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Collected warehouse scene
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StrainFlow committed Nov 2, 2023
1 parent d4cef4f commit a34e555
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mdl 1.3;

import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
using OmniUe4Function import *;
using OmniUe4Base import *;

export annotation sampler_color();
export annotation sampler_normal();
export annotation sampler_grayscale();
export annotation sampler_alpha();
export annotation sampler_masks();
export annotation sampler_distancefield();
export annotation dither_masked_off();
export annotation world_space_normal();

export material MI_Barcode_0001(
uniform texture_2d BaseColor_Texture = texture_2d("./Textures/0001.png",::tex::gamma_srgb)
[[sampler_color()]],
float4 BaseColor_Tint = float4(1.0,1.0,1.0,1.0),
float Metallic = 0.05,
float Roughness = 0.3)
[[
dither_masked_off()
]]
=
let {
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(0).x,1.0-state::texture_coordinate(0).y);


float3 Normal_mdl = float3(0.0,0.0,1.0);

float4 Local0 = tex::lookup_float4(BaseColor_Texture,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local1 = (float3(Local0.x,Local0.y,Local0.z) * float3(BaseColor_Tint.x,BaseColor_Tint.y,BaseColor_Tint.z));

float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
float OpacityMask_mdl = (Local0.w - 0.3333) < 0.0f ? 0.0f : 1.0f;
float3 BaseColor_mdl = Local1;
float Metallic_mdl = Metallic;
float Specular_mdl = 0.5;
float Roughness_mdl = Roughness;

} in
::OmniUe4Base(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: OpacityMask_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
two_sided: false);
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mdl 1.3;

import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
using OmniUe4Function import *;
using OmniUe4Base import *;

export annotation sampler_color();
export annotation sampler_normal();
export annotation sampler_grayscale();
export annotation sampler_alpha();
export annotation sampler_masks();
export annotation sampler_distancefield();
export annotation dither_masked_off();
export annotation world_space_normal();

export material MI_CeilingA_06b(
float4 MainTiling = float4(1.0,1.0,0.0,1.0),
uniform texture_2d MainNormalInput = texture_2d("./Textures/T_BeamsA_N.png",::tex::gamma_linear)
[[sampler_normal()]],
float4 ColorAlbedo = float4(0.145,0.145,0.145,0.0),
uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb)
[[sampler_color()]],
uniform texture_2d MaskSelection = texture_2d("./Textures/T_BeamsA_M.png",::tex::gamma_linear)
[[sampler_masks()]],
uniform texture_2d MergeMapInput = texture_2d("./Textures/T_BeamsA_ORM.png",::tex::gamma_linear)
[[sampler_color()]],
float RoughnessMin = 0.1,
float RoughnessMax = 0.9)
=
let {
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(0).x,1.0-state::texture_coordinate(0).y);

float2 Local0 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl);
float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat));

float3 Normal_mdl = float3(Local1.x,Local1.y,Local1.z);

float4 Local2 = tex::lookup_float4(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float4 Local3 = tex::lookup_float4(MaskSelection,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local4 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local2.x,Local2.y,Local2.z),float3(Local3.x,Local3.y,Local3.z));
float4 Local5 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float Local6 = math::lerp(RoughnessMin,RoughnessMax,float3(Local5.x,Local5.y,Local5.z).y);

float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
float OpacityMask_mdl = 1.0;
float3 BaseColor_mdl = Local4;
float Metallic_mdl = float3(Local5.x,Local5.y,Local5.z).z;
float Specular_mdl = 0.5;
float Roughness_mdl = Local6;

} in
::OmniUe4Base(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: OpacityMask_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
two_sided: false);
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mdl 1.3;

import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
using OmniUe4Function import *;
using OmniUe4Base import *;

export annotation sampler_color();
export annotation sampler_normal();
export annotation sampler_grayscale();
export annotation sampler_alpha();
export annotation sampler_masks();
export annotation sampler_distancefield();
export annotation dither_masked_off();
export annotation world_space_normal();

export material MI_CratePlasticE_01(
uniform texture_2d MainNormalInput = texture_2d("./Textures/T_BarelPlasticA_N.png",::tex::gamma_linear)
[[sampler_normal()]],
float4 Body = float4(0.128,0.128,0.128,1.0),
uniform texture_2d MaskSelection = texture_2d("./Textures/T_BarelPlasticA_M.png",::tex::gamma_linear)
[[sampler_color()]],
float4 Handle = float4(0.128,0.128,0.128,1.0),
float4 Cap = float4(0.128,0.128,0.128,1.0),
uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_BarelPlasticA_D.png",::tex::gamma_srgb)
[[sampler_color()]],
uniform texture_2d MergeMapInput = texture_2d("./Textures/T_BarelPlasticA_ORM.png",::tex::gamma_linear)
[[sampler_color()]],
float RoughnessMin = 0.1,
float RoughnessMax = 0.9)
=
let {
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(0).x,1.0-state::texture_coordinate(0).y);

