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tests/samples/golden/pbr_material_values.usda
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312
tests/samples/golden/pbr_material_values.usda
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#usda 1.0
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(
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defaultPrim = "World"
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upAxis = "Y"
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)
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def Xform "World"
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{
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def Sphere "Default"
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{
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rel material:binding = </World/Looks/Default>
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}
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def "Looks"
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{
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def Material "Default"
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{
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token outputs:displacement.connect = </World/Looks/Default/Shader.outputs:displacement>
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token outputs:surface.connect = </World/Looks/Default/Shader.outputs:surface>
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def Shader "Shader"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat
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float inputs:clearcoatRoughness
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color3f inputs:diffuseColor
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float inputs:displacement
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float inputs:ior
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float inputs:metallic
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normal3f inputs:normal
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float inputs:opacity
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float inputs:opacityThreshold
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float inputs:roughness
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color3f inputs:specularColor
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int inputs:useSpecularWorkflow = 0
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token outputs:displacement
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token outputs:surface
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}
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}
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def Material "Diffuse"
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{
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token outputs:displacement.connect = </World/Looks/Diffuse/Shader.outputs:displacement>
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token outputs:surface.connect = </World/Looks/Diffuse/Shader.outputs:surface>
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def Shader "Shader"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat
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float inputs:clearcoatRoughness
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color3f inputs:diffuseColor = (0, 1, 0)
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float inputs:displacement
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float inputs:ior
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float inputs:metallic
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normal3f inputs:normal
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float inputs:opacity
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float inputs:opacityThreshold
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float inputs:roughness
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color3f inputs:specularColor
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int inputs:useSpecularWorkflow = 0
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token outputs:displacement
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token outputs:surface
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}
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}
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def Material "SpecularRoughness"
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{
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token outputs:displacement.connect = </World/Looks/SpecularRoughness/Shader.outputs:displacement>
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token outputs:surface.connect = </World/Looks/SpecularRoughness/Shader.outputs:surface>
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def Shader "Shader"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat
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float inputs:clearcoatRoughness
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color3f inputs:diffuseColor = (1, 0, 0)
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float inputs:displacement
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float inputs:ior
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float inputs:metallic
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normal3f inputs:normal
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float inputs:opacity
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float inputs:opacityThreshold
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float inputs:roughness = 0.1
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color3f inputs:specularColor = (0, 0, 1)
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int inputs:useSpecularWorkflow = 1
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token outputs:displacement
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token outputs:surface
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}
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}
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def Material "Metallic"
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{
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token outputs:displacement.connect = </World/Looks/Metallic/Shader.outputs:displacement>
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token outputs:surface.connect = </World/Looks/Metallic/Shader.outputs:surface>
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def Shader "Shader"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat
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float inputs:clearcoatRoughness
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color3f inputs:diffuseColor = (0, 1, 0)
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float inputs:displacement
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float inputs:ior
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float inputs:metallic = 1
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normal3f inputs:normal
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float inputs:opacity
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float inputs:opacityThreshold
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float inputs:roughness
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color3f inputs:specularColor
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int inputs:useSpecularWorkflow = 0
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token outputs:displacement
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token outputs:surface
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}
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}
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def Material "Clearcoat"
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{
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token outputs:displacement.connect = </World/Looks/Clearcoat/Shader.outputs:displacement>
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token outputs:surface.connect = </World/Looks/Clearcoat/Shader.outputs:surface>
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def Shader "Shader"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat = 1
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float inputs:clearcoatRoughness
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color3f inputs:diffuseColor
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float inputs:displacement
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float inputs:ior
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float inputs:metallic
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normal3f inputs:normal
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float inputs:opacity
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float inputs:opacityThreshold
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float inputs:roughness
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color3f inputs:specularColor
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int inputs:useSpecularWorkflow = 0
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token outputs:displacement
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token outputs:surface
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}
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}
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def Material "ClearcoatRougness"
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{
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token outputs:displacement.connect = </World/Looks/ClearcoatRougness/Shader.outputs:displacement>
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token outputs:surface.connect = </World/Looks/ClearcoatRougness/Shader.outputs:surface>
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def Shader "Shader"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat
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float inputs:clearcoatRoughness = 1
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color3f inputs:diffuseColor
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float inputs:displacement
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float inputs:ior
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float inputs:metallic
