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sha256:a9bb884742ce9d4b03ca76b54cbd90687716361a55c88c7754e4be11abc795af +size 6034 diff --git a/anesthesia_machine_a01/simready_usd/source_assets/OmniGlass.mdl b/anesthesia_machine_a01/simready_usd/source_assets/OmniGlass.mdl new file mode 100644 index 0000000000000000000000000000000000000000..39849aaa57e1d4bf1aec8f108f8fc7f7a25232c7 --- /dev/null +++ b/anesthesia_machine_a01/simready_usd/source_assets/OmniGlass.mdl @@ -0,0 +1,261 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; +import ::anno::*; +import ::base::*; +import ::tex::*; + +using OmniGlass_Opacity import OmniGlass_Opacity; +export annotation distill_off(); + + +export material OmniGlass +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("roughness") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = false + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Amount"), + anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"), + anno::in_group("Opacity") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; if 0, use fractional opacity values 'as is'; if > 0, remap opacity values to 1 when >= threshold and to 0 otherwise"), + anno::in_group("Opacity") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV") + ]] +) +[[ + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass"), + anno::version( 1, 0, 0), + anno::in_group("Base"), + anno::description("Omni Glass Material V2"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += OmniGlass_Opacity( + glass_color: glass_color, + glass_color_texture: glass_color_texture, + frosting_roughness: frosting_roughness, + glass_ior: glass_ior, + thin_walled: thin_walled, + depth: depth, + roughness_texture_influence: roughness_texture_influence, + roughness_texture: roughness_texture, + reflection_color_texture: reflection_color_texture, + reflection_color: reflection_color, + normal_map_texture: normal_map_texture, + normal_map_strength: normal_map_strength, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + enable_opacity: enable_opacity, + cutout_opacity: cutout_opacity, + cutout_opacity_texture: cutout_opacity_texture, + cutout_opacity_mono_source: cutout_opacity_mono_source, + opacity_threshold: opacity_threshold, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale +); \ No newline at end of file diff --git a/anesthesia_machine_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl b/anesthesia_machine_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl new file mode 100644 index 0000000000000000000000000000000000000000..233328a4737ff2f4ba141cb6c0a109ff1772566f --- /dev/null +++ b/anesthesia_machine_a01/simready_usd/source_assets/OmniGlass_Opacity.mdl @@ -0,0 +1,487 @@ +/*************************************************************************************************** + * Copyright 2020 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + + +mdl 1.4; + +import ::tex::*; +import ::base::*; +import ::math::*; +import ::anno::*; +import ::df::*; +import ::state::*; +import OmniPBRBase::*; + +const string COPYRIGHT = +" Copyright 1986, 2020 NVIDIA Corporation. All rights reserved.\n" +" MDL MATERIALS ARE PROVIDED PURSUANT TO AN END USER LICENSE AGREEMENT,\n" +" WHICH WAS ACCEPTED IN ORDER TO GAIN ACCESS TO THIS FILE. IN PARTICULAR,\n" +" THE MDL MATERIALS ARE PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND,\n" +" EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF\n" +" MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF\n" +" COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA\n" +" CORPORATION BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY\n" +" GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN\n" +" AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR\n" +" INABILITY TO USE THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.\n"; + +export annotation distill_off(); + + +float get_float( + uniform texture_2d t, + float f, + base::texture_coordinate_info uvw, + uniform base::mono_mode mono_source = base::mono_maximum +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + mono_source, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).mono : + f; +} + +color get_color( + uniform texture_2d t, + color c, + base::texture_coordinate_info uvw +) +{ + return tex::texture_isvalid(t) ? + base::file_texture( + t, + color(0.f, 0.f, 0.f), + color(1.f, 1.f, 1.f), + base::mono_alpha, + uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false + ).tint : + c; +} + +float apply_roughness_influence( + uniform texture_2d roughness_texture, + float constant_roughness, + float roughness_influence, + base::texture_coordinate_info uvw +) +{ + return math::lerp( + constant_roughness, + get_float(roughness_texture, constant_roughness, uvw), + roughness_influence + ); +} + +uniform float4x4 rotation_translation_scale( + uniform float3 rotation = float3(0.) + [[ + anno::description("Rotation applied to every UVW coordinate") + ]], + uniform float3 translation = float3(0.) + [[ + anno::description("Offset applied to every UVW coordinate") + ]], + uniform float3 scaling = float3(1.) + [[ + anno::description("Scale applied to every UVW coordinate") + ]] +) +[[ + anno::description("Construct transformation matrix from Euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = float4x4( + scaling.x , 0. , 0. , 0., + 0. , scaling.y , 0. , 0., + 0. , 0. , scaling.z , 0., + translation.x, translation.y, translation.z, 1. + ); + + float3 s = math::sin(rotation); + float3 c = math::cos(rotation); + float4x4 rotate = float4x4( + c.y*c.z, -c.x*s.z + s.x*s.y*c.z, s.x*s.z + c.x*s.y*c.z, 0.0, + c.y*s.z, c.x*c.z + s.x*s.y*s.z, -s.x*c.z + c.x*s.y*s.z, 0.0, + -s.y , s.x*c.y , c.x*c.y , 0.0, + 0. , 0. , 0. , 1. + ); + + return scale*rotate; +} + + +export material OmniGlass_Opacity +( + color absorption_coeff = color(0.f, 0.f, 0.f) // hiding this parameter as it does not exist in the new material + [[ + anno::hidden(), + anno::unused() + ]], + uniform bool use_glass_color_texture = false + [[ + anno::hidden(), + anno::unused() + ]], + uniform color glass_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Glass Color"), + anno::description("Sets the color of the glass"), + anno::hard_range(color(0.0), color(1.0)), + anno::in_group("Color") + ]], + uniform texture_2d glass_color_texture = texture_2d() + [[ + anno::display_name("Glass Color Texture"), + anno::description("Specifies the texture to be used for the glass color of the material"), + anno::in_group("Color") + ]], + float frosting_roughness = 0.f + [[ + anno::display_name("Glass Roughness"), + anno::description("Sets the roughness of the glass material "), + anno::hard_range(0.0, 1.0), + anno::in_group("Roughness") + ]], + uniform float glass_ior = 1.491f + [[ + anno::display_name("Glass IOR"), + anno::description("Sets IOR of the glass material "), + anno::soft_range(1.0f, 4.0f), + anno::in_group("Refraction") + ]], + uniform bool thin_walled = false + [[ + anno::display_name("Thin Walled"), + anno::description("When enabled, the material is considered thin-walled. Use this, when you have glass surfaces that are modeled with a single plane"), + anno::in_group("Refraction") + ]], + uniform float depth = 0.001f + [[ + anno::description("Controls how much light is absorbed through the surface"), + anno::display_name("Volume Absorption Scale"), + anno::in_group("Color"), + anno::soft_range(0.f, 1.f), + anno::hard_range(0.f, 1000.f) + ]], + float roughness_texture_influence = 1.f + [[ + anno::display_name("Roughness Texture Influence"), + anno::in_group("Roughness"), + anno::hard_range(0.0f, 1.0f) + ]], + uniform texture_2d roughness_texture = texture_2d() + [[ + anno::description("The roughness texture"), + anno::display_name("Roughness Texture"), + anno::in_group("Roughness"), + anno::usage("") + ]], + uniform texture_2d reflection_color_texture = texture_2d() + [[ + anno::description("The reflection color texture"), + anno::display_name("Reflection Color Texture"), + anno::in_group("Reflection") + ]], + uniform color reflection_color = color(1.f, 1.f, 1.f) + [[ + anno::display_name("Reflection Color"), + anno::in_group("Reflection") + ]], + uniform texture_2d normal_map_texture = texture_2d() + [[ + anno::description("The normal map texture"), + anno::display_name("Normal Map Texture"), + anno::in_group("Normal"), + anno::usage("") + ]], + uniform float normal_map_strength = 1.0 + [[ + anno::description("Determines the degree of bumpiness"), + anno::display_name("Normal Map Strength"), + anno::in_group("Normal"), + anno::usage(""), + anno::soft_range(0.f, 1.f) + ]], + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.f, 1.f), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_u = false + [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true + [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + // Cutout Opacity + uniform bool enable_opacity = true + [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform float cutout_opacity = 1.0f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Amount"), + anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"), + anno::in_group("Opacity") + ]], + uniform texture_2d cutout_opacity_texture = texture_2d() + [[ + anno::description("The opacity map"), + anno::display_name("Opacity Map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode cutout_opacity_mono_source = base::mono_alpha + [[ + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::display_name("Opacity Mono Source"), + anno::in_group("Opacity"), + anno::usage("") + ]], + uniform float opacity_threshold = 0.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If negative, disable cutout_opacity; if 0, use fractional opacity values 'as is'; if > 0, remap opacity values to 1 when >= threshold and to 0 otherwise"), + anno::in_group("Opacity") + ]], + + // UV Projection Group + uniform bool project_uvw = false + [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false + [[ + anno::display_name("Enable World Space"), + anno::description("When set to 'true' uses world space for projection, when 'false' object space is used"), + anno::in_group("UV") + ]], + + // UV Space Selector + uniform int uv_space_index = 0 + [[ + anno::display_name("UV Space Index"), + anno::description("Choose the UV Space Index to be used"), + anno::in_group("UV"), + anno::hard_range(0, 3) + ]], + uniform float2 texture_translate = float2(0.0f) + [[ + anno::display_name("Texture Translate"), + anno::description("Controls the position of the texture."), + anno::in_group("UV") + ]], + uniform float texture_rotate = 0.f + [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of the texture in degrees."), + anno::in_group("UV") + ]], + uniform float2 texture_scale = float2(1.0f) + [[ + anno::display_name("Texture Scale"), + anno::description("Larger numbers increase the size."), + anno::in_group("UV") + ]] +) +[[ + anno::copyright_notice(COPYRIGHT), + anno::author("NVIDIA CORPORATION"), + anno::display_name("Omni Glass Opacity"), + anno::version( 1, 0, 0), + anno::description("Omni Glass Opacity Material"), + anno::in_group("Base"), + anno::key_words(string[]("omni", "omniverse", "glass", "transparent", "window", "transparency", "workflow")), + distill_off() +]] += let { + // Material Properties + bool local_thin_walled = (tex::texture_isvalid(cutout_opacity_texture) || cutout_opacity != 1.f) ? true : thin_walled; + color local_glass_ior = glass_ior; + + + // UVW Properties + // Generating the texture coordinates for the texture lookups + base::texture_coordinate_system the_system = world_or_object ? + base::texture_coordinate_world : + base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? + base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, texture_rotate/180.*math::PI), + translation: float3(texture_translate.x, texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + + // Opacity Properties + float opacity_value = get_float(cutout_opacity_texture, cutout_opacity, transformed_uvw, cutout_opacity_mono_source); + + // The opacity_threshold is interpreted as follows: + // 1. opacity_threshold > 0: binary opacity masking mode + // i.e.: if opacity_value > opacity_threshold we remap opacity_value to 1.0, otherwise to 0.0 + // 2. opacity_threshold == 0: fractional opacity mode. Leaves the opacity_value untouched, + // allowing the renderer to use fractional cutout_opacity values, if it supports this feature + // + // NOTE: when the renderer does not enable 'fractional cutout opacity' it interprets + // cutout_opacity values of 1.0 as opaque and anything below as fully transparent + float local_cutout_opacity = enable_opacity ? + ((opacity_threshold == 0.0) ? + opacity_value : + ((opacity_value >= opacity_threshold) ? 1.0 : 0) + ) : + 1.0; + + + // Surface Properties + color local_reflection_color = get_color(reflection_color_texture, reflection_color, transformed_uvw); + color local_transmission_color = get_color(glass_color_texture, glass_color, transformed_uvw); + + OmniPBRBase::NormalData defaultData(state::normal(), float2(0.f)); + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normal_map_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + normal_map_texture, + normal_map_strength, + flip_tangent_u, + flip_tangent_v, + transformed_uvw, + float2(0.f, 1.f), + float2(0.f, 1.f), + tex::wrap_repeat, + tex::wrap_repeat, + false, + 1.f, + 0.f, + 0.f, + int2(0), + tex::wrap_repeat, + 30.f + ) : + defaultData; + + float local_roughness = apply_roughness_influence( + roughness_texture, + frosting_roughness, + roughness_texture_influence, + transformed_uvw + ); + float2 local_roughness_squared( + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x), + (local_roughness * local_roughness + + geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y) + ); + + float3 the_normal = normal_data.normal; + + bsdf ggx_1 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_reflection_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_reflect + ); + + bsdf ggx_2 = ::df::microfacet_ggx_smith_bsdf( + roughness_u: local_roughness_squared.x, + roughness_v: local_roughness_squared.y, + tint: local_transmission_color, + tangent_u: ::state::texture_tangent_u(0), + mode: ::df::scatter_transmit + ); + + material_surface local_surface( + ::df::fresnel_layer( + ior: glass_ior, + weight: 1.f, + layer: ggx_1, + base: ggx_2, + normal: the_normal + ), + material_emission() + ); + + + // Volume Properties + color local_volume_absorption = depth; + color local_volume_scattering = color(0.f, 0.f, 0.f); + + material_volume local_volume(vdf(), local_volume_absorption, local_volume_scattering); + + + // Geometry Properties + material_geometry local_geometry(float3(0.f), local_cutout_opacity, the_normal); + +} in material( + thin_walled: local_thin_walled, + surface: local_surface, + ior: local_glass_ior, + volume: local_volume, + geometry: local_geometry +); diff --git a/anesthesia_machine_a01/simready_usd/source_assets/OmniPBR.mdl b/anesthesia_machine_a01/simready_usd/source_assets/OmniPBR.mdl new file mode 100644 index 0000000000000000000000000000000000000000..7509579a8fd4ec7d069e6d242b37dad39290ec55 --- /dev/null +++ b/anesthesia_machine_a01/simready_usd/source_assets/OmniPBR.mdl @@ -0,0 +1,419 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBR_ClearCoat::*; + + +// OmniPBR // + +export material OmniPBR( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + float specular_level = float(0.5) [[ + anno::display_name("Specular"), + anno::description("The specular level (intensity) of the material"), + anno::in_group("Reflectivity"), + anno::soft_range(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // Emission // + + uniform bool enable_emission = false [[ + anno::display_name("Enable Emission"), + anno::description("Enables the emission of light from the material"), + anno::in_group("Emissive") + ]], + color emissive_color = color(1.0,0.1,0.1) [[ + anno::display_name("Emissive Color"), + anno::description("The emission color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = float(1.0) [[ + anno::display_name("Opacity Amount"), + anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"), + anno::in_group("Opacity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Opacity Threshold"), + anno::description("If 0, use fractional opacity values 'as is'; if > 0, remap opacity values to 1 when >= threshold and to 0 otherwise"), + anno::in_group("Opacity") + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls the repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls the repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // Geometry // + + uniform float round_edges_radius = float(0.0) [[ + anno::display_name("Round Edge Radius"), + anno::description("Influence radius around the edges in meters"), + anno::in_group("Geometry"), + anno::soft_range(0.0, 1.0) + ]], + uniform float round_edges_roundness = float(1.0) [[ + anno::display_name("Round Edge Roundness"), + anno::description("Determines how round the edge will look"), + anno::in_group("Geometry"), + anno::hard_range(0.0, 1.0) + ]], + uniform bool round_edges_across_materials = false [[ + anno::display_name("Round Edge Across Materials"), + anno::description("Normal smoothing happens only between facets of equal material, \n" + "\t\tunless this parameter is set true, in which case the smoothing \n" + "\t\thappens between facets irrespective of their materials"), + anno::in_group("Geometry") + ]] +) +[[ + anno::display_name("OmniPBR"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 2), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] = let { + +material base = OmniPBR_ClearCoat::OmniPBR_ClearCoat( + diffuse_color_constant: diffuse_color_constant, + diffuse_texture: diffuse_texture, + albedo_desaturation: albedo_desaturation, + albedo_add: albedo_add, + albedo_brightness: albedo_brightness, + diffuse_tint: diffuse_tint, + reflection_roughness_constant: reflection_roughness_constant, + reflection_roughness_texture_influence: reflection_roughness_texture_influence, + reflectionroughness_texture: reflectionroughness_texture, + metallic_constant: metallic_constant, + metallic_texture_influence: metallic_texture_influence, + metallic_texture: metallic_texture, + specular_level: specular_level, + enable_ORM_texture: enable_ORM_texture, + ORM_texture: ORM_texture, + ao_to_diffuse: ao_to_diffuse, + ao_texture: ao_texture, + enable_emission: enable_emission, + emissive_color: emissive_color, + emissive_color_texture: emissive_color_texture, + emissive_mask_texture: emissive_mask_texture, + emissive_intensity: emissive_intensity, + enable_opacity: enable_opacity, + opacity_texture: opacity_texture, + opacity_constant: opacity_constant, + enable_opacity_texture: enable_opacity_texture, + opacity_mode: opacity_mode, + opacity_threshold: opacity_threshold, + geometry_normal_roughness_strength: geometry_normal_roughness_strength, + bump_factor: bump_factor, + normalmap_texture: normalmap_texture, + detail_bump_factor: detail_bump_factor, + detail_normalmap_texture: detail_normalmap_texture, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v, + project_uvw: project_uvw, + world_or_object: world_or_object, + uv_space_index: uv_space_index, + texture_translate: texture_translate, + texture_rotate: texture_rotate, + texture_scale: texture_scale, + detail_texture_translate: detail_texture_translate, + detail_texture_rotate: detail_texture_rotate, + detail_texture_scale: detail_texture_scale, + round_edges_radius: round_edges_radius, + round_edges_roundness: round_edges_roundness, + round_edges_across_materials: round_edges_across_materials +); + +} in material( +surface: base.surface, +geometry: base.geometry +); diff --git a/anesthesia_machine_a01/simready_usd/source_assets/OmniPBRBase.mdl b/anesthesia_machine_a01/simready_usd/source_assets/OmniPBRBase.mdl new file mode 100644 index 0000000000000000000000000000000000000000..ea5272914d203f50e4f33c5d420d2b94daddbc0f --- /dev/null +++ b/anesthesia_machine_a01/simready_usd/source_assets/OmniPBRBase.mdl @@ -0,0 +1,493 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::tex::*; +import ::anno::*; +import ::anno::*; + +export float3 HemiOctahedronToUnitVector( float2 Oct ) [[ + anno::hidden() +]] +{ + Oct = float2( Oct.x + Oct.y, Oct.x - Oct.y ) * 0.5; + float3 N = float3( Oct.x, Oct.y, 1.0 - math::dot( float2(1.0), math::abs(Oct) ) ); + return math::normalize(N); +} + +export struct NormalData [[ + anno::hidden() +]] +{ + float3 normal; + float2 roughness; +}; + +export NormalData tangent_space_normal_roughness_texture( + uniform texture_2d texture + [[ + anno::description("The input texture"), + anno::usage("normal") + ]], + uniform float factor = 1.0f + [[ anno::description("Determines the degree of bumpiness") ]], + uniform bool flip_tangent_u = false + [[ anno::description("Can be used to fix mismatches between the object's tangent space and the normal map's tangent space") ]], + uniform bool flip_tangent_v = false + [[ anno::description("Can be used to fix mismatches between the object's tangent space and the normal map's tangent space") ]], + base::texture_coordinate_info uvw = base::texture_coordinate_info() + [[ anno::description("Parameterization to be used for texture mapping. Defaults to texture channel 0.") ]], + uniform float2 crop_u = float2( 0.0, 1.0) + [[ anno::description("Restricts the texture access to sub-domain of the texture in the u direction") ]], + uniform float2 crop_v = float2( 0.0, 1.0) + [[ anno::description("Restricts the texture access to sub-domain of the texture in the v direction") ]], + uniform tex::wrap_mode wrap_u = tex::wrap_repeat + [[ anno::description("Wrapping