提交测试

This commit is contained in:
2024-01-16 17:22:21 +08:00
parent 92862c0372
commit 73635fda01
654 changed files with 178015 additions and 2 deletions

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#usda 1.0
(
defaultPrim = "World"
upAxis = "Y"
)
def Xform "World"
{
def Sphere "Default"
{
rel material:binding = </World/Looks/Default>
}
def "Looks"
{
def Material "Default"
{
token outputs:displacement.connect = </World/Looks/Default/Shader.outputs:displacement>
token outputs:surface.connect = </World/Looks/Default/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat
float inputs:clearcoatRoughness
color3f inputs:diffuseColor
float inputs:displacement
float inputs:ior
float inputs:metallic
normal3f inputs:normal
float inputs:opacity
float inputs:opacityThreshold
float inputs:roughness
color3f inputs:specularColor
int inputs:useSpecularWorkflow = 0
token outputs:displacement
token outputs:surface
}
}
def Material "Diffuse"
{
token outputs:displacement.connect = </World/Looks/Diffuse/Shader.outputs:displacement>
token outputs:surface.connect = </World/Looks/Diffuse/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat
float inputs:clearcoatRoughness
color3f inputs:diffuseColor = (0, 1, 0)
float inputs:displacement
float inputs:ior
float inputs:metallic
normal3f inputs:normal
float inputs:opacity
float inputs:opacityThreshold
float inputs:roughness
color3f inputs:specularColor
int inputs:useSpecularWorkflow = 0
token outputs:displacement
token outputs:surface
}
}
def Material "SpecularRoughness"
{
token outputs:displacement.connect = </World/Looks/SpecularRoughness/Shader.outputs:displacement>
token outputs:surface.connect = </World/Looks/SpecularRoughness/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat
float inputs:clearcoatRoughness
color3f inputs:diffuseColor = (1, 0, 0)
float inputs:displacement
float inputs:ior
float inputs:metallic
normal3f inputs:normal
float inputs:opacity
float inputs:opacityThreshold
float inputs:roughness = 0.1
color3f inputs:specularColor = (0, 0, 1)
int inputs:useSpecularWorkflow = 1
token outputs:displacement
token outputs:surface
}
}
def Material "Metallic"
{
token outputs:displacement.connect = </World/Looks/Metallic/Shader.outputs:displacement>
token outputs:surface.connect = </World/Looks/Metallic/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat
float inputs:clearcoatRoughness
color3f inputs:diffuseColor = (0, 1, 0)
float inputs:displacement
float inputs:ior
float inputs:metallic = 1
normal3f inputs:normal
float inputs:opacity
float inputs:opacityThreshold
float inputs:roughness
color3f inputs:specularColor
int inputs:useSpecularWorkflow = 0
token outputs:displacement
token outputs:surface
}
}
def Material "Clearcoat"
{
token outputs:displacement.connect = </World/Looks/Clearcoat/Shader.outputs:displacement>
token outputs:surface.connect = </World/Looks/Clearcoat/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat = 1
float inputs:clearcoatRoughness
color3f inputs:diffuseColor
float inputs:displacement
float inputs:ior
float inputs:metallic
normal3f inputs:normal
float inputs:opacity
float inputs:opacityThreshold
float inputs:roughness
color3f inputs:specularColor
int inputs:useSpecularWorkflow = 0
token outputs:displacement
token outputs:surface
}
}
def Material "ClearcoatRougness"
{
token outputs:displacement.connect = </World/Looks/ClearcoatRougness/Shader.outputs:displacement>
token outputs:surface.connect = </World/Looks/ClearcoatRougness/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat
float inputs:clearcoatRoughness = 1
color3f inputs:diffuseColor
float inputs:displacement
float inputs:ior
float inputs:metallic
normal3f inputs:normal
float inputs:opacity
float inputs:opacityThreshold
float inputs:roughness
color3f inputs:specularColor
int inputs:useSpecularWorkflow = 0
token outputs:displacement
token outputs:surface
}
}
def Material "Opacity"
{
token outputs:displacement.connect = </World/Looks/Opacity/Shader.outputs:displacement>
token outputs:surface.connect = </World/Looks/Opacity/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat
float inputs:clearcoatRoughness
color3f inputs:diffuseColor
float inputs:displacement
float inputs:ior
float inputs:metallic
normal3f inputs:normal
float inputs:opacity = 0.5
float inputs:opacityThreshold
float inputs:roughness
color3f inputs:specularColor
int inputs:useSpecularWorkflow = 0
token outputs:displacement
token outputs:surface
}
}
def Material "OpacityThreshold"
{
token outputs:displacement.connect = </World/Looks/OpacityThreshold/Shader.outputs:displacement>
token outputs:surface.connect = </World/Looks/OpacityThreshold/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat
float inputs:clearcoatRoughness
color3f inputs:diffuseColor
float inputs:displacement
float inputs:ior
float inputs:metallic
normal3f inputs:normal
float inputs:opacity
float inputs:opacityThreshold = 0.5
float inputs:roughness
color3f inputs:specularColor
int inputs:useSpecularWorkflow = 0
token outputs:displacement
token outputs:surface
}
}
def Material "Ior"
{
token outputs:displacement.connect = </World/Looks/Ior/Shader.outputs:displacement>
token outputs:surface.connect = </World/Looks/Ior/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat
float inputs:clearcoatRoughness
color3f inputs:diffuseColor
float inputs:displacement
float inputs:ior = 1
float inputs:metallic
normal3f inputs:normal
float inputs:opacity
float inputs:opacityThreshold
float inputs:roughness
color3f inputs:specularColor
int inputs:useSpecularWorkflow = 0
token outputs:displacement
token outputs:surface
}
}
def Material "Displacement"
{
token outputs:displacement.connect = </World/Looks/Displacement/Shader.outputs:displacement>
token outputs:surface.connect = </World/Looks/Displacement/Shader.outputs:surface>
def Shader "Shader"
{
uniform token info:id = "UsdPreviewSurface"
float inputs:clearcoat
float inputs:clearcoatRoughness
color3f inputs:diffuseColor
float inputs:displacement = 0.1
float inputs:ior
float inputs:metallic
normal3f inputs:normal
float inputs:opacity
float inputs:opacityThreshold
float inputs:roughness
color3f inputs:specularColor
int inputs:useSpecularWorkflow = 0
token outputs:displacement
token outputs:surface
}
}
}
def Sphere "Diffuse"
{
rel material:binding = </World/Looks/Diffuse>
}
def Sphere "SpecularRoughness"
{
rel material:binding = </World/Looks/SpecularRoughness>
}
def Sphere "Metallic"
{
rel material:binding = </World/Looks/Metallic>
}
def Sphere "Clearcoat"
{
rel material:binding = </World/Looks/Clearcoat>
}
def Sphere "ClearcoatRougness"
{
rel material:binding = </World/Looks/ClearcoatRougness>
}
def Sphere "Opacity"
{
rel material:binding = </World/Looks/Opacity>
}
def Sphere "OpacityThreshold"
{
rel material:binding = </World/Looks/OpacityThreshold>
}
def Sphere "Ior"
{
rel material:binding = </World/Looks/Ior>
}
def Sphere "Displacement"
{
rel material:binding = </World/Looks/Displacement>
}
}

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