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329 lines
8.6 KiB
Plaintext
329 lines
8.6 KiB
Plaintext
// Copyright UShaderLab. All Rights Reserved.
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// Substrate-mode surface/BSDF output structs. Included by ShaderLabCommon.ush only when
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// SHADERLAB_SUBSTRATE != 0 (i.e. the project runs with r.Substrate=1). The legacy (non-Substrate)
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// counterpart is Surface_Legacy.ush. Keeping the two schemes in separate files makes the legacy path
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// deletable wholesale once UE drops the non-Substrate rendering path.
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#pragma once
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// A single Substrate Slab BSDF layer, filled by an SL_SLAB() body in a multi-slab shader. These 18 fields
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// mirror the pins of UMaterialExpressionSubstrateSlabBSDF one-for-one (name/order/type). A slab is only a
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// BSDF layer — material-level outputs (Opacity/Refraction/...) are NOT slab concerns: set them once per
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// material via an SL_MATERIAL() block (FShaderLabMaterialOutput). Defaults mirror the node's pin defaults.
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struct FShaderLabSlab
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{
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float3 DiffuseAlbedo;
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float3 F0;
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float3 F90;
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float Roughness;
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float Anisotropy;
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float3 Normal;
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float3 Tangent;
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float3 SSSMFP;
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float SSSMFPScale;
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float SSSPhaseAnisotropy;
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float3 EmissiveColor;
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float SecondRoughness;
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float SecondRoughnessWeight;
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float FuzzRoughness;
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float FuzzAmount;
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float3 FuzzColor;
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float GlintValue;
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float2 GlintUV;
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};
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// Material-level (whole-material) pixel-stage outputs, filled by an SL_MATERIAL() block in a multi-slab
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// shader. Each field maps to a main-material-node pin (NOT a slab pin); which are active depends on the
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// material Domain/BlendMode (validated by the graph builder mirroring the engine's IsPropertyActive):
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// Opacity — translucency coverage (routed through a Substrate Weight over the material)
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// OpacityMask — Masked blend cutout
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// Refraction — scalar IOR (RefractionMethod = IndexOfRefraction); 1.0 = no bending
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// PixelDepthOffset — world-unit depth push toward camera
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// AmbientOcclusion — ambient occlusion (Lit)
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// SurfaceThickness — thin-surface thickness in cm (only when the material is a thin surface)
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struct FShaderLabMaterialOutput
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{
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float Opacity;
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float OpacityMask;
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float Refraction;
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float PixelDepthOffset;
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float AmbientOcclusion;
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float SurfaceThickness;
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};
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// Simple single-entry surface, filled by the SL_SURFACE(...) body. It is the one-stop path: the 18 Slab
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// shading fields (== FShaderLabSlab) PLUS the material-level outputs (== FShaderLabMaterialOutput), so a
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// simple opaque/masked/translucent material can be written in one block. Multi-slab shaders instead split
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// these across SL_SLAB (FShaderLabSlab) + SL_MATERIAL (FShaderLabMaterialOutput). Slab-field defaults
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// mirror the SubstrateSlabBSDF pin defaults; material-output defaults mirror the main-node pin defaults.
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struct FShaderLabSurface
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{
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float3 DiffuseAlbedo;
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float3 F0;
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float3 F90;
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float Roughness;
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float Anisotropy;
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float3 Normal;
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float3 Tangent;
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float3 SSSMFP;
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float SSSMFPScale;
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float SSSPhaseAnisotropy;
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float3 EmissiveColor;
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float SecondRoughness;
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float SecondRoughnessWeight;
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float FuzzRoughness;
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float FuzzAmount;
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float3 FuzzColor;
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float GlintValue;
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float2 GlintUV;
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// Material-level outputs (single-Surface sugar). See FShaderLabMaterialOutput for pin semantics.
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float Opacity;
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float OpacityMask;
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float Refraction;
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float PixelDepthOffset;
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float AmbientOcclusion;
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float SurfaceThickness;
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};
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// --- Additional Substrate BSDF output structs. Each mirrors the pins of its engine BSDF node; the graph
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// builder wires only the fields a body writes, leaving the rest at the node's native default. ---
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// Hair BSDF (SL_HAIR): hair-fiber shading.
