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simulation-package / materials /road_base.mdl
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mdl 1.3;
import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
using .::OmniUe4Function import *;
using .::OmniUe4Base import *;
export annotation sampler_color();
export annotation sampler_normal();
export annotation sampler_grayscale();
export annotation sampler_alpha();
export annotation sampler_masks();
export annotation sampler_distancefield();
export annotation dither_masked_off();
export annotation world_space_normal();
export material road_base(
float WorldSpaceUVMult = 5000.0,
float Set1Tile = 2.5,
uniform texture_2d Set1SuperNormal = texture_2d("./drivable_surfaces/general/road/road_base/set1supernormal.TGA",::tex::gamma_linear)
[[sampler_color()]],
float Set2Tile = 4.0,
uniform texture_2d Set2SuperNormal = texture_2d("./drivable_surfaces/general/road/road_base/set1supernormal.TGA",::tex::gamma_linear)
[[sampler_color()]],
float Set1Set2BlendNoiseTile = 1.0,
uniform texture_2d Set1Set2BlendNoise = texture_2d("./drivable_surfaces/general/road/road_base/t_noise_d.png",::tex::gamma_srgb)
[[sampler_color()]],
float NormalConvert = 1.0,
float NormalAmount = 0.2,
float Puddle_NormalAmount = 0.0,
float Puddle_NoiseTile = 0.5,
uniform texture_2d PuddleNoise = texture_2d("./drivable_surfaces/general/road/road_base/t_noise01.png",::tex::gamma_srgb)
[[sampler_color()]],
float Puddle_NoiseBlend = 1.0,
uniform texture_2d Set1SuperAlbedo = texture_2d("./drivable_surfaces/general/road/road_base/set1superalbedo.TGA",::tex::gamma_srgb)
[[sampler_color()]],
uniform texture_2d Set2SuperAlbedo = texture_2d("./drivable_surfaces/general/road/road_base/set1superalbedo.TGA",::tex::gamma_srgb)
[[sampler_color()]],
float AlbedoMult = 2.0,
float Puddle_AlbedoMult = 1.0,
float SpecularPow_Order1 = 1.0,
float SpecularMult_Order2 = 1.0,
float Puddle_SpecularPow_Order1 = 2.0,
float Puddle_SpecularMult_Order2 = 0.32,
float RoughnessPow_Order1 = 1.5,
float RoughnessMult_Order2 = 1.0,
float RoughnessOffset_Order3 = -0.085716,
float Puddle_RoughnessPow_Order1 = 1.0,
float Puddle_RoughnessMult_Order2 = 1.0,
float Puddle_RoughnessOffset_Order3 = -1.0)
=
let {
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
float3 Local0 = ((state::transform_point(state::coordinate_internal,state::coordinate_world,state::position())*state::meters_per_scene_unit()*100.0) / WorldSpaceUVMult);
float2 Local1 = (float2(Local0.x,Local0.y) * Set1Tile);
float4 Local2 = tex::lookup_float4(Set1SuperNormal,float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat);
float2 Local3 = (float2(Local0.x,Local0.y) * Set2Tile);
float4 Local4 = tex::lookup_float4(Set2SuperNormal,float2(Local3.x,1.0-Local3.y),tex::wrap_repeat,tex::wrap_repeat);
float2 Local5 = (float2(Local0.x,Local0.y) * Set1Set2BlendNoiseTile);
float4 Local6 = tex::lookup_float4(Set1Set2BlendNoise,float2(Local5.x,1.0-Local5.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local7 = math::lerp(float3(Local2.x,Local2.y,Local2.z),float3(Local4.x,Local4.y,Local4.z),Local6.x);
float3 Local8 = (Local7 * 2.0);
float3 Local9 = (Local8 - 1.0);
float3 Local10 = math::lerp(Local7,Local9,NormalConvert);
float3 Local11 = math::lerp(float3(0.0,0.0,1.0),Local10,NormalAmount);
float3 Local12 = math::lerp(float3(0.0,0.0,1.0),Local10,Puddle_NormalAmount);
float2 Local13 = (float2(Local0.x,Local0.y) * Puddle_NoiseTile);
float4 Local14 = tex::lookup_float4(PuddleNoise,float2(Local13.x,1.0-Local13.y),tex::wrap_repeat,tex::wrap_repeat);
float Local15 = (Local14.x * Puddle_NoiseBlend);
float3 Local16 = math::lerp(Local11,Local12,Local15);
float3 Normal_mdl = Local16;
float4 Local17 = tex::lookup_float4(Set1SuperAlbedo,float2(Local1.x,1.0-Local1.y),tex::wrap_repeat,tex::wrap_repeat);
float4 Local18 = tex::lookup_float4(Set2SuperAlbedo,float2(Local3.x,1.0-Local3.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local19 = math::lerp(float3(Local17.x,Local17.y,Local17.z),float3(Local18.x,Local18.y,Local18.z),Local6.x);
float3 Local20 = (Local19 * AlbedoMult);
float3 Local21 = math::min(math::max(Local20,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
float3 Local22 = (Local19 * Puddle_AlbedoMult);
float3 Local23 = math::min(math::max(Local22,float3(0.0,0.0,0.0)),float3(1.0,1.0,1.0));
float3 Local24 = math::lerp(Local21,Local23,Local15);
float Local25 = math::lerp(Local17.w,Local18.w,Local6.x);
float Local26 = math::pow(Local25,SpecularPow_Order1);
float Local27 = (Local26 * SpecularMult_Order2);
float Local28 = math::pow(Local25,Puddle_SpecularPow_Order1);
float Local29 = (Local28 * Puddle_SpecularMult_Order2);
float Local30 = math::lerp(Local27,Local29,Local15);
float Local31 = math::lerp(Local2.w,Local4.w,Local6.x);
float Local32 = math::pow(Local31,RoughnessPow_Order1);
float Local33 = (Local32 * RoughnessMult_Order2);
float Local34 = (Local33 + RoughnessOffset_Order3);
float Local35 = math::pow(Local31,Puddle_RoughnessPow_Order1);
float Local36 = (Local35 * Puddle_RoughnessMult_Order2);
float Local37 = (Local36 + Puddle_RoughnessOffset_Order3);
float Local38 = math::lerp(Local34,Local37,Local15);
float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
float OpacityMask_mdl = 1.0;
float3 BaseColor_mdl = Local24;
float Metallic_mdl = 0.0;
float Specular_mdl = Local30;
float Roughness_mdl = Local38;
} in
::OmniUe4Base(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: OpacityMask_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
two_sided: false);