 
| 835 | 
            +
            // @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w
         | 
| 836 | 
            +
            //     J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz)
         | 
| 837 | 
            +
            //     J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx
         | 
| 838 | 
            +
            // You can use this to compute the noise, gradient, curl, or divergence:
         | 
| 839 | 
            +
            //   float3x4 J = JacobianSimplex_ALU(...);
         | 
| 840 | 
            +
            //   float3 VNoise = float3(J[0].w, J[1].w, J[2].w);	// 3D noise
         | 
| 841 | 
            +
            //   float3 Grad = J[0].xyz;							// gradient of J[0].w
         | 
| 842 | 
            +
            //   float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]);
         | 
| 843 | 
            +
            //   float Div = J[0][0]+J[1][1]+J[2][2];
         | 
| 844 | 
            +
            // All of these are confirmed to compile out all unneeded terms.
         | 
| 845 | 
            +
            // So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation.
         | 
| 846 | 
            +
            float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize)
         | 
| 847 | 
            +
            {
         | 
| 848 | 
            +
            	int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);
         | 
| 849 | 
            +
            	float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000);
         | 
| 850 | 
            +
             | 
| 851 | 
            +
            	// corners of tetrahedron
         | 
| 852 | 
            +
            	float4x3 T = SimplexCorners(v);
         | 
| 853 | 
            +
            	// TODO: uint3
         | 
| 854 | 
            +
            	int3 rand = int3(0);
         | 
| 855 | 
            +
            	float4x3 gvec0 = float4x3(1.0);
         | 
| 856 | 
            +
            	float4x3 gvec1 = float4x3(1.0);
         | 
| 857 | 
            +
            	float4x3 gvec2 = float4x3(1.0);
         | 
| 858 | 
            +
            	float4x3 fv = float4x3(1.0);
         | 
| 859 | 
            +
            	float3x4 grad = float3x4(1.0);
         | 
| 860 | 
            +
             | 
| 861 | 
            +
            	// processing of tetrahedral vertices, unrolled
         | 
| 862 | 
            +
            	// to compute gradient at each corner
         | 
| 863 | 
            +
            	fv[0] = v - T[0];
         | 
| 864 | 
            +
            	rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize))));
         | 
| 865 | 
            +
            	gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
         | 
| 866 | 
            +
            	gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
         | 
| 867 | 
            +
            	gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
         | 
| 868 | 
            +
            	grad[0][0] = math::dot(gvec0[0], fv[0]);
         | 
| 869 | 
            +
            	grad[1][0] = math::dot(gvec1[0], fv[0]);
         | 
| 870 | 
            +
            	grad[2][0] = math::dot(gvec2[0], fv[0]);
         | 
| 871 | 
            +
             | 
| 872 | 
            +
            	fv[1] = v - T[1];
         | 
| 873 | 
            +
            	rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize))));
         | 
| 874 | 
            +
            	gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
         | 
| 875 | 
            +
            	gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
         | 
| 876 | 
            +
            	gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
         | 
| 877 | 
            +
            	grad[0][1] = math::dot(gvec0[1], fv[1]);
         | 
| 878 | 
            +
            	grad[1][1] = math::dot(gvec1[1], fv[1]);
         | 
| 879 | 
            +
            	grad[2][1] = math::dot(gvec2[1], fv[1]);
         | 
| 880 | 
            +
             | 
| 881 | 
            +
            	fv[2] = v - T[2];
         | 
| 882 | 
            +
            	rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize))));
         | 
| 883 | 
            +
            	gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
         | 
| 884 | 
            +
            	gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
         | 
| 885 | 
            +
            	gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
         | 
| 886 | 
            +
            	grad[0][2] = math::dot(gvec0[2], fv[2]);
         | 
| 887 | 
            +
            	grad[1][2] = math::dot(gvec1[2], fv[2]);
         | 
| 888 | 
            +
            	grad[2][2] = math::dot(gvec2[2], fv[2]);
         | 
| 889 | 
            +
             | 
| 890 | 
            +
            	fv[3] = v - T[3];
         | 
| 891 | 
            +
            	rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize))));
         | 
| 892 | 
            +
            	gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;
         | 
| 893 | 
            +
            	gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;
         | 
| 894 | 
            +
            	gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;
         | 
| 895 | 
            +
            	grad[0][3] = math::dot(gvec0[3], fv[3]);
         | 
| 896 | 
            +
            	grad[1][3] = math::dot(gvec1[3], fv[3]);
         | 
| 897 | 
            +
            	grad[2][3] = math::dot(gvec2[3], fv[3]);
         | 
| 898 | 
            +
             | 
| 899 | 
            +
            	// blend gradients
         | 
| 900 | 
            +
            	float4 sv = SimplexSmooth(fv);
         | 
| 901 | 
            +
            	float3x4 ds = SimplexDSmooth(fv);
         | 
| 902 | 
            +
             | 
| 903 | 
            +
            	float3x4 jacobian = float3x4(1.0);
         | 
| 904 | 
            +
            	float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major)
         | 
| 905 | 
            +
            	jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0]));
         | 
| 906 | 
            +
            	float3 vec1 = gvec1*sv + grad[1]*ds;
         | 
| 907 | 
            +
            	jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1]));
         | 
| 908 | 
            +
            	float3 vec2 = gvec2*sv + grad[2]*ds;
         | 
| 909 | 
            +
            	jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2]));
         | 
| 910 | 
            +
             | 
| 911 | 
            +
            	return jacobian;
         | 
| 912 | 
            +
            }
         | 
| 913 | 
            +
             | 
| 914 | 
            +
            // While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes
         | 
| 915 | 
            +
            // floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion.
