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Move "unlit_surface" shader to proper library location (#1199)
* Move unlit_shader to pbrlib and no longer make it an "adsk" definitoin. * Rename test file.
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<?xml version="1.0"?> | ||
<materialx version="1.38"> | ||
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<!-- Uniform emission surface shader which accepts a color4 input. --> | ||
<nodedef name="ND_unlit_surface_color4" node="unlit_surface" version="1.0" isdefaultversion="true" nodegroup="pbr" doc="Uniform emission surface shader which accepts a color4 input" > | ||
<input name="color" type="color4" value="1, 1, 1, 1" /> | ||
<output name="out" type="surfaceshader" value="" /> | ||
</nodedef> | ||
<nodegraph name="NG_unlit_surface_color4" nodedef="ND_unlit_surface_color4" > | ||
<input name="color" type="color4" value="1, 1, 1, 1" /> | ||
<extract name="extract" type="float" nodedef="ND_extract_color4" xpos="620" ypos="205"> | ||
<input name="in" type="color4" interfacename="color" value="0, 0, 0, 0" /> | ||
<input name="index" type="integer" uniform="true" value="3" /> | ||
</extract> | ||
<surface name="surface" type="surfaceshader" nodedef="ND_surface" xpos="925" ypos="47"> | ||
<input name="bsdf" type="BSDF" value="" /> | ||
<input name="edf" type="EDF" nodename="uniform_edf" /> | ||
<input name="opacity" type="float" nodename="extract" /> | ||
</surface> | ||
<swizzle name="swizzle5" type="color3" nodedef="ND_swizzle_color4_color3" xpos="315" ypos="22"> | ||
<input name="in" type="color4" interfacename="color" value="0, 0, 0, 0" /> | ||
<input name="channels" type="string" uniform="true" value="rgb" /> | ||
</swizzle> | ||
<uniform_edf name="uniform_edf" type="EDF" nodedef="ND_uniform_edf" xpos="620" ypos="10"> | ||
<input name="color" type="color3" nodename="swizzle5" /> | ||
</uniform_edf> | ||
<output name="out" type="surfaceshader" nodename="surface" /> | ||
</nodegraph> | ||
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||
<!-- Uniform emission surface shader which accepts a color3 and opacity input. --> | ||
<nodedef name="ND_unlit_surface_color3" node="unlit_surface" version="1.0" isdefaultversion="true" nodegroup="pbr" doc="Uniform emission surface shader which accepts a color3 and opacity input" > | ||
<input name="color" type="color3" value="1, 1, 1" /> | ||
<input name="opacity" type="float" value="1" /> | ||
<output name="out" type="surfaceshader" value="" /> | ||
</nodedef> | ||
<nodegraph name="NG_unlit_surface_color3" nodedef="ND_unlit_surface_color3" > | ||
<input name="color" type="color3" value="1, 1, 1" /> | ||
<input name="opacity" type="float" value="1" /> | ||
<surface name="surface" type="surfaceshader" > | ||
<input name="bsdf" type="BSDF" value="" uivisible="false" /> | ||
<input name="edf" type="EDF" nodename="uniform_edf" /> | ||
<input name="opacity" type="float" interfacename="opacity" value="1" /> | ||
</surface> | ||
<uniform_edf name="uniform_edf" type="EDF" > | ||
<input name="color" type="color3" interfacename="color" value="1, 1, 1" /> | ||
</uniform_edf> | ||
<output name="out" type="surfaceshader" nodename="surface" /> | ||
</nodegraph> | ||
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<!-- Uniform emission surface shader which accepts a float and opacity input. --> | ||
<nodedef name="ND_unlit_surface_float" node="unlit_surface" version="1.0" isdefaultversion="true" nodegroup="pbr" doc="Uniform emission surface shader which accepts a float and opacity input" > | ||
<input name="color" type="float" value="1" /> | ||
<input name="opacity" type="float" value="1" /> | ||
<output name="out" type="surfaceshader" value="" /> | ||
</nodedef> | ||
<nodegraph name="NG_unlit_surface_float" nodedef="ND_unlit_surface_float" > | ||
<input name="color" type="float" value="1" /> | ||
<input name="opacity" type="float" value="1" /> | ||
<surface name="surface" type="surfaceshader" > | ||
<input name="bsdf" type="BSDF" value="" uivisible="false" /> | ||
<input name="edf" type="EDF" nodename="uniform_edf" /> | ||
<input name="opacity" type="float" interfacename="opacity" value="1" /> | ||
</surface> | ||
<uniform_edf name="uniform_edf" type="EDF" > | ||
<input name="color" type="color3" nodename="convert" /> | ||
</uniform_edf> | ||
<convert name="convert" type="color3" > | ||
<input name="in" type="float" interfacename="color" value="1" /> | ||
</convert> | ||
<output name="out" type="surfaceshader" nodename="surface" /> | ||
</nodegraph> | ||
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<!-- Uniform emission surface shader which accepts a vec4 input. --> | ||
