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gltf_pbr.mtlx
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330 lines (283 loc) · 14.5 KB
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<?xml version="1.0"?>
<materialx version="1.39">
<!-- An optimized graph implementation for hardware shading languages,
improving the effectiveness of dynamic branches. -->
<nodegraph name="IMPL_gltf_pbr_surfaceshader_optim" nodedef="ND_gltf_pbr_surfaceshader" target="genglsl">
<!-- Volume -->
<convert name="attenuation_color_vec" type="vector3">
<input name="in" type="color3" interfacename="attenuation_color" />
</convert>
<ln name="ln_attenuation_color_vec" type="vector3">
<input name="in" type="vector3" nodename="attenuation_color_vec" />
</ln>
<divide name="ln_attenuation_color_vec_over_distance" type="vector3">
<input name="in1" type="vector3" nodename="ln_attenuation_color_vec" />
<input name="in2" type="float" interfacename="attenuation_distance" />
</divide>
<multiply name="attenuation_coeff" type="vector3">
<input name="in1" type="vector3" nodename="ln_attenuation_color_vec_over_distance" />
<input name="in2" type="float" value="-1" />
</multiply>
<anisotropic_vdf name="isotropic_volume" type="VDF">
<!-- No scattering yet, so absorption_coeff == attenuation_coeff -->
<input name="absorption" type="vector3" nodename="attenuation_coeff" />
<input name="scattering" type="vector3" value="0, 0, 0" />
<input name="anisotropy" type="float" value="0" />
</anisotropic_vdf>
<!-- Base layer -->
<!-- Compute F0 and F90 of dielectric component -->
<subtract name="one_minus_ior" type="float">
<input name="in1" type="float" value="1" />
<input name="in2" type="float" interfacename="ior" />
</subtract>
<add name="one_plus_ior" type="float">
<input name="in1" type="float" value="1" />
<input name="in2" type="float" interfacename="ior" />
</add>
<divide name="ior_div" type="float">
<input name="in1" type="float" nodename="one_minus_ior" />
<input name="in2" type="float" nodename="one_plus_ior" />
</divide>
<multiply name="dielectric_f0_from_ior" type="float">
<input name="in1" type="float" nodename="ior_div" />
<input name="in2" type="float" nodename="ior_div" />
</multiply>
<multiply name="dielectric_f0_from_ior_specular_color" type="color3">
<input name="in1" type="color3" interfacename="specular_color" />
<input name="in2" type="float" nodename="dielectric_f0_from_ior" />
</multiply>
<min name="clamped_dielectric_f0_from_ior_specular_color" type="color3">
<input name="in1" type="color3" nodename="dielectric_f0_from_ior_specular_color" />
<input name="in2" type="float" value="1" />
</min>
<multiply name="dielectric_f0" type="color3">
<input name="in1" type="color3" nodename="clamped_dielectric_f0_from_ior_specular_color" />
<input name="in2" type="float" interfacename="specular" />
</multiply>
<multiply name="dielectric_f90" type="color3">
<input name="in1" type="color3" value="1, 1, 1" />
<input name="in2" type="float" interfacename="specular" />
</multiply>
<!-- Roughness -->
<combine2 name="roughness_uv" type="vector2">
<input name="in1" type="float" nodename="clamped_at" />
<input name="in2" type="float" nodename="clamped_ab" />
</combine2>
<clamp name="clamped_at" type="float">
<input name="in" type="float" nodename="at" />
<input name="low" type="float" value="0.00001" />
<input name="high" type="float" value="1.0" />
</clamp>
<clamp name="clamped_ab" type="float">
<input name="in" type="float" nodename="alpha_roughness" />
<input name="low" type="float" value="0.00001" />
<input name="high" type="float" value="1.0" />
</clamp>
<multiply name="alpha_roughness" type="float">
<input name="in1" type="float" interfacename="roughness" />
<input name="in2" type="float" interfacename="roughness" />
</multiply>
<multiply name="strength_2" type="float">
<input name="in1" type="float" interfacename="anisotropy_strength" />
<input name="in2" type="float" interfacename="anisotropy_strength" />
</multiply>
<mix name="at" type="float">
<input name="fg" type="float" value="1" />
<input name="bg" type="float" nodename="alpha_roughness" />
<input name="mix" type="float" nodename="strength_2" />
</mix>
<!-- Dielectric -->
<invert name="transmission_inv" type="float">
<input name="in" type="float" interfacename="transmission" />
</invert>
<oren_nayar_diffuse_bsdf name="diffuse_bsdf" type="BSDF">
<input name="weight" type="float" nodename="transmission_inv" />
<input name="color" type="color3" interfacename="base_color" />
<input name="normal" type="vector3" interfacename="normal" />