mode in the u direction") ]], + uniform tex::wrap_mode wrap_v = tex::wrap_repeat + [[ anno::description("Wrapping mode in the v direction") ]], + uniform bool clip = false + [[ + anno::description("deprecated, usewrap_mode=tex::wrap_clip. Defines wrap_clamp behavior. If true, lookup outside [0,1] results in no bump"), + anno::hidden() + ]], + uniform float scale = 1. + [[ + anno::description("Scales the value red from the texture file. Can be used to adapt to different normal map formats"), + anno::unused() + ]], + uniform float offset = 0. + [[ + anno::description("Offset applied to the value red from the texture file. Can be used to adapt to different normal map formats"), + anno::unused() + ]], + uniform float animation_start_time = 0. + [[ anno::description("When to start playing first frame of the animation ") ]], + uniform int2 animation_crop = int2(0, 0) + [[ anno::description("If the texture is an animation, the range of frames to be played can be specified.") ]], + uniform tex::wrap_mode animation_wrap = tex::wrap_repeat + [[ anno::description("Defines what to do outside of regular animation time") ]], + uniform float animation_fps = 30 + [[ anno::description("Framerate to use for animation playback") ]] +) +[[ + anno::description("Interprets the color values of a bitmap as a vector in tangent space"), + anno::hidden(), + anno::noinline() +]] +{ + NormalData normalData; + normalData.roughness = float2(0); + normalData.normal = state::normal(); + + float frame = 0.0; + if(animation_crop != int2(0,0)) //only if we have an animation + { + frame = (::state::animation_time()-animation_start_time) * animation_fps ; //start playing at first frame of the animation + switch ( animation_wrap) { + case tex::wrap_repeat: + frame=frame>0? math::fmod(frame,animation_crop.y-animation_crop.x)+animation_crop.x: + math::fmod(frame,animation_crop.y-animation_crop.x)+animation_crop.y; + break; + case tex::wrap_mirrored_repeat: + float animation_crop_2y = 2.0*animation_crop.y; + frame=frame>0? math::fmod(frame,(animation_crop.y-animation_crop.x)*2.0)+animation_crop.x: + math::fmod(frame,(animation_crop.y-animation_crop.x)*2.0)+animation_crop_2y-animation_crop.x; + if(frame>animation_crop.y) + frame = animation_crop_2y-frame; + break; + case tex::wrap_clamp: + frame = math::clamp( frame+animation_crop.x, animation_crop.x, animation_crop.y); + break; + case tex::wrap_clip: + frame += animation_crop.x; + if(frame < animation_crop.x || frame > animation_crop.y) return normalData; + break; + } + } + + if (tex::width(texture) == 0 || tex::height(texture) == 0 || // avoid division by zero in texremapu for invalid resource + factor == 0.0f) + return normalData; + { + if (clip) { + if (wrap_u == tex::wrap_clamp && (uvw.position.x < 0. || uvw.position.x > 1.)) { + return normalData; + } + if (wrap_v == tex::wrap_clamp && (uvw.position.y < 0. || uvw.position.y > 1.)) { + return normalData; + } + } + if (wrap_u == tex::wrap_clip && (uvw.position.x < 0. || uvw.position.x > 1.)) { + return normalData; + } + if (wrap_v == tex::wrap_clip && (uvw.position.y < 0. || uvw.position.y > 1.)) { + return normalData; + } + } + bool pixel_flip_u = flip_tangent_u; + bool pixel_flip_v = flip_tangent_v; + //if we mirror repeat a tangent space texture, tangent space needs to be flipped for every other tile + if (wrap_u == tex::wrap_mirrored_repeat) { + if( uvw.position.x > 0. && int(uvw.position.x) % 2 == 1) + pixel_flip_u = ! pixel_flip_u; + else if( uvw.position.x < 0. && int(uvw.position.x) % 2 == 0) + pixel_flip_u = ! pixel_flip_u; + } + if (wrap_v == tex::wrap_mirrored_repeat) { + if( uvw.position.y > 0. && int(uvw.position.y) % 2 == 1) + pixel_flip_v = ! pixel_flip_v; + else if( uvw.position.y < 0. && int(uvw.position.y) % 2 == 0) + pixel_flip_v = ! pixel_flip_v; + } + + float3 transformed_tangent_u = uvw.tangent_u; + float3 transformed_tangent_v = uvw.tangent_v; + + if (pixel_flip_u) + transformed_tangent_u=-transformed_tangent_u; + if (pixel_flip_v) + transformed_tangent_v=-transformed_tangent_v; + + float3 tangent_space_normal; + float4 normal_raw = tex::lookup_float4(texture,float2(uvw.position.x,uvw.position.y), wrap_u, wrap_v, crop_u, crop_v, frame); + if(normal_raw.x > 1.5) + { + // octahedron packed by OV + normal_raw.x -= 2.0; + normal_raw.x -= 0.5; + normal_raw.y -= 0.5; + tangent_space_normal = HemiOctahedronToUnitVector(float2(normal_raw.x, normal_raw.y) * 2.0); + normalData.roughness = float2(normal_raw.z, normal_raw.w); + } + else + { + // regular + tangent_space_normal = (float3(normal_raw.x, normal_raw.y, normal_raw.z) - float3(0.5)) * 2.0; + normalData.roughness = float2(0); + } + + normalData.normal = math::normalize( + transformed_tangent_u * tangent_space_normal.x * factor + + transformed_tangent_v * tangent_space_normal.y * factor + + state::normal() * tangent_space_normal.z); + + return normalData; +} + + +export material OmniPBRBase( + + + // Albdeo // + + color diffuse_reflection_color = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Albedo Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflecitivity // + + float specular_reflection_roughness = float(0.0) [[ + anno::display_name("Roughness"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(0.0, 1.0) + ]], + float2 specular_reflection_aniso_roughness = float2(0.0, 0.0) [[ + anno::display_name("Aniso roughness"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hidden() + ]], + float metalness = float(0.0) [[ + anno::display_name("Metalness"), + anno::description("Bias towards pure specular reflection"), + anno::in_group("Reflectivity"), + anno::hard_range(0.0, 1.0) + ]], + float specular_level = float(0.5) [[ + anno::display_name("Specular"), + anno::description("The specular level (intensity) of the material"), + anno::in_group("Reflectivity"), + anno::soft_range(0.0, 1.0) + ]], + + + // Emission // + + uniform bool enable_emission = false [[ + anno::display_name("Enable Emission"), + anno::description("Enables the emission of light from the material"), + anno::in_group("Emissive") + ]], + color emission_color = color(1.0,0.1,0.1) [[ + anno::display_name("Emissive Color"), + anno::description("The emission color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + float emission_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::soft_range(0.0, 1000.0), + anno::enable_if("enable_emission == true") + ]], + + + // Geometry Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + float geometry_opacity = float(1.0) [[ + anno::display_name("Opacity Amount"), + anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"), + anno::in_group("Opacity"), + anno::hard_range(0.0, 1.0) + ]], + uniform float geometry_opacity_threshold = 0.f + [[ + anno::display_name("Opacity Threshold"), + anno::description("If 0, use fractional opacity values 'as is'; if > 0, remap opacity values to 1 when >= threshold and to 0 otherwise"), + anno::in_group("Opacity"), + anno::hard_range(0.0, 1.0) + ]], + + + // Clearcoat // + + uniform bool enable_coat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a coat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float coat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for