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Move "unlit_surface" shader to proper library location (#1199)
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* Move unlit_shader to pbrlib and no longer make it an "adsk" definitoin.

* Rename test file.
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bernardkwok authored May 12, 2021
1 parent 1a8c120 commit 3df99ab
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95 changes: 0 additions & 95 deletions libraries/adsk/adsklib/unlit_surface.mtlx

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147 changes: 147 additions & 0 deletions libraries/pbrlib/unlit_surface.mtlx
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<?xml version="1.0"?>
<materialx version="1.38">

<!-- 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>

<!-- 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>

<!-- 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>

<!-- 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>

<!-- 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>

<!-- 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 resources/Materials/TestSuite/adsklib/adsk_unlit_shaders.mtlx

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