</oren_nayar_diffuse_bsdf>
<dielectric_bsdf name="transmission_bsdf" type="BSDF">
<input name="weight" type="float" interfacename="transmission" />
<input name="tint" type="color3" interfacename="base_color" />
<input name="ior" type="float" interfacename="ior" />
<input name="roughness" type="vector2" nodename="roughness_uv" />
<input name="normal" type="vector3" interfacename="normal" />
<input name="tangent" type="vector3" nodename="selected_tangent" />
<input name="scatter_mode" type="string" value="T" />
</dielectric_bsdf>
<add name="transmission_blend" type="BSDF">
<input name="in1" type="BSDF" nodename="diffuse_bsdf" />
<input name="in2" type="BSDF" nodename="transmission_bsdf" />
</add>
<invert name="iridescence_inv" type="float">
<input name="in" type="float" interfacename="iridescence" />
</invert>
<generalized_schlick_bsdf name="reflection_bsdf" type="BSDF">
<input name="weight" type="float" nodename="iridescence_inv" />
<input name="color0" type="color3" nodename="dielectric_f0" />
<input name="color90" type="color3" nodename="dielectric_f90" />
<input name="roughness" type="vector2" nodename="roughness_uv" />
<input name="normal" type="vector3" interfacename="normal" />
<input name="tangent" type="vector3" nodename="selected_tangent" />
<input name="scatter_mode" type="string" value="R" />
</generalized_schlick_bsdf>
<generalized_schlick_bsdf name="reflection_bsdf_tf" type="BSDF">
<input name="weight" type="float" interfacename="iridescence" />
<input name="color0" type="color3" nodename="dielectric_f0" />
<input name="color90" type="color3" nodename="dielectric_f90" />
<input name="roughness" type="vector2" nodename="roughness_uv" />
<input name="normal" type="vector3" interfacename="normal" />
<input name="tangent" type="vector3" nodename="selected_tangent" />
<input name="scatter_mode" type="string" value="R" />
<input name="thinfilm_thickness" type="float" interfacename="iridescence_thickness" />
<input name="thinfilm_ior" type="float" interfacename="iridescence_ior" />
</generalized_schlick_bsdf>
<add name="reflection_bsdf_blend" type="BSDF">
<input name="in1" type="BSDF" nodename="reflection_bsdf" />
<input name="in2" type="BSDF" nodename="reflection_bsdf_tf" />
</add>
<layer name="dielectric_layer" type="BSDF">
<input name="top" type="BSDF" nodename="reflection_bsdf_blend" />
<input name="base" type="BSDF" nodename="transmission_blend" />
</layer>
<!-- Metal -->
<generalized_schlick_bsdf name="metal_bsdf" type="BSDF">
<input name="weight" type="float" nodename="iridescence_inv" />
<input name="color0" type="color3" interfacename="base_color" />
<input name="color90" type="color3" value="1, 1, 1" />
<input name="roughness" type="vector2" nodename="roughness_uv" />
<input name="normal" type="vector3" interfacename="normal" />
<input name="tangent" type="vector3" nodename="selected_tangent" />
</generalized_schlick_bsdf>
<generalized_schlick_bsdf name="metal_bsdf_tf" type="BSDF">
<input name="weight" type="float" interfacename="iridescence" />
<input name="color0" type="color3" interfacename="base_color" />
<input name="color90" type="color3" value="1, 1, 1" />
<input name="roughness" type="vector2" nodename="roughness_uv" />
<input name="normal" type="vector3" interfacename="normal" />
<input name="tangent" type="vector3" nodename="selected_tangent" />
<input name="thinfilm_thickness" type="float" interfacename="iridescence_thickness" />
<input name="thinfilm_ior" type="float" interfacename="iridescence_ior" />
</generalized_schlick_bsdf>
<add name="metal_blend" type="BSDF">
<input name="in1" type="BSDF" nodename="metal_bsdf" />
<input name="in2" type="BSDF" nodename="metal_bsdf_tf" />
</add>
<!-- Dielectric/metal mix -->
<mix name="base_mix" type="BSDF">
<input name="bg" type="BSDF" nodename="dielectric_layer" />
<input name="fg" type="BSDF" nodename="metal_blend" />
<input name="mix" type="float" interfacename="metallic" />
</mix>
<!-- Sheen layer -->
<!-- Compute sheen intensity = max(sheen_color.r, sheen_color.g, sheen_color.b) -->
<extract name="sheen_color_r" type="float">
<input name="in" type="color3" interfacename="sheen_color" />
<input name="index" type="integer" value="0" />
</extract>
<extract name="sheen_color_g" type="float">
<input name="in" type="color3" interfacename="sheen_color" />
<input name="index" type="integer" value="1" />
</extract>
<extract name="sheen_color_b" type="float">
<input name="in" type="color3" interfacename="sheen_color" />