coat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(0.0, 1.0) + ]], + color coat_color = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float coat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the coat. Can be turned into a fully opaque coat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(0.0, 1.0) + ]], + float coat_roughness = float(0.0) [[ + anno::display_name("Clearcoat Roughness"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Clearcoat"), + anno::hard_range(0.0, 1.0) + ]], + float2 coat_aniso_roughness = float2(0.0, 0.0) [[ + anno::display_name("Clearcoat aniso roughness"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Clearcoat"), + anno::hidden() + ]], + float coat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the coat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(0.0, 4.0) + ]], + float3 clearcoat_geometry_normal = state::normal() [[ + anno::display_name("Clearcoat Normal"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + + + // Geometry // + + uniform float round_edges_radius = float(0.0) [[ + anno::display_name("Round Edge Radius"), + anno::description("Influence radius around the edges in meters"), + anno::in_group("Geometry"), + anno::soft_range(0.0, 1.0) + ]], + uniform float round_edges_roundness = float(1.0) [[ + anno::display_name("Round Edge Roundness"), + anno::description("Determines how round the edge will look"), + anno::in_group("Geometry"), + anno::hard_range(0.0, 1.0) + ]], + uniform bool round_edges_across_materials = false [[ + anno::display_name("Round Edge Across Materials"), + anno::description("Normal smoothing happens only between facets of equal material, \n" + "\t\tunless this parameter is set true, in which case the smoothing \n" + "\t\thappens between facets irrespective of their materials"), + anno::in_group("Geometry") + ]], + float3 geometry_normal = state::normal() [[ + anno::display_name("Geometry Normal"), + anno::in_group("Geometry"), + anno::usage("normal") + ]] + +) +[[ + anno::display_name("OmniPBR Base"), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Omni Materials"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "omniverse", "generic")) +]] + = let{ + + // Diffuse Bsdf // + + color tinted_diffuse_color = diffuse_reflection_color * diffuse_tint; + + color base_color = tinted_diffuse_color; + + bsdf diffuse_bsdf = df::weighted_layer( + weight: 1.0, + layer: df::diffuse_reflection_bsdf( + tint: base_color, + roughness: float(0.0) + ), + base: bsdf(), + normal: geometry_normal + ); + + // Glossy Reflection Bsdf // + + float roughness_u = math::clamp(specular_reflection_roughness * specular_reflection_roughness + + specular_reflection_aniso_roughness.x * specular_reflection_aniso_roughness.x, 0, 1); + float roughness_v = math::clamp(specular_reflection_roughness * specular_reflection_roughness + + specular_reflection_aniso_roughness.y * specular_reflection_aniso_roughness.y, 0, 1); + bsdf ggx_smith_bsdf = df::microfacet_ggx_smith_bsdf( + roughness_u: roughness_u, + roughness_v: roughness_v, + tint: color(1.0), + mode: df::scatter_reflect + ); + + bsdf custom_curve_layer_bsdf = df::custom_curve_layer( + normal_reflectivity: 0.08, + grazing_reflectivity: 1.0, + exponent: 5.0, + weight: specular_level, + layer: ggx_smith_bsdf, + base: diffuse_bsdf, + normal: geometry_normal + ); + + bsdf directional_factor_bsdf = df::tint(base_color, ggx_smith_bsdf); + + bsdf omni_PBR_bsdf = df::weighted_layer( + weight: metalness, + layer: directional_factor_bsdf, + base: custom_curve_layer_bsdf, + normal: geometry_normal + ); + + // Clear Coat // + + float coat_roughness_u = math::clamp(coat_roughness * coat_roughness + + coat_aniso_roughness.x * coat_aniso_roughness.x, 0, 1); + float coat_roughness_v = math::clamp(coat_roughness * coat_roughness + + coat_aniso_roughness.y * coat_aniso_roughness.y, 0, 1); + bsdf coat_bsdf = df::microfacet_ggx_smith_bsdf( + roughness_u: coat_roughness_u, + roughness_v: coat_roughness_v, + tint: color(1.0), + mode: df::scatter_reflect + ); + + bsdf opaque_coat = df::weighted_layer( + weight: coat_transparency, + layer: ::df::tint( + tint: coat_color, + base: omni_PBR_bsdf + ), + base: ::df::diffuse_reflection_bsdf( + tint: coat_color + ) + ); + + bsdf omni_PBR_coated_bsdf = df::fresnel_layer( + ior: coat_ior, + weight: coat_weight, + layer: coat_bsdf, + base: opaque_coat, + normal: clearcoat_geometry_normal + ); + + bsdf final_bsdf = enable_coat ? omni_PBR_coated_bsdf : omni_PBR_bsdf; + + color emission_value = enable_emission ? emission_color * color(emission_intensity) : color(0.0); + + float opacity_value = geometry_opacity; + float cutout_opacity = enable_opacity ? ((geometry_opacity_threshold == 0.0) ? opacity_value : ((opacity_value >= geometry_opacity_threshold) ? 1.0 : 0)) : 1.0; + + material_emission emission = material_emission( + df::diffuse_edf(), + intensity: emission_value + ); + + material_surface surface = material_surface( + scattering: final_bsdf, + emission: emission + ); + + material_geometry geometry = material_geometry( + normal: state::rounded_corner_normal( + radius: round_edges_radius, + across_materials: round_edges_across_materials, + roundness: round_edges_roundness + ), + cutout_opacity: cutout_opacity + ); + +} in material( + surface: surface, + geometry: geometry +); diff --git a/anesthesia_machine_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl b/anesthesia_machine_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl new file mode 100644 index 0000000000000000000000000000000000000000..b83431718cbb6ab7c57d8da75468698bab757644 --- /dev/null +++ b/anesthesia_machine_a01/simready_usd/source_assets/OmniPBR_ClearCoat.mdl @@ -0,0 +1,734 @@ +/*************************************************************************************************** + * Copyright 2022 NVIDIA Corporation. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of NVIDIA CORPORATION nor the names of its + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + **************************************************************************************************/ + +mdl 1.7; + +import ::df::*; +import ::state::*; +import ::math::*; +import ::base::*; +import ::state::*; +import ::tex::*; +import ::anno::*; + +import ::debug::*; + +import ::nvidia::core_definitions::file_texture; +import ::nvidia::core_definitions::normalmap_texture; + +import OmniPBRBase::*; + +// Functions // + + +// Returns a matrix from R,T,S. inputs // + +uniform float4x4 rotation_translation_scale( + uniform float3 rotation = float3(0.) + [[ anno::description("Rotation applied to every UVW coordinate") ]], + uniform float3 translation = float3(0.) + [[ anno::description("Offset applied to every UVW coordinate") ]], + uniform float3 scaling = float3(1.) + [[ anno::description("Scale applied to every UVW coordinate") ]] +) +[[ + anno::description("Construct a transformation matrix from euler rotation, translation and scale"), + anno::hidden() +]] +{ + float4x4 scale = + float4x4(scaling.x , 0.0 , 0.0 , 0.0, + 0.0 , scaling.y , 0.0 , 0.0, + 0.0 , 0.0 , scaling.z , 0.0, + translation.x , translation.y , translation.z , 1.0); + + float3 s = math::sin(rotation); + float3 c = math::cos(rotation); + + float4x4 rotate = + float4x4( c.y*c.z , -c.x*s.z + s.x*s.y*c.z , s.x*s.z + c.x*s.y*c.z , 0.0, + c.y*s.z , c.x*c.z + s.x*s.y*s.z , -s.x*c.z + c.x*s.y*s.z , 0.0, + -s.y , s.x*c.y , c.x*c.y , 0.0, + 0.0 , 0.0 , 0 , 1.0); + + return scale * rotate; +} + +// Returns the normal n in tangent space, given n is in internal space. // + +float3 transform_internal_to_tangent(float3 n) +{ + /* flip_tangent_v */ + return + n.x* float3(state::texture_tangent_u(0).x,-state::texture_tangent_v(0).x,state::normal().x)+ + n.y* float3(state::texture_tangent_u(0).y,-state::texture_tangent_v(0).y,state::normal().y)+ + n.z* float3(state::texture_tangent_u(0).z,-state::texture_tangent_v(0).z,state::normal().z); +} + +// Returns the normal n in internal space, given n is in tangent space. +float3 transform_tangent_to_internal(float3 n) +{ + return state::texture_tangent_u(0) * n.x - + state::texture_tangent_v(0) * n.y + /* flip_tangent_v */ + state::normal() * n.z; +} + +// Returns a normal by adding a detail normal to a global normal. +export float3 add_detail_normal(float3 nd = state::normal(), float3 n = state::normal()) +{ + // http://blog.selfshadow.com/publications/blending-in-detail/ + float3 n_t = transform_internal_to_tangent(n); + float3 nd_t = transform_internal_to_tangent(nd); + n_t = n_t + float3(0.,0.,1.); + nd_t = nd_t * float3(-1.,-1.,1.); + n = n_t * math::dot(n_t, nd_t)/n_t.z - nd_t; + return math::normalize(transform_tangent_to_internal(n)); +} + +base::texture_return multiply_colors( + color color_1 = color(1.0, 1.0, 1.0), + color color_2 = color(.5, .5, .5), + float weight = 1.0 + ) +[[ + anno::hidden() +]] +{ + return base::blend_color_layers( + layers: base::color_layer[]( + base::color_layer( + layer_color: color_2, + weight: weight, + mode: base::color_layer_multiply + )), + base: color_1 + ); +} + + +// OmniPBR Clearcoat // + +export material OmniPBR_ClearCoat( + + // Albdeo // + + color diffuse_color_constant = color(0.2) [[ + anno::display_name("Albedo Color"), + anno::description("This is the albedo base color"), + anno::in_group("Albedo") + ]], + uniform texture_2d diffuse_texture = texture_2d() [[ + anno::display_name("Albedo Map"), + anno::in_group("Albedo") + ]], + float albedo_desaturation = float(0.0) [[ + anno::display_name("Albedo Map Desaturation"), + anno::description("Desaturates the albedo map"), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + float albedo_add = float(0.0) [[ + anno::display_name("Albedo Add"), + anno::description("Adds a constant value to the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(-1.0), float(1.0)) + ]], + float albedo_brightness = float(1.0) [[ + anno::display_name("Albedo Brightness"), + anno::description("Multiplier for the diffuse color "), + anno::in_group("Albedo"), + anno::soft_range(float(0.0), float(1.0)) + ]], + color diffuse_tint = color(1.0) [[ + anno::display_name("Color Tint"), + anno::description("When enabled, this color value is multiplied over the final albedo color"), + anno::in_group("Albedo") + ]], + + + // Reflectivity // + + float reflection_roughness_constant = float(0.5) [[ + anno::display_name("Roughness Amount"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float reflection_roughness_texture_influence = float(0.0) [[ + anno::display_name("Roughness Map Influence"), + anno::description("Blends between the constant value and the lookup of the roughness texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d reflectionroughness_texture = texture_2d() [[ + anno::display_name("Roughness Map"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + float metallic_constant = float(0.0) [[ + anno::display_name("Metallic Amount"), + anno::description("Metallic Material"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float metallic_texture_influence = float(0.0) [[ + anno::display_name("Metallic Map Influence"), + anno::description("Blends between the constant value and the lookup of the metallic texture"), + anno::in_group("Reflectivity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d metallic_texture = texture_2d() [[ + anno::display_name("Metallic Map"), + anno::in_group("Reflectivity"), + anno::usage("metalness") + ]], + float specular_level = float(0.5) [[ + anno::display_name("Specular"), + anno::description("The specular level (intensity) of the material"), + anno::in_group("Reflectivity"), + anno::soft_range(float(0.0), float(1.0)) + ]], + + + // ORM // + + uniform bool enable_ORM_texture = false [[ + anno::display_name("Enable ORM Texture"), + anno::description("The ORM texture will be used to extract the Occlusion, Roughness and Metallic textures from R,G,B channels"), + anno::in_group("Reflectivity") + ]], + uniform texture_2d ORM_texture = texture_2d() [[ + anno::display_name("ORM Map"), + anno::description("Texture that has Occlusion, Roughness and Metallic maps stored in their respective R, G and B channels"), + anno::in_group("Reflectivity"), + anno::usage("roughness") + ]], + + + // AO Group // + + float ao_to_diffuse = 0.0 [[ + anno::display_name("AO to diffuse"), + anno::description("Controls the amount of ambient occlusion multiplied against the diffuse color channel"), + anno::in_group("AO"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform texture_2d ao_texture = texture_2d() [[ + anno::display_name("Ambient Occlusion Map"), + anno::description("The ambient occlusion texture for the material"), + anno::in_group("AO"), + anno::usage("occlusion") + ]], + + + // Emission // + + uniform bool enable_emission = false [[ + anno::display_name("Enable Emission"), + anno::description("Enables the emission of light from the material"), + anno::in_group("Emissive") + ]], + color emissive_color = color(1.0,0.1,0.1) [[ + anno::display_name("Emissive Color"), + anno::description("The emission color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_color_texture = texture_2d() [[ + anno::display_name("Emissive Color map"), + anno::in_group("Emissive"), + anno::description("The emissive color texture"), + anno::enable_if("enable_emission == true") + ]], + uniform texture_2d emissive_mask_texture = texture_2d() [[ + anno::display_name("Emissive Mask map"), + anno::description("The texture masking the emissive color"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true"), + anno::usage("occlusion") + ]], + float emissive_intensity = float(40.0) [[ + anno::display_name("Emissive Intensity"), + anno::description("Intensity of the emission"), + anno::in_group("Emissive"), + anno::enable_if("enable_emission == true") + ]], + + + // Cutout Opacity // + + uniform bool enable_opacity = false [[ + anno::display_name("Enable Opacity"), + anno::description("Enables the use of cutout opacity"), + anno::in_group("Opacity") + ]], + uniform texture_2d opacity_texture = texture_2d() [[ + anno::display_name("Opacity Map"), + anno::in_group("Opacity"), + anno::usage("opacity") + ]], + float opacity_constant = float(1.0) [[ + anno::display_name("Opacity Amount"), + anno::description("Opacity value between 0 and 1, when Opacity Map is not valid"), + anno::in_group("Opacity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + uniform bool enable_opacity_texture = false [[ + anno::display_name("Enable Opacity