         | 
| 916 | 
            +
            float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize)
         | 
| 917 | 
            +
            {
         | 
| 918 | 
            +
            	// verified, HLSL compiled out the switch if Function is a constant
         | 
| 919 | 
            +
            	switch(Function)
         | 
| 920 | 
            +
            	{
         | 
| 921 | 
            +
            		case 0:
         | 
| 922 | 
            +
            			return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position);
         | 
| 923 | 
            +
            		case 1:
         | 
| 924 | 
            +
            			return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize);
         | 
| 925 | 
            +
            		case 2:
         | 
| 926 | 
            +
            			return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position);
         | 
| 927 | 
            +
            		case 3:
         | 
| 928 | 
            +
            			return GradientNoise3D_ALU(Position, bTiling, RepeatSize);
         | 
| 929 | 
            +
            		case 4:
         | 
| 930 | 
            +
            			return ValueNoise3D_ALU(Position, bTiling, RepeatSize);
         | 
| 931 | 
            +
            		case 5:
         | 
| 932 | 
            +
            			return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0;
         | 
| 933 | 
            +
            	}
         | 
| 934 | 
            +
            	return 0;
         | 
| 935 | 
            +
            }
         | 
| 936 | 
            +
            //----------------------------------------------------------
         | 
| 937 | 
            +
             | 
| 938 | 
            +
            export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize)
         | 
| 939 | 
            +
            [[
         | 
| 940 | 
            +
                anno::description("Noise"),
         | 
| 941 | 
            +
                anno::noinline()
         | 
| 942 | 
            +
            ]]
         | 
| 943 | 
            +
            {
         | 
| 944 | 
            +
            	Position *= Scale;
         | 
| 945 | 
            +
            	FilterWidth *= Scale;
         | 
| 946 | 
            +
             | 
| 947 | 
            +
            	float Out = 0.0f;
         | 
| 948 | 
            +
            	float OutScale = 1.0f;
         | 
| 949 | 
            +
            	float InvLevelScale = 1.0f / LevelScale;
         | 
| 950 | 
            +
            	
         | 
| 951 | 
            +
            	int iFunction(Function);
         | 
| 952 | 
            +
            	int iQuality(Quality);
         | 
| 953 | 
            +
            	int iLevels(Levels);
         | 
| 954 | 
            +
            	bool bTurbulence(Turbulence);
         | 
| 955 | 
            +
            	bool bTiling(Tiling);
         | 
| 956 | 
            +
            	
         | 
| 957 | 
            +
            	for(int i = 0; i < iLevels; ++i)
         | 
| 958 | 
            +
            	{
         | 
| 959 | 
            +
            		// fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions)
         | 
| 960 | 
            +
            		OutScale *= math::saturate(1.0 - FilterWidth);
         | 
| 961 | 
            +
             | 
| 962 | 
            +
            		if(bTurbulence)
         | 
| 963 | 
            +
            		{
         | 
| 964 | 
            +
            			Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale;
         | 
| 965 | 
            +
            		}
         | 
| 966 | 
            +
            		else
         | 
| 967 | 
            +
            		{
         | 
| 968 | 
            +
            			Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale;
         | 
| 969 | 
            +
            		}
         | 
| 970 | 
            +
             | 
| 971 | 
            +
            		Position *= LevelScale;
         | 
| 972 | 
            +
            		RepeatSize *= LevelScale;
         | 
| 973 | 
            +
            		OutScale *= InvLevelScale;
         | 
| 974 | 
            +
            		FilterWidth *= LevelScale;
         | 
| 975 | 
            +
            	}
         | 
| 976 | 
            +
             | 
| 977 | 
            +
            	if(!bTurbulence)
         | 
| 978 | 
            +
            	{
         | 
| 979 | 
            +
            		// bring -1..1 to 0..1 range
         | 
| 980 | 
            +
            		Out = Out * 0.5f + 0.5f;
         | 
| 981 | 
            +
            	}
         | 
| 982 | 
            +
             | 
| 983 | 
            +
            	// Out is in 0..1 range
         | 
| 984 | 
            +
            	return math::lerp(OutputMin, OutputMax, Out);
         | 
| 985 | 
            +
            }
         | 
| 986 | 
            +
             | 
| 987 | 
            +
            // Material node for noise functions returning a vector value
         | 
| 988 | 
            +
            // @param LevelScale usually 2 but higher values allow efficient use of few levels
         | 
| 989 | 
            +
            // @return in user defined range (OutputMin..OutputMax)
         | 
| 990 | 
            +
            export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
         | 
| 991 | 
            +
            [[
         | 
| 992 | 
            +
                anno::description("Vector Noise"),
         | 
| 993 | 
            +
                anno::noinline()
         | 
| 994 | 
            +
            ]]
         | 
| 995 | 
            +
            {
         | 
| 996 | 
            +
            	float4 result = float4(0,0,0,1);
         | 
| 997 | 
            +
            	float3 ret = float3(0);
         | 
| 998 | 
            +
            	int iQuality = int(Quality);
         | 
| 999 | 
            +
            	int iFunction = int(Function);
         | 
| 1000 | 
            +
            	bool bTiling = Tiling > 0.0;
         | 
| 1001 | 
            +
            	
         | 
| 1002 | 
            +
            	float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize);	// compiled out if not used
         | 
| 1003 | 
            +
             | 
| 1004 | 
            +
            	// verified, HLSL compiled out the switch if Function is a constant
         | 
| 1005 | 
            +
            	switch (iFunction)
         | 
| 1006 | 
            +
            	{
         | 
| 1007 | 
            +
            	case 0:	// Cellnoise
         | 
| 1008 | 
            +
            		ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff;
         | 
| 1009 | 
            +
            		result = float4(ret.x, ret.y, ret.z, 1);
         | 
| 1010 | 
            +
            		break;
         | 
| 1011 | 
            +
            	case 1: // Color noise
         | 
| 1012 | 
            +
            		ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w);
         | 
| 1013 | 
            +
            		result = float4(ret.x, ret.y, ret.z, 1);
         | 
| 1014 | 
            +
            		break;
         | 
| 1015 | 
            +
            	case 2: // Gradient
         | 
| 1016 | 
            +
            		result = Jacobian[0];
         | 
| 1017 | 
            +
            		break;
         | 
| 1018 | 