float4 Local0 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat));

float3 Normal_mdl = float3(Local0.x,Local0.y,Local0.z);

float4 Local1 = tex::lookup_float4(MaskSelection,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local2 = math::lerp(float3(0.0,0.0,0.0),float3(Body.x,Body.y,Body.z),Local1.x);
float3 Local3 = math::lerp(Local2,float3(Handle.x,Handle.y,Handle.z),Local1.y);
float3 Local4 = math::lerp(Local3,float3(Cap.x,Cap.y,Cap.z),Local1.z);
float4 Local5 = tex::lookup_float4(AlbedoTexture,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local6 = math::lerp(Local4,float3(Local5.x,Local5.y,Local5.z),Local1.w);
float4 Local7 = tex::lookup_float4(MergeMapInput,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
float Local8 = math::lerp(RoughnessMin,RoughnessMax,float3(Local7.x,Local7.y,Local7.z).y);

float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
float OpacityMask_mdl = 1.0;
float3 BaseColor_mdl = Local6;
float Metallic_mdl = float3(Local7.x,Local7.y,Local7.z).z;
float Specular_mdl = 0.5;
float Roughness_mdl = Local8;

} in
::OmniUe4Base(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: OpacityMask_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
two_sided: false);
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mdl 1.3;

import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
using OmniUe4Function import *;
using OmniUe4Base import *;

export annotation sampler_color();
export annotation sampler_normal();
export annotation sampler_grayscale();
export annotation sampler_alpha();
export annotation sampler_masks();
export annotation sampler_distancefield();
export annotation dither_masked_off();
export annotation world_space_normal();

export material MI_Floor_01(
float4 MainTiling = float4(1.0,1.0,0.0,1.0),
uniform texture_2d MainNormalInput = texture_2d("./Textures/T_Floor_01_N.png",::tex::gamma_linear)
[[sampler_normal()]],
float4 MainNormalStrenght = float4(1.0,1.0,0.9,1.0),
float4 ColorAlbedo = float4(0.145,0.145,0.145,0.0),
uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb)
[[sampler_color()]],
uniform texture_2d MaskSelection = texture_2d("./Textures/T_Floor_01_M.png",::tex::gamma_linear)
[[sampler_masks()]],
uniform texture_2d MergeMapInput = texture_2d("./Textures/T_Floor_01_ORM.png",::tex::gamma_linear)
[[sampler_color()]],
float RoughnessMin = 0.1,
float RoughnessMax = 0.9)
=
let {
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(0).x,1.0-state::texture_coordinate(0).y);

float2 Local0 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl);
float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat));
float3 Local2 = (float3(Local1.x,Local1.y,Local1.z) * float3(MainNormalStrenght.x,MainNormalStrenght.y,MainNormalStrenght.z));

float3 Normal_mdl = Local2;

float4 Local3 = tex::lookup_float4(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float4 Local4 = tex::lookup_float4(MaskSelection,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local5 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local3.x,Local3.y,Local3.z),float3(Local4.x,Local4.y,Local4.z));
float4 Local6 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float Local7 = math::lerp(RoughnessMin,RoughnessMax,float3(Local6.x,Local6.y,Local6.z).y);

float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
float OpacityMask_mdl = 1.0;
float3 BaseColor_mdl = Local5;
float Metallic_mdl = float3(Local6.x,Local6.y,Local6.z).z;
float Specular_mdl = 0.5;
float Roughness_mdl = Local7;

} in
::OmniUe4Base(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: OpacityMask_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
two_sided: false);
Original file line number Diff line number Diff line change
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mdl 1.3;

import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
using OmniUe4Function import *;
using OmniUe4Base import *;

export annotation sampler_color();
export annotation sampler_normal();
export annotation sampler_grayscale();
export annotation sampler_alpha();
export annotation sampler_masks();
export annotation sampler_distancefield();
export annotation dither_masked_off();
export annotation world_space_normal();

export material MI_FrameA_01(
float4 MainTiling = float4(1.0,1.0,0.0,1.0),
uniform texture_2d MainNormalInput = texture_2d("./Textures/T_BeamsA_N.png",::tex::gamma_linear)
[[sampler_normal()]],
float4 ColorAlbedo = float4(0.145,0.145,0.145,0.0),
uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb)
[[sampler_color()]],
uniform texture_2d MaskSelection = texture_2d("./Textures/T_BeamsA_M.png",::tex::gamma_linear)
[[sampler_masks()]],
uniform texture_2d MergeMapInput = texture_2d("./Textures/T_BeamsA_ORM.png",::tex::gamma_linear)
[[sampler_color()]],
float RoughnessMin = 0.1,
float RoughnessMax = 0.9)
=
let {
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(0).x,1.0-state::texture_coordinate(0).y);