Texture"), + anno::description("Enables or disables the usage of the opacity texture map"), + anno::in_group("Opacity") + ]], + uniform base::mono_mode opacity_mode = base::mono_average [[ + anno::display_name("Opacity Mono Source"), + anno::description("Determines how to lookup opacity from the supplied texture. mono_alpha, mono_average, mono_luminance, mono_maximum"), + anno::in_group("Opacity") + ]], + uniform float opacity_threshold = float(0.0) [[ + anno::display_name("Opacity Threshold"), + anno::description("If 0, use fractional opacity values 'as is'; if > 0, remap opacity values to 1 when >= threshold and to 0 otherwise"), + anno::in_group("Opacity"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Clearcoat // + + uniform bool enable_clearcoat = false [[ + anno::display_name("Enable Clearcoat Layer"), + anno::description("Adds a clearcoat layer on top of the material when enabled"), + anno::in_group("Clearcoat") + ]], + float clearcoat_weight = float(1.0) [[ + anno::display_name("Clearcoat Weight"), + anno::description("Sets the weight for clearcoat layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + color clearcoat_tint = color(1.0) [[ + anno::display_name("Clearcoat Tint"), + anno::description("Clearcoat is tinted and affects the underlying material"), + anno::in_group("Clearcoat") + ]], + float clearcoat_transparency = float(1.0) [[ + anno::display_name("Clearcoat Transparency"), + anno::description("Adjusts the transparency of the clearcoat. Can be turned into a fully opaque clearcoat covering the underlying layer"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_reflection_roughness = float(0.0) [[ + anno::display_name("Clearcoat Roughness"), + anno::description("Higher roughness values lead to more blurry reflections"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + float clearcoat_ior = float(1.56) [[ + anno::display_name("Clearcoat IOR"), + anno::description("Sets the Index of refraction for the clearcoat layer"), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(4.0)) + ]], + uniform float clearcoat_bump_factor = float(1.0) [[ + anno::display_name("Clearcoat Normal Map Strength"), + anno::description("Strength of normal map."), + anno::in_group("Clearcoat"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d clearcoat_normalmap_texture = texture_2d() [[ + anno::display_name("Clearcoat Normal Map"), + anno::description("Enables the usage of the normalmap texture"), + anno::in_group("Clearcoat"), + anno::usage("normal") + ]], + uniform float2 clearcoat_texture_translate = float2(0.0) [[ + anno::display_name("Clearcoat Texture Translate"), + anno::description("Controls the position of the clearcoat texture"), + anno::ui_order(1), + anno::in_group("UV") + ]], + uniform float clearcoat_texture_rotate = float(0.0) [[ + anno::display_name("Clearcoat Texture Rotate"), + anno::description("Rotates angle of the clearcoat texture in degrees"), + anno::ui_order(2), + anno::in_group("UV") + ]], + uniform float2 clearcoat_texture_scale = float2(1.0) [[ + anno::display_name("Clearcoat Texture Tiling"), + anno::description("Controls the repetition of the clearcoat texture"), + anno::ui_order(3), + anno::in_group("UV") + ]], + float clearcoat_flatten = float(1.0) [[ + anno::display_name("Clearcoat Flatten"), + anno::description("Flattens the clearcoat to even out the underlying bump maps"), + anno::in_group("Clearcoat"), + anno::hard_range(float(0.0), float(1.0)) + ]], + + + // Normal // + + uniform float geometry_normal_roughness_strength = 1.f + [[ + anno::hard_range(0.0, 1.0), + anno::display_name("Normal map to roughness weight"), + anno::description("Enables and weights roughness induced by normal maps"), + anno::in_group("Normal") + ]], + uniform float bump_factor = float(1.0) [[ + anno::display_name("Normal Strength"), + anno::description("Strength of normal map"), + anno::in_group("Normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d normalmap_texture = texture_2d() [[ + anno::display_name("Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform float detail_bump_factor = float(0.3) [[ + anno::display_name("Detail Normal Strength"), + anno::in_group("Normal"), + anno::description("Strength of the detail normal"), + anno::soft_range(float(0.0), float(1.0)) + ]], + uniform texture_2d detail_normalmap_texture = texture_2d() [[ + anno::display_name("Detail Normal Map"), + anno::in_group("Normal"), + anno::usage("normal") + ]], + uniform bool flip_tangent_u = false [[ + anno::display_name("Normal Map Flip U Tangent"), + anno::in_group("Normal") + ]], + uniform bool flip_tangent_v = true [[ + anno::display_name("Normal Map Flip V Tangent"), + anno::in_group("Normal") + ]], + + + // UVW Projection Group // + + uniform bool project_uvw = false [[ + anno::display_name("Enable Project UVW Coordinates"), + anno::description("When enabled, UV coordinates will be generated by projecting them from a coordinate system"), + anno::in_group("UV") + ]], + uniform bool world_or_object = false [[ + anno::display_name("Enable World Space"), + anno::description("When enabled, uses world space for projection, otherwise object space is used"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform int uv_space_index = 0 [[ + anno::display_name("UV Space Index"), + anno::description("UV Space Index"), + anno::in_group("UV"), + anno::enable_if("project_uvw == true"), + anno::hard_range(int(0), int(3)) + ]], + + + // UVW Adjustments Group // + + uniform float2 texture_translate = float2(0.0) [[ + anno::display_name("Texture Translate"), + anno::description("Controls position of texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float texture_rotate = float(0.0) [[ + anno::display_name("Texture Rotate"), + anno::description("Rotates angle of texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 texture_scale = float2(1.0) [[ + anno::display_name("Texture Tiling"), + anno::description("Controls repetition of the texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_translate = float2(0.0) [[ + anno::display_name("Detail Texture Translate"), + anno::description("Controls the position of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float detail_texture_rotate = float(0.0) [[ + anno::display_name("Detail Texture Rotate"), + anno::description("Rotates angle of the detail texture in degrees."