* add dispersion parameter to material_sandbox * frame_generator fixes - fix skybox - for baseColor to white (workaround) * update dispersion documentation source
91 lines
2.3 KiB
Plaintext
91 lines
2.3 KiB
Plaintext
material {
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name : SolidRefraction,
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shadingModel : lit,
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refractionType : solid,
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refractionMode : cubemap,
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parameters : [
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{
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type : float,
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name : alpha
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},
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{
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type : float3,
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name : baseColor
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},
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{
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type : float,
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name : roughness
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},
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{
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type : float,
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name : metallic
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},
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{
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type : float3,
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name : sheenColor
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},
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{
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type : float,
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name : sheenRoughness
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},
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{
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type : float,
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name : clearCoat
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},
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{
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type : float,
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name : clearCoatRoughness
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},
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{
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type : float,
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name : anisotropy
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},
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{
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type : float3,
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name : absorption
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},
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{
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type : float,
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name : thickness
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},
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{
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type : float,
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name : ior
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},
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{
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type : float,
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name : transmission
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},
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{
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type : float,
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name : dispersion
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},
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{
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type : float4,
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name : emissive
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}
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],
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specularAntiAliasing : true
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}
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fragment {
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.baseColor.rgb = materialParams.baseColor * materialParams.alpha;
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material.baseColor.a = materialParams.alpha;
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material.roughness = materialParams.roughness;
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material.metallic = materialParams.metallic;
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material.sheenColor = materialParams.sheenColor;
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material.sheenRoughness = materialParams.sheenRoughness;
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material.clearCoat = materialParams.clearCoat;
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material.clearCoatRoughness = materialParams.clearCoatRoughness;
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material.anisotropy = materialParams.anisotropy;
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material.absorption = materialParams.absorption;
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material.thickness = materialParams.thickness;
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material.ior = materialParams.ior;
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material.transmission = materialParams.transmission;
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material.dispersion = materialParams.dispersion;
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material.emissive = materialParams.emissive;
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}
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}
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