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ae81f33
mdl 1.5;
import ::tex::*;
import ::math::*;
import ::anno::*;
import ::base::*;
import ::state::*;
export float get_float( uniform texture_2d t, float f ){
return ::tex::texture_isvalid(t)
?
::base::file_texture(t,
color(0.f, 0.f, 0.f),
color(1.f, 1.f, 1.f),
::base::mono_maximum,
::base::texture_coordinate_info(::state::texture_coordinate(0), ::state::texture_tangent_u(0), ::state::texture_tangent_v(0)),
float2(0.f, 1.f),
float2(0.f, 1.f),
::tex::wrap_repeat,
::tex::wrap_repeat,
false).mono
:
f;
}
export color get_color( uniform texture_2d t, color c ){
return ::tex::texture_isvalid(t)
?
::base::file_texture(t,
color(0.f, 0.f, 0.f),
color(1.f, 1.f, 1.f),
::base::mono_alpha,
::base::texture_coordinate_info(::state::texture_coordinate(0), ::state::texture_tangent_u(0), ::state::texture_tangent_v(0)),
float2(0.f, 1.f),
float2(0.f, 1.f),
::tex::wrap_repeat,
::tex::wrap_repeat,
false).tint
:
c;
}
export float apply_roughness_influence( uniform texture_2d t, float f, float i ){
return ::math::lerp(f, get_float(t, f), i);
}
export color get_volume_absorption(
float absorption = float(0) [[
anno::display_name("Volume Absorption"),
anno::description("Controls how much light is absorbed through the surface"),
anno::hard_range(0.0,1000.0),
anno::soft_range(0.0,1.0)
]],
color absorptionColor = color(1) [[
anno::display_name("Absorption Color"),
anno::description("Simulates shifts in color when light passes through the surface")
]]
) [[
anno::display_name("Absorption"),
anno::description("Provides an absorption coefficient for the volume")
]] {
return (absorption>0)? -math::log(math::clamp(absorptionColor, color(0.01), color(0.99)))*absorption*100.0 : color(0);
}
export color volume_scattering(
float scattering = float(0) [[
anno::display_name("Volume Scattering"),
anno::description("Controls how much light is scattered through the surface"),
anno::hard_range(0.0,1000.0),
anno::soft_range(0.0,1.0)
]]
) [[
anno::display_name("Scattering"),
anno::description("Provides a scattering coefficient for the volume")
]] {
return (scattering>0)? -math::log(color(0.5))*scattering*100.0 : color(0);
}