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Move "unlit_surface" definition to pbrlib library files. #1200

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May 14, 2021
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42 changes: 40 additions & 2 deletions libraries/pbrlib/pbrlib_defs.mtlx
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
<?xml version="1.0"?>
<materialx version="1.38">
<!--
TM & (c) 2018 Lucasfilm Entertainment Company Ltd. and Lucasfilm Ltd.
TM & (c) 2021 Lucasfilm Entertainment Company Ltd. and Lucasfilm Ltd.
All rights reserved. See LICENSE.txt for license.

Declarations of standard data types and nodes included in the MaterialX specification.
Expand Down Expand Up @@ -246,8 +246,46 @@
<input name="exposure" type="float" value="0.0" doc="Exposure control for the light intensity" />
<output name="out" type="lightshader" />
</nodedef>

<!--
Node: unlit_surface
Uniform emission surface shader. Variants exist for the following input types: color3, color4, vec2, vec3, vec4, and float.
-->
<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>

<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>

<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>

<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>

<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>

<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>

<!--
Node: <displacement>
Construct a displacement shader.
-->
Expand Down
118 changes: 117 additions & 1 deletion libraries/pbrlib/pbrlib_ng.mtlx
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
<?xml version="1.0"?>
<materialx version="1.38">
<!--
TM & (c) 2018 Lucasfilm Entertainment Company Ltd. and Lucasfilm Ltd.
TM & (c) 2021 Lucasfilm Entertainment Company Ltd. and Lucasfilm Ltd.
All rights reserved. See LICENSE.txt for license.

Graph definitions of standard nodes included in the MaterialX specification.
Expand All @@ -18,5 +18,121 @@
</roughness_anisotropy>
<output name="out" type="vector2" nodename="roughness1" />
</nodegraph>

<!-- Uniform emission surface shader which accepts a color4 input. -->
<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. -->
<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. -->
<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. -->
<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. -->
<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. -->
<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>
147 changes: 0 additions & 147 deletions libraries/pbrlib/unlit_surface.mtlx

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