trouble-in-terror-town/Assets/Resources/Textures/Bricks078_4K-PNG/Bricks078_4K-PNG.usda

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Text

#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 v3 (build_usda_pbr_material.py)"
string title = "Bricks078 by ambientCG"
string url = "https://ambientcg.com/a/Bricks078"
}
defaultPrim = "ambientCG_Material_Bricks078_4K_PNG"
metersPerUnit = 1
upAxis = "Z"
)
def Material "ambientCG_Material_Bricks078_4K_PNG"
{
token outputs:surface.connect = </ambientCG_Material_Bricks078_4K_PNG/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_Material_Bricks078_4K_PNG/diffuseColor.outputs:rgb>
float inputs:displacement.connect = </ambientCG_Material_Bricks078_4K_PNG/displacement.outputs:r>
normal3f inputs:normal.connect = </ambientCG_Material_Bricks078_4K_PNG/normal.outputs:rgb>
float inputs:occlusion.connect = </ambientCG_Material_Bricks078_4K_PNG/occlusion.outputs:r>
float inputs:roughness.connect = </ambientCG_Material_Bricks078_4K_PNG/roughness.outputs:r>
int inputs:useSpecularWorkflow = 0
token outputs:surface
}
def Shader "displacement"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0, 0, 0, 1)
asset inputs:file = @Bricks078_4K_Displacement.png@
token inputs:sourceColorSpace = "raw"
token inputs:st.connect = </ambientCG_Material_Bricks078_4K_PNG/TextureCoordinateReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:r
}
def Shader "roughness"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0.5, 0.5, 0.5, 1)
asset inputs:file = @Bricks078_4K_Roughness.png@
token inputs:sourceColorSpace = "raw"
token inputs:st.connect = </ambientCG_Material_Bricks078_4K_PNG/TextureCoordinateReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:r
}
def Shader "occlusion"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (1, 1, 1, 1)
asset inputs:file = @Bricks078_4K_AmbientOcclusion.png@
token inputs:sourceColorSpace = "raw"
token inputs:st.connect = </ambientCG_Material_Bricks078_4K_PNG/TextureCoordinateReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:r
}
def Shader "diffuseColor"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:fallback = (0.75, 0.75, 0.75, 1)
asset inputs:file = @Bricks078_4K_Color.png@
token inputs:sourceColorSpace = "sRGB"
token inputs:st.connect = </ambientCG_Material_Bricks078_4K_PNG/TextureCoordinateReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
def Shader "normal"
{
uniform token info:id = "UsdUVTexture"
float4 inputs:bias = (-1, -1, -1, 0)
float4 inputs:fallback = (0, 0, 1, 1)
asset inputs:file = @Bricks078_4K_NormalGL.png@
float4 inputs:scale = (2, 2, 2, 1)
token inputs:sourceColorSpace = "raw"
token inputs:st.connect = </ambientCG_Material_Bricks078_4K_PNG/TextureCoordinateReader.outputs:result>
token inputs:wrapS = "repeat"
token inputs:wrapT = "repeat"
float3 outputs:rgb
}
}