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/***************************************************************************************************
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* Copyright 2020 NVIDIA Corporation. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**************************************************************************************************/
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//* 1.0.0 - first version
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//* 1.0.1 - Emissive color affected by opacity
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// - Support opacity mask
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//* 1.0.2 - Unlit translucent
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//* 1.0.3 - specular bsdf instead of microfacet ggx smith bsdf
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//* 1.0.4 - using absolute import paths when importing standard modules
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mdl 1.3;
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import ::df::*;
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import ::state::*;
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import ::math::*;
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import ::tex::*;
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import ::anno::*;
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float emissive_multiplier()
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[[
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anno::description("the multiplier to convert UE4 emissive to raw data"),
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anno::noinline()
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]]
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{
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return 20.0f * 128.0f;
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}
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color get_translucent_tint(color base_color, float opacity)
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[[
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anno::description("base color of UE4 translucent"),
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anno::noinline()
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]]
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{
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return math::lerp(color(1.0), base_color, opacity);
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}
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// Just for UE4 distilling
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float get_translucent_opacity(float opacity)
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[[
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anno::noinline()
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]]
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{
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return opacity;
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}
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color get_emissive_intensity(color emissive, float opacity)
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[[
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anno::description("emissive color of UE4 translucent"),
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anno::noinline()
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]]
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{
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return emissive * opacity;
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}
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float3 tangent_space_normal(
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float3 normal = float3(0.0,0.0,1.0),
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float3 tangent_u = state::texture_tangent_u(0),
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float3 tangent_v = state::texture_tangent_v(0)
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)
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[[
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anno::description("Interprets the vector in tangent space"),
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anno::noinline()
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]]
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{
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return math::normalize(
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tangent_u * normal.x -
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tangent_v * normal.y + /* flip_tangent_v */
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state::normal() * (normal.z));
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}
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float3 world_space_normal(
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float3 normal = float3(0.0,0.0,1.0),
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float3 tangent_u = state::texture_tangent_u(0),
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float3 tangent_v = state::texture_tangent_v(0)
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)
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[[
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anno::description("Interprets the vector in world space"),
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anno::noinline()
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]]
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{
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return tangent_space_normal(
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math::normalize(
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normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) -
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normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) +
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normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)),
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tangent_u,
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tangent_v
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);
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}
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export material OmniUe4Translucent(
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float3 base_color = float3(0.0, 0.0, 0.0),
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float metallic = 0.0,
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float roughness = 0.5,
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float specular = 0.5,
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float3 normal = float3(0.0,0.0,1.0),
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uniform bool enable_opacity = true,
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float opacity = 1.0,
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float opacity_mask = 1.0,
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float3 emissive_color = float3(0.0, 0.0, 0.0),
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float3 displacement = float3(0.0),
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uniform float refraction = 1.0,
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uniform bool two_sided = false,
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uniform bool is_tangent_space_normal = true,
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uniform bool is_unlit = false
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)
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[[
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anno::display_name("Omni UE4 Translucent"),
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anno::description("Omni UE4 Translucent, supports UE4 Translucent shading model"),
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anno::version( 1, 0, 0),
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anno::author("NVIDIA CORPORATION"),
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anno::key_words(string[]("omni", "UE4", "omniverse", "translucent"))
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]]
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= let {
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color final_base_color = math::saturate(base_color);
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float final_metallic = math::min(math::max(metallic, 0.0f), 0.99f);
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float final_roughness = math::saturate(roughness);
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float final_specular = math::saturate(specular);
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color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/
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float final_opacity = math::saturate(opacity);
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float3 final_normal = math::normalize(normal);
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// - compute final roughness by squaring the "roughness" parameter
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float alpha = final_roughness * final_roughness;
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// reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering
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float grazing_refl = math::max((1.0 - final_roughness), 0.0);
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float3 the_normal = is_unlit ? state::normal() :
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(is_tangent_space_normal ?
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tangent_space_normal(
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normal: final_normal,
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tangent_u: state::texture_tangent_u(0),
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tangent_v: state::texture_tangent_v(0)
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) : world_space_normal(
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normal: final_normal,
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tangent_u: state::texture_tangent_u(0),
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tangent_v: state::texture_tangent_v(0)
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));
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// for the dielectric component we layer the glossy component on top of the diffuse one,
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// the glossy layer has no color tint
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bsdf dielectric_component = df::custom_curve_layer(
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weight: final_specular,
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normal_reflectivity: 0.08,
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grazing_reflectivity: grazing_refl,
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layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha),
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base: df::diffuse_reflection_bsdf(tint: final_base_color));
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// the metallic component doesn't have a diffuse component, it's only glossy
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// base_color is applied to tint it
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bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha);
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// final BSDF is a linear blend between dielectric and metallic component
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bsdf dielectric_metal_mix =
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df::normalized_mix(
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components:
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df::bsdf_component[](
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df::bsdf_component(
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component: metallic_component,
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weight: final_metallic),
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df::bsdf_component(
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component: dielectric_component,
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weight: 1.0-final_metallic)
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)
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);
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bsdf frosted_bsdf = df::specular_bsdf(
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tint: color(1),
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mode: df::scatter_reflect_transmit
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);
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bsdf final_mix_bsdf =
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is_unlit ? df::specular_bsdf(
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tint: get_translucent_tint(base_color: final_base_color, opacity: final_opacity),
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mode: df::scatter_reflect_transmit
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)
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: df::normalized_mix(
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components:
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df::bsdf_component[](
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df::bsdf_component(
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component: dielectric_metal_mix,
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weight: get_translucent_opacity(final_opacity)),
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df::bsdf_component(
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component: frosted_bsdf,
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weight: 1.0-get_translucent_opacity(final_opacity))
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)
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);
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}
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in material(
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thin_walled: two_sided, // Graphene?
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ior: color(refraction), //refraction
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surface: material_surface(
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scattering: final_mix_bsdf,
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emission:
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material_emission (
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emission: df::diffuse_edf (),
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intensity: get_emissive_intensity(emissive: final_emissive_color, opacity: final_opacity)
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)
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),
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geometry: material_geometry(
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displacement: displacement,
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normal: the_normal,
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cutout_opacity: enable_opacity ? opacity_mask : 1.0
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)
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);
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