            +
            	case 3: // Curl
         | 
| 1019 | 
            +
            		ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]);
         | 
| 1020 | 
            +
            		result = float4(ret.x, ret.y, ret.z, 1);
         | 
| 1021 | 
            +
            		break;
         | 
| 1022 | 
            +
            	case 4: // Voronoi
         | 
| 1023 | 
            +
            		result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false);
         | 
| 1024 | 
            +
            		break;
         | 
| 1025 | 
            +
            	}
         | 
| 1026 | 
            +
            	return result;
         | 
| 1027 | 
            +
            }
         | 
| 1028 | 
            +
             | 
| 1029 | 
            +
            export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)
         | 
| 1030 | 
            +
            [[
         | 
| 1031 | 
            +
                anno::description("Vector Noise float3 version"),
         | 
| 1032 | 
            +
                anno::noinline()
         | 
| 1033 | 
            +
            ]]
         | 
| 1034 | 
            +
            {
         | 
| 1035 | 
            +
            	float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize);
         | 
| 1036 | 
            +
            	return float3(noise.x, noise.y, noise.z);
         | 
| 1037 | 
            +
            }
         | 
| 1038 | 
            +
             | 
| 1039 | 
            +
             | 
| 1040 | 
            +
            // workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view
         | 
| 1041 | 
            +
            export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]])
         | 
| 1042 | 
            +
            [[
         | 
| 1043 | 
            +
                anno::description("Fresnel"),
         | 
| 1044 | 
            +
                anno::noinline()
         | 
| 1045 | 
            +
            ]]
         | 
| 1046 | 
            +
            {
         | 
| 1047 | 
            +
            	return 0.0;
         | 
| 1048 | 
            +
            }
         | 
| 1049 | 
            +
             | 
| 1050 | 
            +
            export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], 
         | 
| 1051 | 
            +
                                            bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], 
         | 
| 1052 | 
            +
                                            bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], 
         | 
| 1053 | 
            +
                                            bool clamp_fresnel_dot_product [[anno::unused()]])
         | 
| 1054 | 
            +
            [[
         | 
| 1055 | 
            +
                anno::description("Fresnel Function"),
         | 
| 1056 | 
            +
                anno::noinline()
         | 
| 1057 | 
            +
            ]]
         | 
| 1058 | 
            +
            {
         | 
| 1059 | 
            +
            	return 0.0;
         | 
| 1060 | 
            +
            }
         | 
| 1061 | 
            +
             | 
| 1062 | 
            +
            export float3 camera_vector(uniform bool up_z = true)
         | 
| 1063 | 
            +
            [[
         | 
| 1064 | 
            +
                anno::description("Camera Vector"),
         | 
| 1065 | 
            +
                anno::noinline()
         | 
| 1066 | 
            +
            ]]
         | 
| 1067 | 
            +
            {
         | 
| 1068 | 
            +
            	// assume camera postion is 0,0,0
         | 
| 1069 | 
            +
            	return math::normalize(float3(0) - convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z));
         | 
| 1070 | 
            +
            }
         | 
| 1071 | 
            +
             | 
| 1072 | 
            +
            export float pixel_depth()
         | 
| 1073 | 
            +
            [[
         | 
| 1074 | 
            +
                anno::description("Pixel Depth"),
         | 
| 1075 | 
            +
                anno::noinline()
         | 
| 1076 | 
            +
            ]]
         | 
| 1077 | 
            +
            {
         | 
| 1078 | 
            +
            	return 256.0f;
         | 
| 1079 | 
            +
            }
         | 
| 1080 | 
            +
             | 
| 1081 | 
            +
            export float scene_depth()
         | 
| 1082 | 
            +
            [[
         | 
| 1083 | 
            +
                anno::description("Scene Depth")
         | 
| 1084 | 
            +
            ]]
         | 
| 1085 | 
            +
            {
         | 
| 1086 | 
            +
            	return 65500.0f;
         | 
| 1087 | 
            +
            }
         | 
| 1088 | 
            +
             | 
| 1089 | 
            +
            export float3 scene_color()
         | 
| 1090 | 
            +
            [[
         | 
| 1091 | 
            +
                anno::description("Scene Color")
         | 
| 1092 | 
            +
            ]]
         | 
| 1093 | 
            +
            {
         | 
| 1094 | 
            +
            	return float3(1.0f);
         | 
| 1095 | 
            +
            }
         | 
| 1096 | 
            +
             | 
| 1097 | 
            +
            export float4 vertex_color()
         | 
| 1098 | 
            +
            [[
         | 
| 1099 | 
            +
                anno::description("Vertex Color"),
         | 
| 1100 | 
            +
                anno::noinline()
         | 
| 1101 | 
            +
            ]]
         | 
| 1102 | 
            +
            {
         | 
| 1103 | 
            +
            	return float4(1.0f);
         | 
| 1104 | 
            +
            }
         | 
| 1105 | 
            +
             | 
| 1106 | 
            +
            export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex)
         | 
| 1107 | 
            +
            [[
         | 
| 1108 | 
            +
                anno::description("Vertex Color for float2 PrimVar"),
         | 
| 1109 | 
            +
                anno::noinline()
         | 
| 1110 | 
            +
            ]]
         | 
| 1111 | 
            +
            {
         | 
| 1112 | 
            +
            	// Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead
         | 
| 1113 | 
            +
            	return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y);
         | 
| 1114 | 
            +
            }
         | 
| 1115 | 
            +
             | 
| 1116 | 
            +
            export float3 camera_position()
         | 
| 1117 | 
            +
            [[
         | 
| 1118 | 
            +
                anno::description("Camera Position"),
         | 
| 1119 | 
            +
                anno::noinline()
         | 
| 1120 | 
            +
            ]]
         | 
| 1121 | 
            +
            {
         | 
| 1122 | 
            +
            	return float3(1000.0f, 0, 0);
         | 
| 1123 | 
            +
            }
         | 
| 1124 | 
            +
             | 
| 1125 | 
            +
            export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position)
         | 
| 1126 | 
            +
            [[
         | 
| 1127 | 
            +
