/*************************************************************************************************** * 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. **************************************************************************************************/ //* 1.0.0 - first version //* 1.0.1 - merge unlit template //* 1.0.2 - Fix EDF in the back side: the EDF contained in surface is only used for the front side and not for the back side //* 1.0.3 - UE4 normal mapping: Geometry normal shouldn't be changed //* 1.0.4 - using absolute import paths when importing standard modules mdl 1.3; import ::df::*; import ::state::*; import ::math::*; import ::tex::*; import ::anno::*; float emissive_multiplier() [[ anno::description("the multiplier to convert UE4 emissive to raw data"), anno::noinline() ]] { return 20.0f * 128.0f; } float3 tangent_space_normal( float3 normal = float3(0.0,0.0,1.0), float3 tangent_u = state::texture_tangent_u(0), float3 tangent_v = state::texture_tangent_v(0) ) [[ anno::description("Interprets the vector in tangent space"), anno::noinline() ]] { return math::normalize( tangent_u * normal.x - /* flip_tangent_v */ tangent_v * normal.y + state::normal() * (normal.z)); } float3 world_space_normal( float3 normal = float3(0.0,0.0,1.0), float3 tangent_u = state::texture_tangent_u(0), float3 tangent_v = state::texture_tangent_v(0) ) [[ anno::description("Interprets the vector in world space"), anno::noinline() ]] { return tangent_space_normal( math::normalize( normal.x * float3(tangent_u.x, tangent_v.x, state::normal().x) - normal.y * float3(tangent_u.y, tangent_v.y, state::normal().y) + normal.z * float3(tangent_u.z, tangent_v.z, state::normal().z)), tangent_u, tangent_v ); } export material OmniUe4Base( float3 base_color = float3(0.0, 0.0, 0.0), float metallic = 0.0, float roughness = 0.5, float specular = 0.5, float3 normal = float3(0.0,0.0,1.0), float clearcoat_weight = 0.0, float clearcoat_roughness = 0.0, float3 clearcoat_normal = float3(0.0,0.0,1.0), uniform bool enable_opacity = true, float opacity = 1.0, float3 emissive_color = float3(0.0, 0.0, 0.0), float3 displacement = float3(0.0), uniform bool is_tangent_space_normal = true, uniform bool two_sided = false, uniform bool is_unlit = false ) [[ anno::display_name("Omni UE4 Base"), anno::description("Omni UE4 Base, supports UE4 default lit and clearcoat shading model"), anno::version( 1, 0, 0), anno::author("NVIDIA CORPORATION"), anno::key_words(string[]("omni", "UE4", "omniverse", "lit", "clearcoat", "generic")) ]] = let { color final_base_color = math::saturate(base_color); float final_metallic = math::saturate(metallic); float final_roughness = math::saturate(roughness); float final_specular = math::saturate(specular); color final_emissive_color = math::max(emissive_color, 0.0f) * emissive_multiplier(); /*factor for converting ue4 emissive to raw value*/ float final_clearcoat_weight = math::saturate(clearcoat_weight); float final_clearcoat_roughness = math::saturate(clearcoat_roughness); float3 final_normal = math::normalize(normal); float3 final_clearcoat_normal = math::normalize(clearcoat_normal); // - compute final roughness by squaring the "roughness" parameter float alpha = final_roughness * final_roughness; // reduce the reflectivity at grazing angles to avoid "dark edges" for high roughness due to the layering float grazing_refl = math::max((1.0 - final_roughness), 0.0); float3 the_normal = is_unlit ? state::normal() : (is_tangent_space_normal ? tangent_space_normal( normal: final_normal, tangent_u: state::texture_tangent_u(0), tangent_v: state::texture_tangent_v(0) ) : world_space_normal( normal: final_normal, tangent_u: state::texture_tangent_u(0), tangent_v: state::texture_tangent_v(0) )); // for the dielectric component we layer the glossy component on top of the diffuse one, // the glossy layer has no color tint bsdf dielectric_component = df::custom_curve_layer( weight: final_specular, normal_reflectivity: 0.08, grazing_reflectivity: grazing_refl, layer: df::microfacet_ggx_smith_bsdf(roughness_u: alpha), base: df::diffuse_reflection_bsdf(tint: final_base_color), normal: the_normal); // the metallic component doesn't have a diffuse component, it's only glossy // base_color is applied to tint it bsdf metallic_component = df::microfacet_ggx_smith_bsdf(tint: final_base_color, roughness_u: alpha); // final BSDF is a linear blend between dielectric and metallic component bsdf dielectric_metal_mix = df::normalized_mix( components: df::bsdf_component[]( df::bsdf_component( component: metallic_component, weight: final_metallic), df::bsdf_component( component: dielectric_component, weight: 1.0-final_metallic) ) ); // clearcoat layer float clearcoat_grazing_refl = math::max((1.0 - final_clearcoat_roughness), 0.0); float clearcoat_alpha = final_clearcoat_roughness * final_clearcoat_roughness; float3 the_clearcoat_normal = is_tangent_space_normal ? tangent_space_normal( normal: final_clearcoat_normal, tangent_u: state::texture_tangent_u(0), tangent_v: state::texture_tangent_v(0) ) : world_space_normal( normal: final_clearcoat_normal, tangent_u: state::texture_tangent_u(0), tangent_v: state::texture_tangent_v(0) ); bsdf clearcoat = df::custom_curve_layer( base: df::weighted_layer( layer: dielectric_metal_mix, weight: 1.0, normal: final_clearcoat_weight == 0.0 ? state::normal() : the_normal ), layer: df::microfacet_ggx_smith_bsdf( roughness_u: clearcoat_alpha, tint: color(1.0) ), normal_reflectivity: 0.04, grazing_reflectivity: clearcoat_grazing_refl, normal: the_clearcoat_normal, weight: final_clearcoat_weight ); bsdf surface = is_unlit ? bsdf() : clearcoat; } in material( thin_walled: two_sided, // Graphene? surface: material_surface( scattering: surface, emission: material_emission ( emission: df::diffuse_edf (), intensity: final_emissive_color ) ), backface: material_surface( emission: material_emission ( emission: df::diffuse_edf (), intensity: final_emissive_color ) ), geometry: material_geometry( displacement: displacement, normal: final_clearcoat_weight == 0.0 ? the_normal : state::normal(), cutout_opacity: enable_opacity ? opacity : 1.0 ) );