float2 Local0 = (float2(float3(MainTiling.x,MainTiling.y,MainTiling.z).x,float3(MainTiling.x,MainTiling.y,MainTiling.z).y) * CustomizedUV0_mdl);
float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat));

float3 Normal_mdl = float3(Local1.x,Local1.y,Local1.z);

float4 Local2 = tex::lookup_float4(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float4 Local3 = tex::lookup_float4(MaskSelection,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat);
float3 Local4 = math::lerp(float3(ColorAlbedo.x,ColorAlbedo.y,ColorAlbedo.z),float3(Local2.x,Local2.y,Local2.z),float3(Local3.x,Local3.y,Local3.z));
float4 Local5 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float Local6 = math::lerp(RoughnessMin,RoughnessMax,float3(Local5.x,Local5.y,Local5.z).y);

float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
float OpacityMask_mdl = 1.0;
float3 BaseColor_mdl = Local4;
float Metallic_mdl = float3(Local5.x,Local5.y,Local5.z).z;
float Specular_mdl = 0.5;
float Roughness_mdl = Local6;

} in
::OmniUe4Base(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: OpacityMask_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
two_sided: false);
Original file line number Diff line number Diff line change
@@ -0,0 +1,66 @@
mdl 1.3;

import ::math::*;
import ::state::*;
import ::tex::*;
import ::anno::*;
using OmniUe4Function import *;
using OmniUe4Base import *;

export annotation sampler_color();
export annotation sampler_normal();
export annotation sampler_grayscale();
export annotation sampler_alpha();
export annotation sampler_masks();
export annotation sampler_distancefield();
export annotation dither_masked_off();
export annotation world_space_normal();

export material MI_LampCeilingA(
float U_Tiling = 1.0,
float V_Tiling = 1.0,
uniform texture_2d MainNormalInput = texture_2d("./Textures/T_Floor_01_N.png",::tex::gamma_linear)
[[sampler_normal()]],
uniform texture_2d AlbedoTexture = texture_2d("./Textures/T_Floor_01_D.png",::tex::gamma_srgb)
[[sampler_color()]],
float Desaturation = 0.0,
float4 BaseColor_Tint = float4(1.0,1.0,1.0,1.0),
uniform texture_2d MergeMapInput = texture_2d("./Textures/Alum_Anodized_roughness.png",::tex::gamma_linear)
[[sampler_color()]],
float RoughnessMin = 0.1,
float RoughnessMax = 0.9)
=
let {
float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0);
float2 CustomizedUV0_mdl = float2(state::texture_coordinate(0).x,1.0-state::texture_coordinate(0).y);

float2 Local0 = (CustomizedUV0_mdl * float2(U_Tiling,V_Tiling));
float4 Local1 = ::unpack_normal_map(tex::lookup_float4(MainNormalInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat));

float3 Normal_mdl = float3(Local1.x,Local1.y,Local1.z);

float4 Local2 = tex::lookup_float4(AlbedoTexture,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float Local3 = math::dot(float3(Local2.x,Local2.y,Local2.z), float3(0.3,0.59,0.11));
float3 Local4 = math::lerp(float3(Local2.x,Local2.y,Local2.z),float3(Local3,Local3,Local3),Desaturation);
float3 Local5 = (Local4 * float3(BaseColor_Tint.x,BaseColor_Tint.y,BaseColor_Tint.z));
float4 Local6 = tex::lookup_float4(MergeMapInput,float2(Local0.x,1.0-Local0.y),tex::wrap_repeat,tex::wrap_repeat);
float Local7 = math::lerp(RoughnessMin,RoughnessMax,float3(Local6.x,Local6.y,Local6.z).y);

float3 EmissiveColor_mdl = float3(0.0,0.0,0.0);
float OpacityMask_mdl = 1.0;
float3 BaseColor_mdl = Local5;
float Metallic_mdl = float3(Local6.x,Local6.y,Local6.z).z;
float Specular_mdl = 0.5;
float Roughness_mdl = Local7;

} in
::OmniUe4Base(
base_color: BaseColor_mdl,
metallic: Metallic_mdl,
roughness: Roughness_mdl,
specular: Specular_mdl,
normal: Normal_mdl,
opacity: OpacityMask_mdl,
emissive_color: EmissiveColor_mdl,
displacement: WorldPositionOffset_mdl,
two_sided: false);
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