                anno::description("Rotates Position about the given axis by the given angle")
         | 
| 1128 | 
            +
            ]]
         | 
| 1129 | 
            +
            {
         | 
| 1130 | 
            +
            	// Project Position onto the rotation axis and find the closest point on the axis to Position
         | 
| 1131 | 
            +
            	float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z);
         | 
| 1132 | 
            +
            	float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis);
         | 
| 1133 | 
            +
            	// Construct orthogonal axes in the plane of the rotation
         | 
| 1134 | 
            +
            	float3 UAxis = Position - ClosestPointOnAxis;
         | 
| 1135 | 
            +
            	float3 VAxis = math::cross(NormalizedRotationAxis, UAxis);
         | 
| 1136 | 
            +
            	float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w);
         | 
| 1137 | 
            +
            	// Rotate using the orthogonal axes
         | 
| 1138 | 
            +
            	float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0];
         | 
| 1139 | 
            +
            	// Reconstruct the rotated world space position
         | 
| 1140 | 
            +
            	float3 RotatedPosition = ClosestPointOnAxis + R;
         | 
| 1141 | 
            +
            	// Convert from position to a position offset
         | 
| 1142 | 
            +
            	return RotatedPosition - Position;
         | 
| 1143 | 
            +
            }
         | 
| 1144 | 
            +
             | 
| 1145 | 
            +
            export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset)
         | 
| 1146 | 
            +
            [[
         | 
| 1147 | 
            +
                anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied")
         | 
| 1148 | 
            +
            ]]
         | 
| 1149 | 
            +
            {
         | 
| 1150 | 
            +
            	return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset;
         | 
| 1151 | 
            +
            }
         | 
| 1152 | 
            +
             | 
| 1153 | 
            +
            export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal, uniform bool up_z = true)
         | 
| 1154 | 
            +
            [[
         | 
| 1155 | 
            +
                anno::description("Reflection vector about the specified world space normal")
         | 
| 1156 | 
            +
            ]]
         | 
| 1157 | 
            +
            {
         | 
| 1158 | 
            +
            	if (bNormalizeInputNormal)
         | 
| 1159 | 
            +
            	{
         | 
| 1160 | 
            +
            		WorldNormal = math::normalize(WorldNormal);
         | 
| 1161 | 
            +
            	}
         | 
| 1162 | 
            +
             | 
| 1163 | 
            +
            	return -camera_vector(up_z) + WorldNormal * math::dot(WorldNormal, camera_vector(up_z)) * 2.0;
         | 
| 1164 | 
            +
            }
         | 
| 1165 | 
            +
             | 
| 1166 | 
            +
            export float3 reflection_vector(uniform bool up_z = true)
         | 
| 1167 | 
            +
            [[
         | 
| 1168 | 
            +
                anno::description("Reflection Vector"),
         | 
| 1169 | 
            +
                anno::noinline()
         | 
| 1170 | 
            +
            ]]
         | 
| 1171 | 
            +
            {
         | 
| 1172 | 
            +
                float3 normal = convert_to_left_hand(state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal()), up_z, false);
         | 
| 1173 | 
            +
            	return reflection_custom_world_normal(normal, false, up_z);
         | 
| 1174 | 
            +
            }
         | 
| 1175 | 
            +
             | 
| 1176 | 
            +
            export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]])
         | 
| 1177 | 
            +
            [[
         | 
| 1178 | 
            +
                anno::description("Dither TemporalAA"),
         | 
| 1179 | 
            +
                anno::noinline()
         | 
| 1180 | 
            +
            ]]
         | 
| 1181 | 
            +
            {
         | 
| 1182 | 
            +
            	return AlphaThreshold;
         | 
| 1183 | 
            +
            }
         | 
| 1184 | 
            +
             | 
| 1185 | 
            +
            export float3 black_body( float Temp )
         | 
| 1186 | 
            +
            [[
         | 
| 1187 | 
            +
                anno::description("Black Body"),
         | 
| 1188 | 
            +
            	anno::noinline()
         | 
| 1189 | 
            +
            ]]
         | 
| 1190 | 
            +
            {
         | 
| 1191 | 
            +
            	float u = ( 0.860117757f + 1.54118254e-4f * Temp + 1.28641212e-7f * Temp*Temp ) / ( 1.0f + 8.42420235e-4f * Temp + 7.08145163e-7f * Temp*Temp );
         | 
| 1192 | 
            +
            	float v = ( 0.317398726f + 4.22806245e-5f * Temp + 4.20481691e-8f * Temp*Temp ) / ( 1.0f - 2.89741816e-5f * Temp + 1.61456053e-7f * Temp*Temp );
         | 
| 1193 | 
            +
             | 
| 1194 | 
            +
            	float x = 3*u / ( 2*u - 8*v + 4 );
         | 
| 1195 | 
            +
            	float y = 2*v / ( 2*u - 8*v + 4 );
         | 
| 1196 | 
            +
            	float z = 1 - x - y;
         | 
| 1197 | 
            +
             | 
| 1198 | 
            +
            	float Y = 1;
         | 
| 1199 | 
            +
            	float X = Y/y * x;
         | 
| 1200 | 
            +
            	float Z = Y/y * z;
         | 
| 1201 | 
            +
             | 
| 1202 | 
            +
            	float3x3 XYZtoRGB = float3x3(
         | 
| 1203 | 
            +
            		float3(3.2404542, -1.5371385, -0.4985314),
         | 
| 1204 | 
            +
            		float3(-0.9692660,  1.8760108,  0.0415560),
         | 
| 1205 | 
            +
            		float3(0.0556434, -0.2040259,  1.0572252)
         | 
| 1206 | 
            +
            	);
         | 
| 1207 | 
            +
             | 
| 1208 | 
            +
            	return XYZtoRGB * float3( X, Y, Z ) * math::pow( 0.0004 * Temp, 4 );
         | 
| 1209 | 
            +
            }
         | 
| 1210 | 
            +
             | 
| 1211 | 
            +
            export float per_instance_random(uniform texture_2d PerlinNoiseGradientTexture, int NumberInstances)
         | 
| 1212 | 
            +
            [[
         | 
| 1213 | 
            +
                anno::description("Per Instance Random"),
         | 
| 1214 | 
            +
            	anno::noinline()
         | 
| 1215 | 
            +
            ]]
         | 
| 1216 | 
            +
            {
         | 
| 1217 | 
            +
            	float weight = state::object_id() / float(NumberInstances);	
         | 
| 1218 | 
            +
            	return NumberInstances == 0 ? 0.0 : tex::lookup_float4(PerlinNoiseGradientTexture, float2(weight, 1.0 - weight), tex::wrap_repeat, tex::wrap_repeat).x;
         | 
| 1219 | 
            +
            }
         | 
| 1220 | 
            +
             | 
