mdl 1.6; import ::math::*; import ::state::*; import ::tex::*; import ::anno::*; using .::OmniUe4Function import *; using .::OmniUe4Translucent 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 DayMaterial( float Flat = 1.0 [[ anno::display_name("Flat"), anno::ui_order(32) ]], uniform texture_2d img = texture_2d("./Textures/white.png",::tex::gamma_srgb) [[ anno::display_name("img"), anno::ui_order(32), sampler_color() ]], int MaxTexCoordIndex = 3 [[ anno::hidden() ]]) = let { float3 WorldPositionOffset_mdl = float3(0.0,0.0,0.0); float2 CustomizedUV0_mdl = float2(state::texture_coordinate(math::min(0,MaxTexCoordIndex)).x,1.0-state::texture_coordinate(math::min(0,MaxTexCoordIndex)).y); float3 Normal_mdl = float3(0.0,0.0,1.0); float4 Local0 = tex::lookup_float4(img,float2(CustomizedUV0_mdl.x,1.0-CustomizedUV0_mdl.y),tex::wrap_repeat,tex::wrap_repeat); float3 Local1 = (Flat * float3(Local0.x,Local0.y,Local0.z)); float3 EmissiveColor_mdl = Local1; float Opacity_mdl = Local0.w; float OpacityMask_mdl = (math::saturate(Local0.w) - 1.0f / 255.0f) < 0.0f ? 0.0f : 1.0f; float3 BaseColor_mdl = float3(0.0,0.0,0.0); float Metallic_mdl = 0.0; float Specular_mdl = 0.5; float Roughness_mdl = 0.5; float2 Refraction_mdl = float2(float2(1.0,0.0).x,float2(1.0,0.0).x); } in ::OmniUe4Translucent( base_color: BaseColor_mdl, metallic: Metallic_mdl, roughness: Roughness_mdl, specular: Specular_mdl, normal: Normal_mdl, opacity: Opacity_mdl, opacity_mask: OpacityMask_mdl, emissive_color: EmissiveColor_mdl, displacement: WorldPositionOffset_mdl, refraction: Refraction_mdl.x, two_sided: false);