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + uniform float2 detail_texture_scale = float2(1.0) [[ + anno::display_name("Detail Texture Tiling"), + anno::description("Controls repetition of the detail texture."), + anno::in_group("UV"), + anno::enable_if("project_uvw == true") + ]], + + + // Geometry // + + uniform float round_edges_radius = float(0.0) [[ + anno::display_name("Round Edge Radius"), + anno::description("Influence radius around the edges in meters"), + anno::in_group("Geometry"), + anno::soft_range(0.0, 1.0) + ]], + uniform float round_edges_roundness = float(1.0) [[ + anno::display_name("Round Edge Roundness"), + anno::description("Determines how round the edge will look"), + anno::in_group("Geometry"), + anno::hard_range(0.0, 1.0) + ]], + uniform bool round_edges_across_materials = false [[ + anno::display_name("Round Edge Across Materials"), + anno::description("Normal smoothing happens only between facets of equal material, \n" + "\t\tunless this parameter is set true, in which case the smoothing \n" + "\t\thappens between facets irrespective of their materials"), + anno::in_group("Geometry") + ]] +) +[[ + anno::display_name("OmniPBR ClearCoat "), + anno::description("OmniPBR Base with support for clear coat, opacity and ORM textures."), + anno::in_group("Base"), + anno::version( 2, 1, 1), + anno::author("NVIDIA CORPORATION"), + anno::key_words(string[]("omni", "PBR", "opacity", "clearcoat", "omniverse", "generic")) +]] = let { + + // UVW lookup and transformation // + base::texture_coordinate_system the_system = world_or_object ? base::texture_coordinate_world : base::texture_coordinate_object; + + base::texture_coordinate_info uvw = project_uvw ? base::coordinate_projection( + coordinate_system: the_system, + texture_space: uv_space_index, + projection_type: base::projection_cubic + ) : + base::coordinate_source( + coordinate_system: base::texture_coordinate_uvw, + texture_space: uv_space_index + ); + + base::texture_coordinate_info transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(texture_scale.x, texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, texture_rotate/180.*math::PI ), + translation: float3(texture_translate.x, texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info detail_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(detail_texture_scale.x, detail_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, detail_texture_rotate/180.*math::PI ), + translation: float3(detail_texture_translate.x, detail_texture_translate.y, 0.0) + ), + coordinate: uvw + ); + + base::texture_coordinate_info clearcoat_transformed_uvw = base::transform_coordinate( + transform: rotation_translation_scale( + scaling: float3(clearcoat_texture_scale.x, clearcoat_texture_scale.y, 1.0), + rotation: float3(0.0, 0.0, clearcoat_texture_rotate/180.*math::PI ), + translation: float3(clearcoat_texture_translate.x, clearcoat_texture_translate.y, 0.f) + ), + coordinate: uvw + ); + + // Normal calculations // + OmniPBRBase::NormalData defaultData = OmniPBRBase::NormalData(state::normal(), float2(0)); + + OmniPBRBase::NormalData normal_data = tex::texture_isvalid(normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: normalmap_texture, + factor: bump_factor, + uvw: transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + //flip_tangent_v: true + + ) : defaultData; + float3 the_normal = normal_data.normal; + + OmniPBRBase::NormalData detail_normal_data = tex::texture_isvalid(detail_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: detail_normalmap_texture, + factor: detail_bump_factor, + uvw: detail_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 detail_normal = detail_normal_data.normal; + + OmniPBRBase::NormalData clearcoat_normal_data = tex::texture_isvalid(clearcoat_normalmap_texture) ? + OmniPBRBase::tangent_space_normal_roughness_texture( + texture: clearcoat_normalmap_texture, + factor: clearcoat_bump_factor, + uvw: clearcoat_transformed_uvw, + flip_tangent_u: flip_tangent_u, + flip_tangent_v: flip_tangent_v // true for dx, false for opengl + ) : defaultData; + float3 clearcoat_normal = clearcoat_normal_data.normal; + + + float3 diffuse_gloss_normal = tex::texture_isvalid(detail_normalmap_texture) ? add_detail_normal(detail_normal, the_normal) : the_normal; + float3 flattened_clearcoat_normal = ::math::lerp(diffuse_gloss_normal, ::state::normal(), clearcoat_flatten); + float3 final_clearcoat_normal = tex::texture_isvalid(clearcoat_normalmap_texture) ? add_detail_normal(flattened_clearcoat_normal, clearcoat_normal) + : flattened_clearcoat_normal; + + + // ORM Handling // + + float3 ORM_lookup = tex::lookup_float3( + tex: ORM_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + + float3 roughness_lookup = tex::lookup_float3( + tex: reflectionroughness_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float roughness_selection = enable_ORM_texture ? ORM_lookup.y : roughness_lookup.x; + float reflection_roughness_s = math::lerp(reflection_roughness_constant, roughness_selection, reflection_roughness_texture_influence); + float2 reflection_roughness = float2(math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.x * normal_data.roughness.x)), + math::sqrt(reflection_roughness_s*reflection_roughness_s + (geometry_normal_roughness_strength * normal_data.roughness.y * normal_data.roughness.y))); + + float2 clearcoat_reflection_roughness2 = float2(math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.x * clearcoat_normal_data.roughness.x)), + math::sqrt(clearcoat_reflection_roughness*clearcoat_reflection_roughness + (geometry_normal_roughness_strength * clearcoat_normal_data.roughness.y * clearcoat_normal_data.roughness.y))); + + // Diffuse Color Lookup and AO // + + base::texture_return base_lookup = base::file_texture( + texture: diffuse_texture, + color_offset: color(albedo_add), + color_scale: color(albedo_brightness), + mono_source: base::mono_luminance, + uvw: transformed_uvw, + clip: false + ); + + base::texture_return ao_lookup = base::file_texture( + texture: ao_texture, + color_offset: color(0.0, 0.0, 0.0), + color_scale: color(1.0, 1.0, 1.0), + mono_source: base::mono_average, + uvw: transformed_uvw, + clip: false + ); + + + color ao_color = enable_ORM_texture ? color(ORM_lookup.x) : ao_lookup.tint; + color desaturated_base = math::lerp(base_lookup.tint, color(base_lookup.mono), albedo_desaturation); + color diffuse = tex::texture_isvalid(diffuse_texture)? desaturated_base : diffuse_color_constant; + color tinted_diffuse = multiply_colors(diffuse, diffuse_tint, 1.0).tint; + + color base_color = multiply_colors( + color_1: tinted_diffuse, + color_2: ao_color, + weight: ao_to_diffuse + ).tint; + + + // Metalness // + + float3 metallic_lookup = tex::lookup_float3( + tex: metallic_texture, + coord: float2(transformed_uvw.position.x, transformed_uvw.position.y) + ); + + float metallic_selection = enable_ORM_texture ? ORM_lookup.z : metallic_lookup.x; + float metallic = math::lerp(metallic_constant, metallic_selection, metallic_texture_influence); + + + // Emission // + + color emission_color_texture = tex::texture_isvalid(emissive_color_texture) ? + base::file_texture( + texture: emissive_color_texture, + color_offset: color(0.0, 0.0, 0.0), + color_scale: color(1.0, 1.0, 1.0), + mono_source: base::mono_average, + uvw: transformed_uvw, + clip: false + ).tint : emissive_color; + + color emission_mask_texture = tex::texture_isvalid(emissive_mask_texture) ? + base::file_texture( + texture: emissive_mask_texture, + color_offset: color(0.0, 0.0, 0.0), + color_scale: color(1.0, 1.0, 1.0), + mono_source: base::mono_average, + uvw: transformed_uvw, + clip: false + ).tint : color(1.0); + + color final_emission_color = enable_emission ? emission_color_texture * emission_mask_texture: color(0.0); + + // Opacity // + + float opacity_value = enable_opacity_texture ? base::file_texture( + texture: opacity_texture, + mono_source: opacity_mode, + uvw: transformed_uvw + ).mono : opacity_constant; + + float cutout_opacity = enable_opacity ? 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