| 1221 | 
            +
            //------------------ Hair from UE4 -----------------------
         | 
| 1222 | 
            +
            float3 hair_absorption_to_color(float3 A)
         | 
| 1223 | 
            +
            {
         | 
| 1224 | 
            +
            	const float B = 0.3f;
         | 
| 1225 | 
            +
            	float b2 = B * B;
         | 
| 1226 | 
            +
            	float b3 = B * b2;
         | 
| 1227 | 
            +
            	float b4 = b2 * b2;
         | 
| 1228 | 
            +
            	float b5 = B * b4;
         | 
| 1229 | 
            +
            	float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
         | 
| 1230 | 
            +
            	return math::exp(-math::sqrt(A) * D);
         | 
| 1231 | 
            +
            }
         | 
| 1232 | 
            +
             | 
| 1233 | 
            +
            float3 hair_color_to_absorption(float3 C)
         | 
| 1234 | 
            +
            {
         | 
| 1235 | 
            +
            	const float B = 0.3f;
         | 
| 1236 | 
            +
            	float b2 = B * B;
         | 
| 1237 | 
            +
            	float b3 = B * b2;
         | 
| 1238 | 
            +
            	float b4 = b2 * b2;
         | 
| 1239 | 
            +
            	float b5 = B * b4;
         | 
| 1240 | 
            +
            	float D = (5.969f - 0.215f * B + 2.532f * b2 - 10.73f * b3 + 5.574f * b4 + 0.245f * b5);
         | 
| 1241 | 
            +
            	return math::pow(math::log(C) / D, 2.0f);
         | 
| 1242 | 
            +
            }
         | 
| 1243 | 
            +
             | 
| 1244 | 
            +
            export float3 get_hair_color_from_melanin(float InMelanin, float InRedness, float3 InDyeColor)
         | 
| 1245 | 
            +
            [[
         | 
| 1246 | 
            +
                anno::description("Hair Color")
         | 
| 1247 | 
            +
            ]]
         | 
| 1248 | 
            +
            {
         | 
| 1249 | 
            +
            	InMelanin = math::saturate(InMelanin);
         | 
| 1250 | 
            +
            	InRedness = math::saturate(InRedness);
         | 
| 1251 | 
            +
            	float Melanin		= -math::log(math::max(1 - InMelanin, 0.0001f));
         | 
| 1252 | 
            +
            	float Eumelanin 	= Melanin * (1 - InRedness);
         | 
| 1253 | 
            +
            	float Pheomelanin = Melanin * InRedness;
         | 
| 1254 | 
            +
             | 
| 1255 | 
            +
            	float3 DyeAbsorption = hair_color_to_absorption(math::saturate(InDyeColor));
         | 
| 1256 | 
            +
            	float3 Absorption = Eumelanin * float3(0.506f, 0.841f, 1.653f) + Pheomelanin * float3(0.343f, 0.733f, 1.924f);
         | 
| 1257 | 
            +
             | 
| 1258 | 
            +
            	return hair_absorption_to_color(Absorption + DyeAbsorption);
         | 
| 1259 | 
            +
            }
         | 
| 1260 | 
            +
             | 
| 1261 | 
            +
            export float3 local_object_bounds_min()
         | 
| 1262 | 
            +
            [[
         | 
| 1263 | 
            +
                anno::description("Local Object Bounds Min"),
         | 
| 1264 | 
            +
            	anno::noinline()
         | 
| 1265 | 
            +
            ]]
         | 
| 1266 | 
            +
            {
         | 
| 1267 | 
            +
            	return float3(0.0);
         | 
| 1268 | 
            +
            }
         | 
| 1269 | 
            +
             | 
| 1270 | 
            +
            export float3 local_object_bounds_max()
         | 
| 1271 | 
            +
            [[
         | 
| 1272 | 
            +
                anno::description("Local Object Bounds Max"),
         | 
| 1273 | 
            +
            	anno::noinline()
         | 
| 1274 | 
            +
            ]]
         | 
| 1275 | 
            +
            {
         | 
| 1276 | 
            +
            	return float3(100.0);
         | 
| 1277 | 
            +
            }
         | 
| 1278 | 
            +
             | 
| 1279 | 
            +
            export float3 object_bounds()
         | 
| 1280 | 
            +
            [[
         | 
| 1281 | 
            +
                anno::description("Object Bounds"),
         | 
| 1282 | 
            +
            	anno::noinline()
         | 
| 1283 | 
            +
            ]]
         | 
| 1284 | 
            +
            {
         | 
| 1285 | 
            +
            	return float3(100.0);
         | 
| 1286 | 
            +
            }
         | 
| 1287 | 
            +
             | 
| 1288 | 
            +
            export float object_radius()
         | 
| 1289 | 
            +
            [[
         | 
| 1290 | 
            +
                anno::description("Object Radius"),
         | 
| 1291 | 
            +
            	anno::noinline()
         | 
| 1292 | 
            +
            ]]
         | 
| 1293 | 
            +
            {
         | 
| 1294 | 
            +
            	return 100.0f;
         | 
| 1295 | 
            +
            }
         | 
| 1296 | 
            +
             | 
| 1297 | 
            +
            export float3 object_world_position(uniform bool up_z = true)
         | 
| 1298 | 
            +
            [[
         | 
| 1299 | 
            +
                anno::description("Object World Position"),
         | 
| 1300 | 
            +
            	anno::noinline()
         | 
| 1301 | 
            +
            ]]
         | 
| 1302 | 
            +
            {
         | 
| 1303 | 
            +
            	return convert_to_left_hand(state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()), up_z)*state::meters_per_scene_unit()*100.0;
         | 
| 1304 | 
            +
            }
         | 
| 1305 | 
            +
             | 
| 1306 | 
            +
            export float3 object_orientation()
         | 
| 1307 | 
            +
            [[
         | 
| 1308 | 
            +
                anno::description("Object Orientation"),
         | 
| 1309 | 
            +
            	anno::noinline()
         | 
| 1310 | 
            +
            ]]
         | 
| 1311 | 
            +
            {
         | 
| 1312 | 
            +
            	return float3(0);
         | 
| 1313 | 
            +
            }
         | 
| 1314 | 
            +
             | 
| 1315 | 
            +
            export float rcp(float x)
         | 
| 1316 | 
            +
            [[
         | 
| 1317 | 
            +
                anno::description("hlsl rcp"),
         | 
| 1318 | 
            +
            	anno::noinline()
         | 
| 1319 | 
            +
            ]]
         | 
| 1320 | 
            +
            {
         | 
| 1321 | 
            +
            	return 1.0f / x;
         | 
| 1322 | 
            +
            }
         | 
| 1323 | 
            +
             | 
| 1324 | 
            +
            export float2 rcp(float2 x)
         | 
| 1325 | 
            +
            [[
         | 
| 1326 | 
            +
                anno::description("hlsl rcp"),
         | 
| 1327 | 
            +
            	anno::noinline()
         | 
| 1328 | 
            +
            ]]
         | 