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struct FShaderLabHair
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{
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float3 BaseColor;
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float Scatter;
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float Specular;
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float Roughness;
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float3 Backlit;
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float3 Tangent;
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float3 EmissiveColor;
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};
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// Eye BSDF (SL_EYE): cornea / iris / sclera shading.
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struct FShaderLabEye
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{
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float3 DiffuseColor;
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float Roughness;
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float3 CorneaNormal;
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float3 IrisNormal;
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float3 IrisPlaneNormal;
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float IrisMask;
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float IrisDistance;
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float3 EmissiveColor;
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};
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// Single Layer Water BSDF (SL_WATER): water surface + underwater scattering.
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struct FShaderLabWater
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{
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float3 BaseColor;
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float Metallic;
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float Specular;
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float Roughness;
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float3 Normal;
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float3 EmissiveColor;
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float3 TopMaterialOpacity;
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float3 WaterAlbedo;
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float3 WaterExtinction;
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float WaterPhaseG;
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float3 ColorScaleBehindWater;
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};
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// Volumetric-Fog-Cloud BSDF (SL_VOLUME, Domain = Volume): participating media.
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struct FShaderLabVolume
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{
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float3 Albedo;
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float3 Extinction;
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float3 EmissiveColor;
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float AmbientOcclusion;
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};
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// Simple Clear Coat BSDF (SL_CLEARCOAT): bottom layer + clear coat top.
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struct FShaderLabClearCoat
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{
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float3 DiffuseAlbedo;
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float3 F0;
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float Roughness;
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float ClearCoatCoverage;
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float ClearCoatRoughness;
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float3 Normal;
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float3 EmissiveColor;
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float3 BottomNormal;
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};
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// Toon BSDF (SL_TOON, experimental): stylized shading.
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struct FShaderLabToon
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{
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float3 BaseColor;
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float Metallic;
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float Specular;
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float Roughness;
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float3 Normal;
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float3 EmissiveColor;
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float2 PatternUVs;
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float Anisotropy;
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float3 Tangent;
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};
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// Light Function (SL_LIGHTFUNCTION, Domain = LightFunction): per-light modulation color.
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struct FShaderLabLightFunction
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{
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float3 Color;
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};
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FShaderLabHair ShaderLabDefaultHair()
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{
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FShaderLabHair H;
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H.BaseColor = float3(0, 0, 0);
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H.Scatter = 0;
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H.Specular = 0.5;
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H.Roughness = 0.5;
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H.Backlit = float3(0, 0, 0);
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H.Tangent = float3(1, 0, 0);
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H.EmissiveColor = float3(0, 0, 0);
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return H;
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}
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FShaderLabEye ShaderLabDefaultEye()
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{
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FShaderLabEye E;
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E.DiffuseColor = float3(0, 0, 0);
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E.Roughness = 0.5;
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E.CorneaNormal = float3(0, 0, 1);
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E.IrisNormal = float3(0, 0, 1);
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E.IrisPlaneNormal = float3(0, 0, 1);
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E.IrisMask = 0;
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E.IrisDistance = 0;
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E.EmissiveColor = float3(0, 0, 0);
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return E;
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}
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FShaderLabWater ShaderLabDefaultWater()
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{
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FShaderLabWater W;
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W.BaseColor = float3(0, 0, 0);
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W.Metallic = 0;
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W.Specular = 0.5;
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W.Roughness = 0.5;
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W.Normal = float3(0, 0, 1);
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W.EmissiveColor = float3(0, 0, 0);
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W.TopMaterialOpacity = float3(0, 0, 0);
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W.WaterAlbedo = float3(0, 0, 0);
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W.WaterExtinction = float3(0, 0, 0);
