Files
SimUL/Assets/Models/CahsierDesk/Metal012_2K-JPG/Metal012_2K-JPG.usda
T
2023-03-03 09:30:17 +02:00

99 lines
3.6 KiB
Plaintext

#usda 1.0
(
customLayerData = {
string author = "ambientCG (ambientCG.com)"
string copyright = "CC0 1.0 Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)"
string generator = "ambientCG USD Script (v2)"
string title = "Metal012 by ambientCG"
string url = "https://ambientcg.com/a/Metal012"
}
defaultPrim = "ambientCG_Metal012_2K_JPG"
)
def Material "ambientCG_Metal012_2K_JPG"
{
token outputs:surface.connect = </ambientCG_Metal012_2K_JPG/PBRShader.outputs:surface>
def Shader "TextureCoordinateReader"
{
uniform token info:id = "UsdPrimvarReader_float2"
token inputs:varname = "st"
float2 outputs:result
}
def Shader "PBRShader"
{
uniform token info:id = "UsdPreviewSurface"
color3f inputs:diffuseColor.connect = </ambientCG_Metal012_2K_JPG/diffuseColor.outputs:rgb>
float inputs:metallic.connect = </ambientCG_Metal012_2K_JPG/metallic.outputs:r>
float inputs:displacement.connect = </ambientCG_Metal012_2K_JPG/displacement.outputs:r>
normal3f inputs:normal.connect = </ambientCG_Metal012_2K_JPG/normal.outputs:rgb>
float inputs:roughness.connect = </ambientCG_Metal012_2K_JPG/roughness.outputs:r>
int inputs:useSpecularWorkflow = 0
token outputs:surface
}
def Shader "diffuseColor"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0.8, 0.8, 0.8, 1)
asset inputs:file = @Metal012_2K_Color.jpg@
float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
token inputs:sourceColorSpace = "sRGB"
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "displacement"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0.5, 0.5, 0.5, 1)
asset inputs:file = @Metal012_2K_Displacement.jpg@
float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
token inputs:sourceColorSpace = "raw"
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:r
}
def Shader "roughness"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (1, 1, 1, 1)
asset inputs:file = @Metal012_2K_Roughness.jpg@
float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
token inputs:sourceColorSpace = "raw"
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:r
}
def Shader "metallic"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @Metal012_2K_Metalness.jpg@
float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
token inputs:sourceColorSpace = "raw"
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float outputs:r
}
def Shader "normal"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0, 0, 1, 1)
asset inputs:file = @Metal012_2K_NormalGL.jpg@
float2 inputs:st.connect = </ambientCG_Metal012_2K_JPG/TextureCoordinateReader.outputs:result>
float4 inputs:bias = (-1, -1, -1, 0)
float4 inputs:scale = (2, 2, 2, 1)
token inputs:sourceColorSpace = "raw"
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
}