| 1329 | 
            +
            {
         | 
| 1330 | 
            +
            	return 1.0f / x;
         | 
| 1331 | 
            +
            }
         | 
| 1332 | 
            +
             | 
| 1333 | 
            +
            export float3 rcp(float3 x)
         | 
| 1334 | 
            +
            [[
         | 
| 1335 | 
            +
                anno::description("hlsl rcp"),
         | 
| 1336 | 
            +
            	anno::noinline()
         | 
| 1337 | 
            +
            ]]
         | 
| 1338 | 
            +
            {
         | 
| 1339 | 
            +
            	return 1.0f / x;
         | 
| 1340 | 
            +
            }
         | 
| 1341 | 
            +
             | 
| 1342 | 
            +
            export float4 rcp(float4 x)
         | 
| 1343 | 
            +
            [[
         | 
| 1344 | 
            +
                anno::description("hlsl rcp"),
         | 
| 1345 | 
            +
            	anno::noinline()
         | 
| 1346 | 
            +
            ]]
         | 
| 1347 | 
            +
            {
         | 
| 1348 | 
            +
            	return 1.0f / x;
         | 
| 1349 | 
            +
            }
         | 
| 1350 | 
            +
             | 
| 1351 | 
            +
            export int BitFieldExtractI32(int Data, int Size, int Offset)
         | 
| 1352 | 
            +
            [[
         | 
| 1353 | 
            +
                anno::description("BitFieldExtractI32 int"),
         | 
| 1354 | 
            +
            	anno::noinline()
         | 
| 1355 | 
            +
            ]]
         | 
| 1356 | 
            +
            {
         | 
| 1357 | 
            +
            	Size &= 3;
         | 
| 1358 | 
            +
            	Offset &= 3;
         | 
| 1359 | 
            +
             | 
| 1360 | 
            +
            	if (Size == 0)
         | 
| 1361 | 
            +
            		return 0;
         | 
| 1362 | 
            +
            	else if (Offset + Size < 32)
         | 
| 1363 | 
            +
            		return (Data << (32 - Size - Offset)) >> (32 - Size);
         | 
| 1364 | 
            +
            	else
         | 
| 1365 | 
            +
            		return Data >> Offset;
         | 
| 1366 | 
            +
            }
         | 
| 1367 | 
            +
             | 
| 1368 | 
            +
            export int BitFieldExtractI32(float Data, float Size, float Offset)
         | 
| 1369 | 
            +
            [[
         | 
| 1370 | 
            +
                anno::description("BitFieldExtractI32 float"),
         | 
| 1371 | 
            +
            	anno::noinline()
         | 
| 1372 | 
            +
            ]]
         | 
| 1373 | 
            +
            {
         | 
| 1374 | 
            +
            	return BitFieldExtractI32(int(Data), int(Size), int(Offset));
         | 
| 1375 | 
            +
            }
         | 
| 1376 | 
            +
             | 
| 1377 | 
            +
            export int BitFieldExtractU32(float Data, float Size, float Offset)
         | 
| 1378 | 
            +
            [[
         | 
| 1379 | 
            +
                anno::description("BitFieldExtractU32 float"),
         | 
| 1380 | 
            +
            	anno::noinline()
         | 
| 1381 | 
            +
            ]]
         | 
| 1382 | 
            +
            {
         | 
| 1383 | 
            +
            	return BitFieldExtractI32(Data, Size, Offset);
         | 
| 1384 | 
            +
            }
         | 
| 1385 | 
            +
             | 
| 1386 | 
            +
            export int BitFieldExtractU32(int Data, int Size, int Offset)
         | 
| 1387 | 
            +
            [[
         | 
| 1388 | 
            +
                anno::description("BitFieldExtractU32 int"),
         | 
| 1389 | 
            +
            	anno::noinline()
         | 
| 1390 | 
            +
            ]]
         | 
| 1391 | 
            +
            {
         | 
| 1392 | 
            +
            	return BitFieldExtractI32(Data, Size, Offset);
         | 
| 1393 | 
            +
            }
         | 
| 1394 | 
            +
             | 
| 1395 | 
            +
            export float3 EyeAdaptationInverseLookup(float3 LightValue, float Alpha)
         | 
| 1396 | 
            +
            [[
         | 
| 1397 | 
            +
                anno::description("EyeAdaptationInverseLookup"),
         | 
| 1398 | 
            +
            	anno::noinline()
         | 
| 1399 | 
            +
            ]]
         | 
| 1400 | 
            +
            {
         | 
| 1401 | 
            +
            	float Adaptation = 1.0f;
         | 
| 1402 | 
            +
             | 
| 1403 | 
            +
            	// When Alpha=0.0, we want to multiply by 1.0. when Alpha = 1.0, we want to multiply by 1/Adaptation.
         | 
| 1404 | 
            +
            	// So the lerped value is:
         | 
| 1405 | 
            +
            	//     LerpLogScale = Lerp(log(1),log(1/Adaptaiton),T)
         | 
| 1406 | 
            +
            	// Which is simplified as:
         | 
| 1407 | 
            +
            	//     LerpLogScale = Lerp(0,-log(Adaptation),T)
         | 
| 1408 | 
            +
            	//     LerpLogScale = -T * logAdaptation;
         | 
| 1409 | 
            +
             | 
| 1410 | 
            +
            	float LerpLogScale = -Alpha * math::log(Adaptation);
         | 
| 1411 | 
            +
            	float Scale = math::exp(LerpLogScale);
         | 
| 1412 | 
            +
            	return LightValue * Scale;
         | 
| 1413 | 
            +
            }
         | 
    	
        scenes/manycore/kujiale_0003/usd/Materials/OmniUe4Translucent.mdl
    ADDED
    
    | @@ -0,0 +1,233 @@ | |
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| 1 | 
            +
            /***************************************************************************************************
         | 
| 2 | 
            +
             * Copyright 2020 NVIDIA Corporation. All rights reserved.
         | 
| 3 | 
            +
             *
         | 
| 4 | 
            +
             * Redistribution and use in source and binary forms, with or without
         | 
| 5 | 
            +
             * modification, are permitted provided that the following conditions
         | 
| 6 | 
            +
             * are met:
         | 
| 7 | 
            +
             *  * Redistributions of source code must retain the above copyright
         | 
| 8 | 
            +
             *    notice, this list of conditions and the following disclaimer.
         | 
| 9 | 
            +
             *  * Redistributions in binary form must reproduce the above copyright
         | 
| 10 | 
            +
             *    notice, this list of conditions and the following disclaimer in the
         | 
| 11 | 
            +
             *    documentation and/or other materials provided with the distribution.
         | 
| 12 | 
            +
             *  * Neither the name of NVIDIA CORPORATION nor the names of its
         | 
| 13 | 
            +
             *    contributors may be used to endorse or promote products derived
         | 
| 14 | 
            +
             *    from this software without specific prior written permission.