<nodedef name="ND_unlit_surface_vec4" node="unlit_surface" version="1.0" isdefaultversion="true" doc="Uniform emission surface shader which accepts a vec4 input" > | ||
<input name="color" type="vector4" value="1, 1, 1, 1" /> | ||
<output name="out" type="surfaceshader" value="" /> | ||
</nodedef> | ||
<nodegraph name="NG_unlit_surface2_vec4" nodedef="ND_unlit_surface_vec4"> | ||
<input name="color" type="vector4" value="1, 1, 1, 1" /> | ||
<extract name="extract1" type="float" nodedef="ND_extract_vector4" xpos="620" ypos="203.811"> | ||
<input name="in" type="vector4" interfacename="color" value="0, 0, 0, 0" /> | ||
<input name="index" type="integer" uniform="true" value="3" /> | ||
</extract> | ||
<surface name="surface" type="surfaceshader" nodedef="ND_surface" xpos="925" ypos="48"> | ||
<input name="bsdf" type="BSDF" value="" /> | ||
<input name="edf" type="EDF" nodename="uniform_edf1" /> | ||
<input name="opacity" type="float" nodename="extract1" /> | ||
</surface> | ||
<swizzle name="swizzle4" type="color3" nodedef="ND_swizzle_vector4_color3" xpos="315" ypos="22"> | ||
<input name="in" type="vector4" interfacename="color" value="0, 0, 0, 0" /> | ||
<input name="channels" type="string" uniform="true" value="xyz" /> | ||
</swizzle> | ||
<uniform_edf name="uniform_edf1" type="EDF" nodedef="ND_uniform_edf" xpos="620" ypos="10"> | ||
<input name="color" type="color3" nodename="swizzle4" /> | ||
</uniform_edf> | ||
<output name="out" type="surfaceshader" nodename="surface" /> | ||
</nodegraph> | ||
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||
<!-- Uniform emission surface shader which accepts a vec3 and opacity input. --> | ||
<nodedef name="ND_unlit_surface_vec3" node="unlit_surface" version="1.0" isdefaultversion="true" nodegroup="pbr" doc="Uniform emission surface shader which accepts a vec3 and opacity input" > | ||
<input name="color" type="vector3" value="1, 1, 1" /> | ||
<input name="opacity" type="float" value="1" /> | ||
<output name="out" type="surfaceshader" value="" /> | ||
</nodedef> | ||
<nodegraph name="NG_unlit_surface_vec3" xpos="345.014" nodedef="ND_unlit_surface_vec3" > | ||
<input name="color" type="vector3" value="1, 1, 1" /> | ||
<input name="opacity" type="float" value="1" /> | ||
<surface name="surface" type="surfaceshader" > | ||
<input name="bsdf" type="BSDF" value="" uivisible="false" /> | ||
<input name="edf" type="EDF" nodename="uniform_edf" /> | ||
<input name="opacity" type="float" interfacename="opacity" value="1" /> | ||
</surface> | ||
<uniform_edf name="uniform_edf" type="EDF" > | ||
<input name="color" type="color3" nodename="convert" /> | ||
</uniform_edf> | ||
<convert name="convert" type="color3" > | ||
<input name="in" type="vector3" interfacename="color" value="1, 1, 1" /> | ||
</convert> | ||
<output name="out" type="surfaceshader" nodename="surface" /> | ||
</nodegraph> | ||
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||
<!-- Uniform emission surface shader which accepts a vec2 and opaciy input. --> | ||
<nodedef name="ND_unlit_surface_vec2" node="unlit_surface" version="1.0" isdefaultversion="true" nodegroup="pbr" doc="Uniform emission surface shader which accepts a vec2 and opaciy input" > | ||
<input name="color" type="vector2" value="1, 1" /> | ||
<input name="opacity" type="float" value="1" /> | ||
<output name="out" type="surfaceshader" value="" /> | ||
</nodedef> | ||
<nodegraph name="NG_unlit_surface_vec2" nodedef="ND_unlit_surface_vec2" > | ||
<input name="color" type="vector2" value="1, 1" /> | ||
<input name="opacity" type="float" value="1" /> | ||
<surface name="surface" type="surfaceshader" > | ||
<input name="bsdf" type="BSDF" value="" uivisible="false" /> | ||
<input name="edf" type="EDF" nodename="uniform_edf" /> | ||
<input name="opacity" type="float" interfacename="opacity" value="1" /> | ||
</surface> | ||
<uniform_edf name="uniform_edf" type="EDF" > | ||
<input name="color" type="color3" nodename="convert1" /> | ||
</uniform_edf> | ||
<convert name="convert" type="vector3" > | ||
<input name="in" type="vector2" interfacename="color" value="1, 1" /> | ||
</convert> | ||
<convert name="convert1" type="color3" > | ||
<input name="in" type="vector3" nodename="convert" /> | ||
</convert> | ||
<output name="out" type="surfaceshader" nodename="surface" /> | ||
</nodegraph> | ||
</materialx> |
93 changes: 0 additions & 93 deletions
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resources/Materials/TestSuite/adsklib/adsk_unlit_shaders.mtlx
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