#usda 1.0 ( defaultPrim = "World" upAxis = "Y" ) def Xform "World" { def Sphere "Default" { rel material:binding = } def "Looks" { def Material "Default" { token outputs:displacement.connect = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = token outputs:surface.connect = 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 = } def Sphere "SpecularRoughness" { rel material:binding = } def Sphere "Metallic" { rel material:binding = } def Sphere "Clearcoat" { rel material:binding = } def Sphere "ClearcoatRougness" { rel material:binding = } def Sphere "Opacity" { rel material:binding = } def Sphere "OpacityThreshold" { rel material:binding = } def Sphere "Ior" { rel material:binding = } def Sphere "Displacement" { rel material:binding = } }