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normal3f inputs:normal
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float inputs:opacity
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float inputs:opacityThreshold
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float inputs:roughness
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color3f inputs:specularColor
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int inputs:useSpecularWorkflow = 0
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token outputs:displacement
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token outputs:surface
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}
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}
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def Material "Opacity"
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{
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token outputs:displacement.connect = </World/Looks/Opacity/Shader.outputs:displacement>
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token outputs:surface.connect = </World/Looks/Opacity/Shader.outputs:surface>
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def Shader "Shader"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat
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float inputs:clearcoatRoughness
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color3f inputs:diffuseColor
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float inputs:displacement
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float inputs:ior
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float inputs:metallic
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normal3f inputs:normal
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float inputs:opacity = 0.5
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float inputs:opacityThreshold
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float inputs:roughness
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color3f inputs:specularColor
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int inputs:useSpecularWorkflow = 0
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token outputs:displacement
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token outputs:surface
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}
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}
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def Material "OpacityThreshold"
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{
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token outputs:displacement.connect = </World/Looks/OpacityThreshold/Shader.outputs:displacement>
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token outputs:surface.connect = </World/Looks/OpacityThreshold/Shader.outputs:surface>
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def Shader "Shader"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat
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float inputs:clearcoatRoughness
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color3f inputs:diffuseColor
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float inputs:displacement
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float inputs:ior
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float inputs:metallic
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normal3f inputs:normal
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float inputs:opacity
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float inputs:opacityThreshold = 0.5
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float inputs:roughness
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color3f inputs:specularColor
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int inputs:useSpecularWorkflow = 0
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token outputs:displacement
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token outputs:surface
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}
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}
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def Material "Ior"
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{
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token outputs:displacement.connect = </World/Looks/Ior/Shader.outputs:displacement>
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token outputs:surface.connect = </World/Looks/Ior/Shader.outputs:surface>
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def Shader "Shader"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat
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float inputs:clearcoatRoughness
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color3f inputs:diffuseColor
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float inputs:displacement
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float inputs:ior = 1
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float inputs:metallic
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normal3f inputs:normal
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float inputs:opacity
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float inputs:opacityThreshold
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float inputs:roughness
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color3f inputs:specularColor
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int inputs:useSpecularWorkflow = 0
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token outputs:displacement
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token outputs:surface
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}
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}
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def Material "Displacement"
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{
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token outputs:displacement.connect = </World/Looks/Displacement/Shader.outputs:displacement>
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token outputs:surface.connect = </World/Looks/Displacement/Shader.outputs:surface>
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def Shader "Shader"
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{
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uniform token info:id = "UsdPreviewSurface"
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float inputs:clearcoat
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float inputs:clearcoatRoughness
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color3f inputs:diffuseColor
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float inputs:displacement = 0.1
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float inputs:ior
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float inputs:metallic
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normal3f inputs:normal
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float inputs:opacity
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float inputs:opacityThreshold
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float inputs:roughness
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color3f inputs:specularColor
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int inputs:useSpecularWorkflow = 0
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token outputs:displacement
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token outputs:surface
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}
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}
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}
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def Sphere "Diffuse"
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{
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rel material:binding = </World/Looks/Diffuse>
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}
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def Sphere "SpecularRoughness"
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{
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rel material:binding = </World/Looks/SpecularRoughness>
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}
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def Sphere "Metallic"
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{
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rel material:binding = </World/Looks/Metallic>
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}
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def Sphere "Clearcoat"
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{
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rel material:binding = </World/Looks/Clearcoat>
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}
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def Sphere "ClearcoatRougness"
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{
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rel material:binding = </World/Looks/ClearcoatRougness>
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}
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def Sphere "Opacity"
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{
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rel material:binding = </World/Looks/Opacity>
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}
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def Sphere "OpacityThreshold"
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{
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rel material:binding = </World/Looks/OpacityThreshold>
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}
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def Sphere "Ior"
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{
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rel material:binding = </World/Looks/Ior>
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}
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def Sphere "Displacement"
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{
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rel material:binding = </World/Looks/Displacement>
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}
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}
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