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W.WaterPhaseG = 0;
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W.ColorScaleBehindWater = float3(1, 1, 1);
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return W;
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}
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FShaderLabVolume ShaderLabDefaultVolume()
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{
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FShaderLabVolume V;
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V.Albedo = float3(0, 0, 0);
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V.Extinction = float3(0, 0, 0);
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V.EmissiveColor = float3(0, 0, 0);
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V.AmbientOcclusion = 1;
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return V;
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}
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FShaderLabClearCoat ShaderLabDefaultClearCoat()
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{
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FShaderLabClearCoat C;
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C.DiffuseAlbedo = float3(0.18, 0.18, 0.18);
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C.F0 = float3(0.04, 0.04, 0.04);
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C.Roughness = 0.5;
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C.ClearCoatCoverage = 0.5;
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C.ClearCoatRoughness = 0.5;
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C.Normal = float3(0, 0, 1);
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C.EmissiveColor = float3(0, 0, 0);
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C.BottomNormal = float3(0, 0, 1);
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return C;
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}
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FShaderLabToon ShaderLabDefaultToon()
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{
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FShaderLabToon T;
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T.BaseColor = float3(0.18, 0.18, 0.18);
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T.Metallic = 0;
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T.Specular = 0.5;
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T.Roughness = 0.5;
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T.Normal = float3(0, 0, 1);
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T.EmissiveColor = float3(0, 0, 0);
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T.PatternUVs = float2(0, 0);
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T.Anisotropy = 0;
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T.Tangent = float3(1, 0, 0);
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return T;
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}
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FShaderLabLightFunction ShaderLabDefaultLightFunction()
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{
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FShaderLabLightFunction L;
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L.Color = float3(1, 1, 1);
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return L;
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}
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FShaderLabSurface ShaderLabDefaultSurface()
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{
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FShaderLabSurface S;
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S.DiffuseAlbedo = float3(0.18, 0.18, 0.18);
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S.F0 = float3(0.04, 0.04, 0.04);
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S.F90 = float3(1, 1, 1);
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S.Roughness = 0.5;
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S.Anisotropy = 0;
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S.Normal = float3(0, 0, 1);
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S.Tangent = float3(1, 0, 0);
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S.SSSMFP = float3(0, 0, 0);
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S.SSSMFPScale = 1;
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S.SSSPhaseAnisotropy = 1;
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S.EmissiveColor = float3(0, 0, 0);
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S.SecondRoughness = 0.5;
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S.SecondRoughnessWeight = 0;
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S.FuzzRoughness = 0.5;
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S.FuzzAmount = 0;
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S.FuzzColor = float3(0, 0, 0);
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S.GlintValue = 1;
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S.GlintUV = float2(0, 0);
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S.Opacity = 1;
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S.OpacityMask = 1;
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S.Refraction = 1.0;
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S.PixelDepthOffset = 0.0;
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S.AmbientOcclusion = 1;
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S.SurfaceThickness = 0.01; // SUBSTRATE_LAYER_DEFAULT_THICKNESS_CM
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return S;
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}
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FShaderLabSlab ShaderLabDefaultSlab()
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{
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FShaderLabSlab S;
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S.DiffuseAlbedo = float3(0.18, 0.18, 0.18);
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S.F0 = float3(0.04, 0.04, 0.04);
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S.F90 = float3(1, 1, 1);
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S.Roughness = 0.5;
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S.Anisotropy = 0;
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S.Normal = float3(0, 0, 1);
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S.Tangent = float3(1, 0, 0);
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S.SSSMFP = float3(0, 0, 0);
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S.SSSMFPScale = 1;
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S.SSSPhaseAnisotropy = 1;
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S.EmissiveColor = float3(0, 0, 0);
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S.SecondRoughness = 0.5;
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S.SecondRoughnessWeight = 0;
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S.FuzzRoughness = 0.5;
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S.FuzzAmount = 0;
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S.FuzzColor = float3(0, 0, 0);
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S.GlintValue = 1;
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S.GlintUV = float2(0, 0);
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return S;
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}
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FShaderLabMaterialOutput ShaderLabDefaultMaterialOutput()
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{
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FShaderLabMaterialOutput O;
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O.Opacity = 1;
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O.OpacityMask = 1;
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O.Refraction = 1.0;
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O.PixelDepthOffset = 0.0;
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O.AmbientOcclusion = 1;
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O.SurfaceThickness = 0.01; // SUBSTRATE_LAYER_DEFAULT_THICKNESS_CM
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return O;
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}
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