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add_graph.usda
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#usda 1.0
(
doc = """Generated from Composed Stage of root layer
"""
)
def "MaterialX"
{
def "Materials"
{
def Material "Default"
{
float inputs:alpha = 1
float inputs:alpha_cutoff = 0.5
int inputs:alpha_mode = 0
color3f inputs:attenuation_color = (1, 1, 1)
float inputs:attenuation_distance = 0
color3f inputs:base_color = (1, 1, 1)
float inputs:clearcoat = 0
float3 inputs:clearcoat_normal
float inputs:clearcoat_roughness = 0
color3f inputs:emissive = (0, 0, 0)
float inputs:emissive_strength = 1
float inputs:ior = 1.5
float inputs:iridescence = 0
float inputs:iridescence_ior = 1.3
float inputs:iridescence_thickness = 100
float inputs:metallic = 1
float3 inputs:normal
float inputs:occlusion = 1
float inputs:roughness = 1
color3f inputs:sheen_color = (0, 0, 0)
float inputs:sheen_roughness = 0
float inputs:specular = 1
color3f inputs:specular_color = (1, 1, 1)
float3 inputs:tangent
float inputs:thickness = 0
float inputs:transmission = 0
token outputs:mtlx:surface.connect = </MaterialX/Materials/Default/ND_gltf_pbr_surfaceshader.outputs:surface>
def Shader "ND_gltf_pbr_surfaceshader"
{
uniform token info:id = "ND_gltf_pbr_surfaceshader"
float inputs:alpha.connect = </MaterialX/Materials/Default.inputs:alpha>
float inputs:alpha_cutoff.connect = </MaterialX/Materials/Default.inputs:alpha_cutoff>
int inputs:alpha_mode.connect = </MaterialX/Materials/Default.inputs:alpha_mode>
color3f inputs:attenuation_color.connect = </MaterialX/Materials/Default.inputs:attenuation_color>
float inputs:attenuation_distance.connect = </MaterialX/Materials/Default.inputs:attenuation_distance>
color3f inputs:base_color.connect = </MaterialX/Materials/Default/graph1.outputs:output_color4>
float inputs:clearcoat.connect = </MaterialX/Materials/Default.inputs:clearcoat>
float3 inputs:clearcoat_normal.connect = </MaterialX/Materials/Default.inputs:clearcoat_normal>
float inputs:clearcoat_roughness.connect = </MaterialX/Materials/Default.inputs:clearcoat_roughness>
color3f inputs:emissive.connect = </MaterialX/Materials/Default.inputs:emissive>
float inputs:emissive_strength.connect = </MaterialX/Materials/Default.inputs:emissive_strength>
float inputs:ior.connect = </MaterialX/Materials/Default.inputs:ior>
float inputs:iridescence.connect = </MaterialX/Materials/Default.inputs:iridescence>
float inputs:iridescence_ior.connect = </MaterialX/Materials/Default.inputs:iridescence_ior>
float inputs:iridescence_thickness.connect = </MaterialX/Materials/Default.inputs:iridescence_thickness>
float inputs:metallic.connect = </MaterialX/Materials/Default.inputs:metallic>
float3 inputs:normal.connect = </MaterialX/Materials/Default.inputs:normal>
float inputs:occlusion.connect = </MaterialX/Materials/Default.inputs:occlusion>
float inputs:roughness.connect = </MaterialX/Materials/Default.inputs:roughness>
color3f inputs:sheen_color.connect = </MaterialX/Materials/Default.inputs:sheen_color>
float inputs:sheen_roughness.connect = </MaterialX/Materials/Default.inputs:sheen_roughness>
float inputs:specular.connect = </MaterialX/Materials/Default.inputs:specular>
color3f inputs:specular_color.connect = </MaterialX/Materials/Default.inputs:specular_color>
float3 inputs:tangent.connect = </MaterialX/Materials/Default.inputs:tangent>
float inputs:thickness.connect = </MaterialX/Materials/Default.inputs:thickness>
float inputs:transmission.connect = </MaterialX/Materials/Default.inputs:transmission>
token outputs:surface
}
def NodeGraph "graph1"
{
color3f inputs:myin1 = (1, 0, 0)
color3f inputs:myin2 = (0.94902, 0.768627, 0.109804)
color3f outputs:output_color4.connect = </MaterialX/Materials/Default/graph1/add_color4.outputs:out>
def Shader "add_color4"
{
uniform token info:id = "ND_add_color3"
color3f inputs:in1.connect = </MaterialX/Materials/Default/graph1.inputs:myin2>
color3f inputs:in2.connect = </MaterialX/Materials/Default/graph1.inputs:myin1>
color3f outputs:out
}
}
}
}
def "Shaders"
{
def Shader "ND_gltf_pbr_surfaceshader"
{
uniform token info:id = "ND_gltf_pbr_surfaceshader"
token outputs:surface
}
}
def "NodeGraphs"
{
def NodeGraph "graph1"
{
color3f inputs:myin1
color3f inputs:myin2
color3f outputs:output_color4.connect = </MaterialX/NodeGraphs/graph1/add_color4.outputs:out>
def Shader "add_color4"
{
uniform token info:id = "ND_add_color3"
color3f inputs:in1.connect = </MaterialX/NodeGraphs/graph1.inputs:myin2>
color3f inputs:in2.connect = </MaterialX/NodeGraphs/graph1.inputs:myin1>
color3f outputs:out
}
}
}
}