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simulation-package / materials /OmniUe4Base.mdl
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mdl 1.3;
import ::df::*;
import ::state::*;
import ::math::*;
import ::tex::*;
import ::anno::*;
import ::base::*;
using .::DrivesimPBR_Model import *;
float3 tangent_space_normal(
float3 normal = float3(0.0,0.0,1.0),
float3 tangent_u = state::texture_tangent_u(0),
float3 tangent_v = state::texture_tangent_v(0)
)
[[
anno::description("Interprets the vector in tangent space"),
anno::noinline()
]]
{
return math::normalize(
tangent_u * normal.x +
tangent_v * normal.y +
state::normal() * (normal.z));
}
export material OmniUe4Base(
float3 base_color = float3(0.0, 0.0, 0.0),
float metallic = 0.0,
float roughness = 0.5,
float specular = 0.5,
float3 normal = float3(0.0, 0.0, 1.0),
uniform float clearcoat_weight = 0.0,
uniform float clearcoat_roughness = 0.0,
float3 clearcoat_normal = float3(0.0, 0.0, 1.0),
//float3 emissive_color = float3(0.0, 0.0, 0.0),
//float3 displacement = float3(0.0, 0.0, 0.0),
uniform float opacity = 1.0,
uniform bool is_tangent_space_normal = true,
//uniform bool two_sided = false,
uniform bool is_unlit = false
)
[[
anno::author("NVIDIA CORPORATION"),
anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic"))
]]
= let {
uniform bool enable_clearcoat = clearcoat_weight > 0.0 ? true : false;
// bool enable_emission = (emissive_color.x > 0.0 || emissive_color.y > 0.0 || emissive_color.z > 0.0) ? true : false;
uniform bool enable_opacity = opacity < 1.0 ? true : false;
float3 final_normal = math::normalize(normal);
float3 the_normal = is_unlit ? state::normal() :
(is_tangent_space_normal ? tangent_space_normal(
normal: final_normal,
tangent_u: state::texture_tangent_u(0),
tangent_v: state::texture_tangent_v(0)
) : final_normal);
} in DrivesimPBR_Model(
diffuse_color: color(base_color),
roughness: roughness,
metallic: metallic,
specular: specular,
normal: the_normal,
enable_clearcoat: enable_clearcoat,
clearcoat_weight: clearcoat_weight,
clearcoat_reflection_roughness: clearcoat_roughness,
clearcoat_normal: clearcoat_normal,
enable_emission: false, // xxxnsubtil: no emission in road_base.mdl
enable_opacity: enable_opacity,
alpha: opacity
);