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 );