         | 
| 15 | 
            +
             *
         | 
| 16 | 
            +
             * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
         | 
| 17 | 
            +
             * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
         | 
| 18 | 
            +
             * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
         | 
| 19 | 
            +
             * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
         | 
| 20 | 
            +
             * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
         | 
| 21 | 
            +
             * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
         | 
| 22 | 
            +
             * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
         | 
| 23 | 
            +
             * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
         | 
| 24 | 
            +
             * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
         | 
| 25 | 
            +
             * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
         | 
| 26 | 
            +
             * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
         | 
| 27 | 
            +
             **************************************************************************************************/
         | 
| 28 | 
            +
             | 
| 29 | 
            +
            //* 1.0.0 - first version
         | 
| 30 | 
            +
            //* 1.0.1 - Emissive color affected by opacity
         | 
| 31 | 
            +
            //        - Support opacity mask
         | 
| 32 | 
            +
            //* 1.0.2 - Unlit translucent
         | 
| 33 | 
            +
            //* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf
         | 
| 34 | 
            +
            //* 1.0.4 - using absolute import paths when importing standard modules
         | 
| 35 | 
            +
             | 
| 36 | 
            +
            mdl 1.3;
         | 
| 37 | 
            +
             | 
| 38 | 
            +
            import ::df::*;
         | 
| 39 | 
            +
            import ::state::*;
         | 
| 40 | 
            +
            import ::math::*;
         | 
| 41 | 
            +
            import ::tex::*;
         | 
| 42 | 
            +
            import ::anno::*;
         | 
| 43 | 
            +
             | 
| 44 | 
            +
            float emissive_multiplier()
         | 
| 45 | 
            +
            [[
         | 
| 46 | 
            +
                anno::description("the multiplier to convert UE4 emissive to raw data"),
         | 
| 47 | 
            +
                anno::noinline()
         | 
| 48 | 
            +
            ]]
         | 
| 49 | 
            +
            {
         | 
| 50 | 
            +
                return 20.0f * 128.0f;
         | 
| 51 | 
            +
            }
         | 
| 52 | 
            +
             | 
| 53 | 
            +
            color get_translucent_tint(color base_color, float opacity)
         | 
| 54 | 
            +
            [[
         | 
| 55 | 
            +
                anno::description("base color of UE4 translucent"),
         | 
| 56 | 
            +
                anno::noinline()
         | 
| 57 | 
            +
            ]]
         | 
| 58 | 
            +
            {
         | 
| 59 | 
            +
            	return math::lerp(color(1.0), base_color, opacity);
         | 
| 60 | 
            +
            }
         | 
| 61 | 
            +
             | 
| 62 | 
            +
            // Just for UE4 distilling
         | 
| 63 | 
            +
            float get_translucent_opacity(float opacity)
         | 
| 64 | 
            +
            [[
         | 
| 65 | 
            +
            	anno::noinline()
         | 
| 66 | 
            +
            ]]
         | 
| 67 | 
            +
            {
         | 
| 68 | 
            +
            	return opacity;
         | 
| 69 | 
            +
            }
         | 
| 70 | 
            +
             | 
| 71 | 
            +
            color get_emissive_intensity(color emissive, float opacity)
         | 
| 72 | 
            +
            [[
         | 
| 73 | 
            +
                anno::description("emissive color of UE4 translucent"),
         | 
| 74 | 
            +
                anno::noinline()
         | 
| 75 | 
            +
            ]]
         | 
| 76 | 
            +
            {
         | 
| 77 | 
            +
            	return emissive * opacity;
         | 
| 78 | 
            +
            }
         | 
| 79 | 
            +
             | 
| 80 | 
            +
            float3 tangent_space_normal(
         | 
| 81 | 
            +
                float3 normal = float3(0.0,0.0,1.0),
         | 
| 82 | 
            +
                float3 tangent_u = state::texture_tangent_u(0),
         | 
| 83 | 
            +
            	float3 tangent_v = state::texture_tangent_v(0)
         | 
| 84 | 
            +
            )
         | 
| 85 | 
            +
            [[
         | 
| 86 | 
            +
                anno::description("Interprets the vector in tangent space"),
         | 
| 87 | 
            +
                anno::noinline()
         | 
| 88 | 
            +
            ]]
         | 
| 89 | 
            +
            {
         | 
| 90 | 
            +
                return math::normalize(
         | 
| 91 | 
            +
                    tangent_u * normal.x -
         | 
| 92 | 
            +
                    tangent_v * normal.y + /* flip_tangent_v */
         | 
| 93 | 
            +
                    state::normal() * (normal.z));
         | 
| 94 | 
            +
            }
         | 
| 95 | 
            +
             | 
| 96 | 
            +
            float3 world_space_normal(
         | 
| 97 | 
            +
                float3 normal = float3(0.0,0.0,1.0),
         | 
| 98 | 
            +
                float3 tangent_u = state::texture_tangent_u(0),
         | 
| 99 | 
            +
                float3 tangent_v = state::texture_tangent_v(0)
         | 
| 100 | 
            +
            )
         | 
| 101 | 
            +
            [[
         | 
| 102 | 
            +
                anno::description("Interprets the vector in world space"),
         | 
| 103 | 
            +
                anno::noinline()
         | 
| 104 | 
            +
            ]]
         | 
| 105 | 
            +
            {
         | 
| 106 | 
            +
                return tangent_space_normal(
         | 
| 107 | 
            +
                    math::normalize(
         | 
| 108 | 
            +
                    normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
         | 
| 109 | 
            +
                    normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
         | 
| 110 | 
            +
                    normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
         | 
| 111 | 
            +
                    tangent_u,
         | 
| 112 | 
            +
                    tangent_v
         | 
| 113 | 
            +
                );
         | 
| 114 | 
            +
            }
         | 
| 115 | 
            +
             | 
| 116 | 
            +
            export material OmniUe4Translucent(
         | 
| 117 | 
            +
            	float3 base_color = float3(0.0, 0.0, 0.0),
         | 
| 118 | 
            +
            	float metallic = 0.0,
         | 
| 119 | 
            +
            	float roughness = 0.5,
         | 
| 120 | 
            +
            	float specular = 0.5,
         | 
| 121 | 
            +
            	float3 normal = float3(0.0,0.0,1.0),
         | 
| 122 | 
            +
                uniform bool enable_opacity = true,
         | 
| 123 | 
            +
            	float opacity = 1.0,
         | 
| 124 | 
            +
                float opacity_mask = 1.0,
         | 
| 125 | 
            +
            	float3 emissive_color = float3(0.0, 0.0, 0.0),
         | 
| 126 | 
            +
            	float3 displacement = float3(0.0),
         | 
| 127 | 
            +
            	uniform float refraction = 1.0,
         | 
| 128 | 
            +
            	uniform bool two_sided = false,
         | 
| 129 | 
            +
            	uniform bool is_tangent_space_normal = true,
         | 
| 130 | 
            +
            	uniform bool is_unlit = false
         | 
| 131 | 
            +
            )
         | 
| 132 | 
            +
            [[
         | 
| 133 | 
            +
            	anno::display_name("Omni UE4 Translucent"),
         | 
| 134 | 
            +
            	anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"),
         | 
| 135 | 
            +
            	anno::version( 1, 0, 0),
         | 
| 136 | 
            +
            	anno::author("NVIDIA CORPORATION"), 
         | 
| 137 | 
            +
            	anno::key_words(string[]("omni", "UE4", "omniverse", "translucent"))
         | 
| 138 | 
            +
            ]]
         | 
| 139 | 
            +
             = let {     
         | 
| 140 | 
            +
            	color final_base_color = math::saturate(base_color);
         | 
| 141 | 
            +
            	float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f);
         | 
| 142 | 
            +
            	float final_roughness = math::saturate(roughness);
         | 
| 143 | 
            +
            	float final_specular = math::saturate(specular);
         | 
| 144 | 
            +
            	color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
         | 
| 145 | 
            +
            	float final_opacity = math::saturate(opacity);
         | 
| 146 | 
            +
            	float3 final_normal = math::normalize(normal);
         | 
| 147 | 
            +
             
         | 
| 148 | 
            +
             
         | 
| 149 | 
            +
              // - compute final roughness by squaring the "roughness" parameter
         | 
| 150 | 
            +
               float alpha = final_roughness * final_roughness;
         | 
| 151 | 
            +
               // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
         | 
| 152 | 
            +
               float grazing_refl = math::max((1.0 - final_roughness), 0.0);
         | 
| 153 | 
            +
             | 
| 154 | 
            +
            	float3 the_normal =  is_unlit ? state::normal() : 
         | 
| 155 | 
            +
            							(is_tangent_space_normal ? 
