100 lines
3.8 KiB
Text
100 lines
3.8 KiB
Text
#usda 1.0
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(
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customLayerData = {
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string author = "ambientCG (ambientCG.com)"
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string copyright = "CC0 1.0 Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)"
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string generator = "ambientCG USD Script v3 (build_usda_pbr_material.py)"
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string title = "Bricks078 by ambientCG"
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string url = "https://ambientcg.com/a/Bricks078"
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}
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defaultPrim = "ambientCG_Material_Bricks078_4K_PNG"
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metersPerUnit = 1
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upAxis = "Z"
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)
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def Material "ambientCG_Material_Bricks078_4K_PNG"
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{
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token outputs:surface.connect = </ambientCG_Material_Bricks078_4K_PNG/PBRShader.outputs:surface>
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def Shader "TextureCoordinateReader"
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{
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uniform token info:id = "UsdPrimvarReader_float2"
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token inputs:varname = "st"
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float2 outputs:result
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}
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def Shader "PBRShader"
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{
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uniform token info:id = "UsdPreviewSurface"
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color3f inputs:diffuseColor.connect = </ambientCG_Material_Bricks078_4K_PNG/diffuseColor.outputs:rgb>
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float inputs:displacement.connect = </ambientCG_Material_Bricks078_4K_PNG/displacement.outputs:r>
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normal3f inputs:normal.connect = </ambientCG_Material_Bricks078_4K_PNG/normal.outputs:rgb>
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float inputs:occlusion.connect = </ambientCG_Material_Bricks078_4K_PNG/occlusion.outputs:r>
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float inputs:roughness.connect = </ambientCG_Material_Bricks078_4K_PNG/roughness.outputs:r>
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int inputs:useSpecularWorkflow = 0
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token outputs:surface
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}
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def Shader "displacement"
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{
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uniform token info:id = "UsdUVTexture"
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float4 inputs:fallback = (0, 0, 0, 1)
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asset inputs:file = @Bricks078_4K_Displacement.png@
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token inputs:sourceColorSpace = "raw"
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token inputs:st.connect = </ambientCG_Material_Bricks078_4K_PNG/TextureCoordinateReader.outputs:result>
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token inputs:wrapS = "repeat"
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token inputs:wrapT = "repeat"
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float3 outputs:r
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}
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def Shader "roughness"
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{
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uniform token info:id = "UsdUVTexture"
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float4 inputs:fallback = (0.5, 0.5, 0.5, 1)
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asset inputs:file = @Bricks078_4K_Roughness.png@
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token inputs:sourceColorSpace = "raw"
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token inputs:st.connect = </ambientCG_Material_Bricks078_4K_PNG/TextureCoordinateReader.outputs:result>
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token inputs:wrapS = "repeat"
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token inputs:wrapT = "repeat"
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float3 outputs:r
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}
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def Shader "occlusion"
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{
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uniform token info:id = "UsdUVTexture"
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float4 inputs:fallback = (1, 1, 1, 1)
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asset inputs:file = @Bricks078_4K_AmbientOcclusion.png@
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token inputs:sourceColorSpace = "raw"
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token inputs:st.connect = </ambientCG_Material_Bricks078_4K_PNG/TextureCoordinateReader.outputs:result>
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token inputs:wrapS = "repeat"
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token inputs:wrapT = "repeat"
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float3 outputs:r
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}
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def Shader "diffuseColor"
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{
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uniform token info:id = "UsdUVTexture"
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float4 inputs:fallback = (0.75, 0.75, 0.75, 1)
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asset inputs:file = @Bricks078_4K_Color.png@
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token inputs:sourceColorSpace = "sRGB"
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token inputs:st.connect = </ambientCG_Material_Bricks078_4K_PNG/TextureCoordinateReader.outputs:result>
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token inputs:wrapS = "repeat"
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token inputs:wrapT = "repeat"
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float3 outputs:rgb
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}
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def Shader "normal"
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{
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uniform token info:id = "UsdUVTexture"
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float4 inputs:bias = (-1, -1, -1, 0)
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float4 inputs:fallback = (0, 0, 1, 1)
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asset inputs:file = @Bricks078_4K_NormalGL.png@
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float4 inputs:scale = (2, 2, 2, 1)
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token inputs:sourceColorSpace = "raw"
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token inputs:st.connect = </ambientCG_Material_Bricks078_4K_PNG/TextureCoordinateReader.outputs:result>
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token inputs:wrapS = "repeat"
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token inputs:wrapT = "repeat"
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float3 outputs:rgb
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}
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}
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