summaryrefslogtreecommitdiffstats
path: root/Studio/Content/Material Library/carpaint_yellow_standard.shader
blob: 7e79511452724185b0ff114848df0eb50c1472a9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
<Material name="carpaint_yellow_standard" 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="Unit Conversion Factor" name="unit_conversion" description="Unit conversion factor" type="Float" default="1.000000" category="Other"/>
        <Property formalName="Normal Base Color" name="normal_base_color" description="Base color of the material" type="Color" default="0.659 0.4261 0.0494" category="Material"/>
        <Property formalName="Grazing Base Color" name="grazing_base_color" description="Grazing base color of the material" type="Color" default="0.393 0.2654 0.0549" category="Material"/>
        <Property formalName="Orange Peel Amount" name="peel_amount" description="Orange peel bumpiness of the material" type="Float" default="0.100000" category="Material"/>
        <Property formalName="Orange Peel Size" name="peel_size" description="Orange peel bump size" type="Float" default="0.100000" category="Material"/>
    </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;
float ftmp1;
 vec4 tmpShadowTerm;

layer_result layers[2];

#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 "flakeNoiseTexture.glsllib"
#include "directionalFactor.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, 0.000000, 0.000000, scatter_reflect );

  layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, diffuseReflectionBSDF( normal, lightDir, viewDir, lightDiffuse, 0.000000 ) );
  layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.200000, 0.200000, 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, 0.000000, 0.000000 );

  layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, lightDiffuse * sampleAreaDiffuse( layers[1].tanFrame, varWorldPos, lightIdx ) );
  layers[1].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[1].tanFrame, varWorldPos, lightIdx, viewDir, 0.200000, 0.200000 );

#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, 0.000000, 0.000000, scatter_reflect );

  layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor );
  layers[1].layer += tmpShadowTerm * microfacetSampledBSDF( layers[1].tanFrame, viewDir, 0.200000, 0.200000, scatter_reflect );

#else
  layers[0].layer += tmpShadowTerm * sampleGlossyAniso( layers[0].tanFrame, viewDir, 0.000000, 0.000000 );

  layers[1].base += tmpShadowTerm * directionalFactor( normal, viewDir, normal_base_color.rgb, grazing_base_color.rgb, 5.000000, sampleDiffuse( layers[1].tanFrame ) * aoFactor );
  layers[1].layer += tmpShadowTerm * sampleGlossyAniso( layers[1].tanFrame, viewDir, 0.200000, 0.200000 );

#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 ? 1.0 : 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/10.000000 ), ( peel_size*unit_conversion ), false, false, 0.000000, 1, false, vec3( 0.000000, 0.000000, 0.000000 ), 1.000000, 0.000000, 1.000000, normal );
     ftmp1 = flakeNoiseTexture(tmp2, 0.000000, ( unit_conversion*0.002000 ), 0.350000 ).mono;
     tmpShadowTerm = evalBakedShadowMap( texCoord0 );
}

vec4 computeLayerWeights( in float alpha )
{
  vec4 color;
  color = weightedLayer( ftmp1, vec4( vec3( 1, 0.117, 0.087 ), 1.0).rgb, layers[1].layer, layers[1].base * vec4( vec3( 1, 1, 1 ), 1.0), alpha );
  color = fresnelLayer( ftmp0, vec3( 1.5, 1.5, 1.5 ), 1.000000, vec4( vec3( 1, 1, 1 ), 1.0).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(normal, tangent), normal ) );
}

        </FragmentShader>
    </Shader>
    </Shaders>
<Passes >
        <ShaderKey value="5"/>
        <LayerKey count="2"/>
    <Pass >
    </Pass>
</Passes>
</Material>