         | 
| 156 | 
            +
                                        tangent_space_normal(
         | 
| 157 | 
            +
                                                        normal:         final_normal,
         | 
| 158 | 
            +
                                                        tangent_u:      state::texture_tangent_u(0),
         | 
| 159 | 
            +
                                                        tangent_v:      state::texture_tangent_v(0)
         | 
| 160 | 
            +
                                        ) : world_space_normal(
         | 
| 161 | 
            +
                                                        normal:         final_normal,
         | 
| 162 | 
            +
                                                        tangent_u:      state::texture_tangent_u(0),
         | 
| 163 | 
            +
                                                        tangent_v:      state::texture_tangent_v(0)
         | 
| 164 | 
            +
                                        ));
         | 
| 165 | 
            +
             | 
| 166 | 
            +
               // for the dielectric component we layer the glossy component on top of the diffuse one,
         | 
| 167 | 
            +
               // the glossy layer has no color tint
         | 
| 168 | 
            +
                   
         | 
| 169 | 
            +
               bsdf dielectric_component = df::custom_curve_layer(
         | 
| 170 | 
            +
                   weight: final_specular,
         | 
| 171 | 
            +
                   normal_reflectivity: 0.08,
         | 
| 172 | 
            +
                   grazing_reflectivity: grazing_refl,
         | 
| 173 | 
            +
                   layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
         | 
| 174 | 
            +
                   base: df::diffuse_reflection_bsdf(tint: final_base_color));
         | 
| 175 | 
            +
             | 
| 176 | 
            +
               // the metallic component doesn't have a diffuse component, it's only glossy
         | 
| 177 | 
            +
               // base_color is applied to tint it
         | 
| 178 | 
            +
               bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
         | 
| 179 | 
            +
             | 
| 180 | 
            +
               // final BSDF is a linear blend between dielectric and metallic component
         | 
| 181 | 
            +
               bsdf dielectric_metal_mix =
         | 
| 182 | 
            +
                   df::normalized_mix(
         | 
| 183 | 
            +
                       components:
         | 
| 184 | 
            +
                           df::bsdf_component[](
         | 
| 185 | 
            +
                               df::bsdf_component(
         | 
| 186 | 
            +
                                   component: metallic_component,
         | 
| 187 | 
            +
                                   weight: final_metallic),
         | 
| 188 | 
            +
                               df::bsdf_component(
         | 
| 189 | 
            +
                                   component: dielectric_component,
         | 
| 190 | 
            +
                                   weight: 1.0-final_metallic)
         | 
| 191 | 
            +
                           )
         | 
| 192 | 
            +
                   );
         | 
| 193 | 
            +
             
         | 
| 194 | 
            +
            	bsdf frosted_bsdf = df::specular_bsdf(
         | 
| 195 | 
            +
            									tint: color(1),
         | 
| 196 | 
            +
            									mode: df::scatter_reflect_transmit
         | 
| 197 | 
            +
            									);							
         | 
| 198 | 
            +
            	
         | 
| 199 | 
            +
            	bsdf final_mix_bsdf =
         | 
| 200 | 
            +
            	   is_unlit ? df::specular_bsdf(
         | 
| 201 | 
            +
            							tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity),
         | 
| 202 | 
            +
            							mode: df::scatter_reflect_transmit
         | 
| 203 | 
            +
            							)
         | 
| 204 | 
            +
            	   : df::normalized_mix(
         | 
| 205 | 
            +
                       components:
         | 
| 206 | 
            +
                           df::bsdf_component[](
         | 
| 207 | 
            +
                               df::bsdf_component(
         | 
| 208 | 
            +
                                   component: dielectric_metal_mix,
         | 
| 209 | 
            +
                                   weight: get_translucent_opacity(final_opacity)),
         | 
| 210 | 
            +
                               df::bsdf_component(
         | 
| 211 | 
            +
                                   component: frosted_bsdf,
         | 
| 212 | 
            +
                                   weight: 1.0-get_translucent_opacity(final_opacity))
         | 
| 213 | 
            +
                           )
         | 
| 214 | 
            +
                   );
         | 
| 215 | 
            +
            } 
         | 
| 216 | 
            +
            in material(
         | 
| 217 | 
            +
            	thin_walled: two_sided, // Graphene?
         | 
| 218 | 
            +
            	ior: color(refraction), //refraction
         | 
| 219 | 
            +
            	surface: material_surface(
         | 
| 220 | 
            +
            		scattering: final_mix_bsdf,
         | 
| 221 | 
            +
            		emission:
         | 
| 222 | 
            +
                        material_emission (
         | 
| 223 | 
            +
                            emission:  df::diffuse_edf (),
         | 
| 224 | 
            +
                            intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity)
         | 
| 225 | 
            +
                            )
         | 
| 226 | 
            +
            	),
         | 
| 227 | 
            +
            	
         | 
| 228 | 
            +
            	geometry: material_geometry(
         | 
| 229 | 
            +
            		displacement: displacement,
         | 
| 230 | 
            +
            		normal: the_normal,
         | 
| 231 | 
            +
                    cutout_opacity: enable_opacity ? opacity_mask : 1.0
         | 
| 232 | 
            +
            	)	
         | 
| 233 | 
            +
            );
         | 
    	
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| Git LFS Details
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        scenes/manycore/kujiale_0003/usd/Materials/Textures/T_54feb7a3e4b0bbae1aa55cee_color.png
    ADDED
    
    |   | 
| Git LFS Details
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