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);