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-rw-r--r--Studio/Content/Material Library/carpaint_color_peel_2_layer.shader255
1 files changed, 255 insertions, 0 deletions
diff --git a/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader b/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader
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--- /dev/null
+++ b/Studio/Content/Material Library/carpaint_color_peel_2_layer.shader
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+<Material name="carpaint_color_peel_2_layer" version="1.0">
+ <MetaData >
+ <Property formalName="Environment Map" name="uEnvironmentTexture" description="Environment texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="environment" default="./maps/materials/spherical_checker.png" category="Material"/>
+ <Property formalName="Enable Environment" name="uEnvironmentMappingEnabled" description="Enable environment mapping" type="Boolean" default="True" category="Material"/>
+ <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/>
+ <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/>
+ <Property formalName="Gradient1D Map" description="Gradient texture of the material" hidden="True" name="randomGradient1D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient1D.png"/>
+ <Property formalName="Gradient2D Map" description="Gradient texture of the material" hidden="True" name="randomGradient2D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient2D.png"/>
+ <Property formalName="Gradient3D Map" description="Gradient texture of the material" hidden="True" name="randomGradient3D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient3D.png"/>
+ <Property formalName="Gradient4D Map" description="Gradient texture of the material" hidden="True" name="randomGradient4D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient4D.png"/>
+ <Property formalName="Coat Index of refraction" name="coating_ior" description="Index of refraction of the coat" type="Float" default="1.500000" category="Top coat"/>
+ <Property formalName="Coat Weight" name="coat_weight" description="Weight of the coat" type="Float" default="1.000000" category="Top coat"/>
+ <Property formalName="Coat Micro roughness" name="coat_roughness" description="Micro roughness of the coat" type="Float" default="0.000000" category="Top coat"/>
+ <Property formalName="Coat Color" name="coat_color" description="Base color of the coat" type="Color" default="1 1 1" category="Top coat"/>
+ <Property formalName="Flake Weight" name="flake_intensity" description="Intensity of the flakes" type="Float" default="0.500000" category="Flake layer"/>
+ <Property formalName="Flake size" name="flake_size" description="Size of the flakes" type="Float" default="0.002000" category="Flake layer"/>
+ <Property formalName="Flake amount" name="flake_amount" description="Amount of flakes" type="Float" default="0.220000" category="Flake layer"/>
+ <Property formalName="Flake Micro roughness" name="flake_roughness" description="Micro roughness of the flakes" type="Float" default="0.200000" category="Flake layer"/>
+ <Property formalName="Flake Color" name="flake_color" type="Color" description="Base color of the flakes" default="1 0.7 0.02" category="Flake layer"/>
+ <Property formalName="Base Color" name="base_color" type="Color" description="Base color of the material" default="0.1 0.001 0.001" category="Base paint"/>
+ <Property formalName="Flake Macro roughness" name="flake_bumpiness" description="Bumpiness of the flakes" type="Float" default="0.600000" category="Flake layer"/>
+ <Property formalName="Orange Peel Size" name="peel_size" description="Orange peel bump size" type="Float" default="1.000000" category="Top coat"/>
+ <Property formalName="Orange Peel Amount" name="peel_amount" description="Orange peel amount" type="Float" default="0.010000" category="Top coat"/>
+ </MetaData>
+ <Shaders type="GLSL" version="330">
+ <Shader>
+ <Shared> </Shared>
+<VertexShader>
+ </VertexShader>
+ <FragmentShader>
+
+// add enum defines
+#define texture_coordinate_uvw 0
+#define texture_coordinate_world 1
+#define texture_coordinate_object 2
+#define scatter_reflect 0
+#define scatter_transmit 1
+#define scatter_reflect_transmit 2
+
+#define QT3DS_ENABLE_UV0 1
+#define QT3DS_ENABLE_WORLD_POSITION 1
+#define QT3DS_ENABLE_TEXTAN 1
+#define QT3DS_ENABLE_BINORMAL 1
+
+#include "vertexFragmentBase.glsllib"
+
+// set shader output
+out vec4 fragColor;
+
+// add structure defines
+struct layer_result
+{
+ vec4 base;
+ vec4 layer;
+ mat3 tanFrame;
+};
+
+
+struct texture_coordinate_info
+{
+ vec3 position;
+ vec3 tangent_u;
+ vec3 tangent_v;
+};
+
+
+struct texture_return
+{
+ vec3 tint;
+ float mono;
+};
+
+
+// temporary declarations
+texture_coordinate_info tmp2;
+vec3 ftmp0;
+vec3 ftmp1;
+float ftmp2;
+float ftmp3;
+ vec4 tmpShadowTerm;
+
+layer_result layers[3];
+
+#include "SSAOCustomMaterial.glsllib"
+#include "sampleLight.glsllib"
+#include "sampleProbe.glsllib"
+#include "sampleArea.glsllib"
+#include "cube.glsllib"
+#include "random255.glsllib"
+#include "perlinNoise.glsllib"
+#include "perlinNoiseBumpTexture.glsllib"
+#include "coordinateSource.glsllib"
+#include "square.glsllib"
+#include "calculateRoughness.glsllib"
+#include "evalBakedShadowMap.glsllib"
+#include "evalEnvironmentMap.glsllib"
+#include "luminance.glsllib"
+#include "microfacetBSDF.glsllib"