<input name="index" type="integer" value="2" />
</extract>
<max name="sheen_color_max_rg" type="float">
<input name="in1" type="float" nodename="sheen_color_r" />
<input name="in2" type="float" nodename="sheen_color_g" />
</max>
<max name="sheen_intensity" type="float">
<input name="in1" type="float" nodename="sheen_color_max_rg" />
<input name="in2" type="float" nodename="sheen_color_b" />
</max>
<multiply name="sheen_roughness_sq" type="float">
<input name="in1" type="float" interfacename="sheen_roughness" />
<input name="in2" type="float" interfacename="sheen_roughness" />
</multiply>
<divide name="sheen_color_normalized" type="color3">
<input name="in1" type="color3" interfacename="sheen_color" />
<input name="in2" type="float" nodename="sheen_intensity" />
</divide>
<sheen_bsdf name="sheen_bsdf" type="BSDF">
<input name="weight" type="float" nodename="sheen_intensity" />
<input name="color" type="color3" nodename="sheen_color_normalized" />
<input name="roughness" type="float" nodename="sheen_roughness_sq" />
<input name="normal" type="vector3" interfacename="normal" />
</sheen_bsdf>
<layer name="sheen_layer" type="BSDF">
<input name="top" type="BSDF" nodename="sheen_bsdf" />
<input name="base" type="BSDF" nodename="base_mix" />
</layer>
<!-- Clearcoat -->
<roughness_anisotropy name="clearcoat_roughness_uv" type="vector2">
<input name="roughness" type="float" interfacename="clearcoat_roughness" />
</roughness_anisotropy>
<dielectric_bsdf name="clearcoat_bsdf" type="BSDF">
<input name="weight" type="float" interfacename="clearcoat" />
<input name="roughness" type="vector2" nodename="clearcoat_roughness_uv" />
<input name="ior" type="float" value="1.5" />
<input name="normal" type="vector3" interfacename="clearcoat_normal" />
<input name="tangent" type="vector3" interfacename="tangent" />
</dielectric_bsdf>
<layer name="clearcoat_layer" type="BSDF">
<input name="top" type="BSDF" nodename="clearcoat_bsdf" />
<input name="base" type="BSDF" nodename="sheen_layer" />
</layer>
<!-- Emission -->
<multiply name="emission_color" type="color3">
<input name="in1" type="color3" interfacename="emissive" />
<input name="in2" type="float" interfacename="emissive_strength" />
</multiply>
<uniform_edf name="emission" type="EDF">
<input name="color" type="color3" nodename="emission_color" />
</uniform_edf>
<!-- Alpha -->
<ifgreatereq name="opacity_mask_cutoff" type="float">
<input name="value1" type="float" interfacename="alpha" />
<input name="value2" type="float" interfacename="alpha_cutoff" />
<input name="in1" type="float" value="1" />
<input name="in2" type="float" value="0" />
</ifgreatereq>
<ifequal name="opacity_mask" type="float">
<input name="value1" type="integer" interfacename="alpha_mode" />
<input name="value2" type="integer" value="1" />
<input name="in1" type="float" nodename="opacity_mask_cutoff" />
<input name="in2" type="float" interfacename="alpha" />
</ifequal>
<ifequal name="opacity" type="float">
<input name="value1" type="integer" interfacename="alpha_mode" />
<input name="value2" type="integer" value="0" />
<input name="in1" type="float" value="1" />
<input name="in2" type="float" nodename="opacity_mask" />
</ifequal>
<!-- Anisotropy -->
<multiply name="rad_2_deg" type="float">
<input name="in1" type="float" interfacename="anisotropy_rotation" />
<input name="in2" type="float" value="-57.295780" />
</multiply>
<rotate3d name="rotate_tangent" type="vector3">
<input name="in" type="vector3" interfacename="tangent" />
<input name="amount" type="float" nodename="rad_2_deg" />
<input name="axis" type="vector3" interfacename="normal" />
</rotate3d>
<normalize name="normalize_tangent" type="vector3">
<input name="in" type="vector3" nodename="rotate_tangent" />
</normalize>
<absval name="abs_anisotropy_rotation" type="float">
<input name="in" type="float" interfacename="anisotropy_rotation" />
</absval>
<ifgreater name="selected_tangent" type="vector3">
<input name="value1" type="float" nodename="abs_anisotropy_rotation" />
<input name="value2" type="float" value="0.0" />
<input name="in1" type="vector3" nodename="normalize_tangent" />
<input name="in2" type="vector3" interfacename="tangent" />
</ifgreater>
<!-- Surface -->
<surface name="shader_constructor" type="surfaceshader">
<input name="bsdf" type="BSDF" nodename="clearcoat_layer" />
<input name="edf" type="EDF" nodename="emission" />
<input name="opacity" type="float" nodename="opacity" />
</surface>
<output name="out" type="surfaceshader" nodename="shader_constructor" />
</nodegraph>
</materialx>