+#include "physGlossyBSDF.glsllib"
+#include "simpleGlossyBSDF.glsllib"
+#include "weightedLayer.glsllib"
+#include "miNoise.glsllib"
+#include "flakeNoiseBumpTexture.glsllib"
+#include "flakeNoiseTexture.glsllib"
+#include "diffuseReflectionBSDF.glsllib"
+#include "fresnelLayer.glsllib"
+
+bool evalTwoSided()
+{
+ return( false );
+}
+
+vec3 computeFrontMaterialEmissive()
+{
+ return( vec3( 0, 0, 0 ) );
+}
+
+void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
+{
+#if QT3DS_ENABLE_CG_LIGHTING
+ layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, coat_roughness, coat_roughness, scatter_reflect );
+
+ layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, flake_roughness, flake_roughness, scatter_reflect );
+
+ layers[2].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 );
+ layers[2].layer += tmpShadowTerm * microfacetBSDF( layers[2].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.300000, 0.300000, scatter_reflect );
+
+#endif
+}
+
+void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
+{
+#if QT3DS_ENABLE_CG_LIGHTING
+ layers[0].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, coat_roughness, coat_roughness );
+
+ layers[1].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[1].tanFrame, varWorldPos, lightIdx, viewDir, flake_roughness, flake_roughness );
+
+ layers[2].base += tmpShadowTerm * lightDiffuse * sampleAreaDiffuse( layers[2].tanFrame, varWorldPos, lightIdx );
+ layers[2].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[2].tanFrame, varWorldPos, lightIdx, viewDir, 0.300000, 0.300000 );
+
+#endif
+}
+
+void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
+{
+#if !QT3DS_ENABLE_LIGHT_PROBE
+ layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, coat_roughness, coat_roughness, scatter_reflect );
+
+ layers[1].layer += tmpShadowTerm * microfacetSampledBSDF( layers[1].tanFrame, viewDir, flake_roughness, flake_roughness, scatter_reflect );
+
+ layers[2].base += tmpShadowTerm * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor;
+ layers[2].layer += tmpShadowTerm * microfacetSampledBSDF( layers[2].tanFrame, viewDir, 0.300000, 0.300000, scatter_reflect );
+
+#else
+ layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, coat_roughness, coat_roughness );
+
+ layers[1].layer += tmpShadowTerm * sampleGlossyAniso( layers[1].tanFrame, viewDir, flake_roughness, flake_roughness );
+
+ layers[2].base += tmpShadowTerm * sampleDiffuse( layers[2].tanFrame ) * aoFactor;
+ layers[2].layer += tmpShadowTerm * sampleGlossyAniso( layers[2].tanFrame, viewDir, 0.300000, 0.300000 );
+
+#endif
+}
+
+vec3 computeBackMaterialEmissive()
+{
+ return( vec3(0, 0, 0) );
+}
+
+void computeBackLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
+{
+#if QT3DS_ENABLE_CG_LIGHTING
+ layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
+ layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
+#endif
+}
+
+void computeBackAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
+{
+#if QT3DS_ENABLE_CG_LIGHTING
+ layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
+ layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
+#endif
+}
+
+void computeBackLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
+{
+#if !QT3DS_ENABLE_LIGHT_PROBE
+ layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
+ layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
+#else
+ layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
+ layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
+#endif
+}
+
+float computeIOR()
+{
+ return( false ? 1.0f : luminance( vec3( 1, 1, 1 ) ) );
+}
+
+float evalCutout()
+{
+ return( 1.000000 );
+}
+
+vec3 computeNormal()
+{
+ return( normal );
+}
+
+void computeTemporaries()
+{
+ tmp2 = coordinateSource(texture_coordinate_object, 0 );
+ ftmp0 = perlinNoiseBumpTexture( tmp2, peel_amount, peel_size, false, false, 0.000000, 1, false, vec3( 0.000000, 0.000000, 0.000000 ), 1.000000, 0.000000, 1.000000, normal );
+ ftmp1 = flakeNoiseBumpTexture(tmp2, flake_size, flake_bumpiness, normal );
+ ftmp2 = flakeNoiseTexture(tmp2, flake_intensity, flake_size, flake_amount ).mono;
+ ftmp3 = flakeNoiseTexture(tmp2, 0.000000, 0.002200, 1.000000 ).mono;
+ tmpShadowTerm = evalBakedShadowMap( texCoord0 );
+}
+
+vec4 computeLayerWeights( in float alpha )
+{
+ vec4 color;
+ color = weightedLayer( ftmp3, vec4( vec3( 1, 0.01, 0.01 ), 1.0).rgb, layers[2].layer, layers[2].base * vec4( base_color.rgb, 1.0), alpha );
+ color = weightedLayer( ftmp2, flake_color.rgb, layers[1].layer, color, color.a );
+ color = fresnelLayer( ftmp0, vec3( coating_ior ), coat_weight, coat_color.rgb, layers[0].layer, color, color.a );
+ return color;
+}
+
+
+void initializeLayerVariables(void)
+{
+ // clear layers
+ layers[0].base = vec4(0.0, 0.0, 0.0, 1.0);
+ layers[0].layer = vec4(0.0, 0.0, 0.0, 1.0);
+ layers[0].tanFrame = orthoNormalize( mat3( tangent, cross(ftmp0, tangent), ftmp0 ) );
+ layers[1].base = vec4(0.0, 0.0, 0.0, 1.0);
+ layers[1].layer = vec4(0.0, 0.0, 0.0, 1.0);
+ layers[1].tanFrame = orthoNormalize( mat3( tangent, cross(ftmp1, tangent), ftmp1 ) );
+ layers[2].base = vec4(0.0, 0.0, 0.0, 1.0);
+ layers[2].layer = vec4(0.0, 0.0, 0.0, 1.0);
+ layers[2].tanFrame = orthoNormalize( mat3( tangent, cross(normal, tangent), normal ) );
+}
+
+ </FragmentShader>
+ </Shader>
+ </Shaders>
+<Passes >
+ <ShaderKey value="5"/>
+ <LayerKey count="3"/>
+ <Pass >
+ </Pass>
+</Passes>
+</Material>