material-maker/addons/material_maker/examples/brick_rotated.ptex

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{"connections":[{"from":"bricks","from_port":2,"to":"transform","to_port":1},{"from":"bricks","from_port":3,"to":"transform","to_port":2},{"from":"bricks","from_port":0,"to":"blend","to_port":1},{"from":"transform","from_port":0,"to":"blend","to_port":0},{"from":"pattern","from_port":0,"to":"transform","to_port":0},{"from":"bricks","from_port":1,"to":"transform","to_port":3},{"from":"blend","from_port":0,"to":"colorize","to_port":0},{"from":"colorize","from_port":0,"to":"Material","to_port":6},{"from":"blend","from_port":0,"to":"normal_map","to_port":0},{"from":"normal_map","from_port":0,"to":"Material","to_port":4}],"label":"Graph","name":"47","node_position":{"x":0,"y":0},"nodes":[{"name":"Material","node_position":{"x":70,"y":113},"parameters":{"albedo_color":{"a":1,"b":1,"g":1,"r":1,"type":"Color"},"ao_light_affect":1,"depth_scale":1,"emission_energy":1,"metallic":1,"normal_scale":1,"roughness":1,"size":11},"type":"material"},{"name":"bricks","node_position":{"x":-549.5,"y":-120.5},"parameters":{"bevel":0.1,"columns":3,"mortar":0.1,"pattern":0,"repeat":1,"row_offset":0.5,"rows":6},"shader_model":{"code":"vec4 $(name_uv) = $(name)_xyzw($(uv));\n","global":"vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float bevel) {\n\tfloat color;\n\tvec2 c1 = (uv-bmin-vec2(mortar))/bevel;\n\tvec2 c2 = (bmax-uv-vec2(mortar))/bevel;\n\tvec2 c = min(c1, c2);\n\tcolor = clamp(min(c.x, c.y), 0.0, 1.0);\n\tvec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0));\n\treturn vec4(color, 0.5*(bmin+bmax), tiled_brick_pos.x+7.0*tiled_brick_pos.y);\n}\n\nvec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) {\n\tcount *= repeat;\n\tmortar /= max(count.x, count.y);\n\tbevel /= max(count.x, count.y);\n\tfloat x_offset = offset*step(0.5, fract(uv.y*count.y*0.5));\n\tvec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y));\n\tbmin.x += x_offset;\n\tbmin /= count;\n\treturn brick(uv, bmin, bmin+vec2(1.0)/count, mortar, bevel);\n}\n\nvec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) {\n\tcount *= repeat;\n\tmortar /= max(2.0*count.x, count.y);\n\tbevel /= max(2.0*count.x, count.y);\n\tfloat x_offset = offset*step(0.5, fract(uv.y*count.y*0.5));\n\tcount.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5)));\n\tvec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y));\n\tbmin.x += x_offset;\n\tbmin /= count;\n\treturn brick(uv, bmin, bmin+vec2(1.0)/count, mortar, bevel);\n}\n\nvec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) {\n\tfloat pc = count.x+count.y;\n\tfloat c = pc*repeat;\n\tmortar /= c;\n\tbevel /= c;\n\tvec2 corner = floor(uv*c);\n\tfloat cdiff = mod(corner.x-corner.y, pc);\n\tif (cdiff < count.x) {\n\t\treturn brick(uv, (corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c, mortar, bevel);\n\t} else {\n\t\treturn brick(uv, (corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c, mortar, bevel);\n\t}\n}\n\nvec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) {\n\tvec2 c = 2.0*count*repeat;\n\tfloat mc = max(c.x, c.y);\n\tmortar /= mc;\n\tbevel /= mc;\n\tvec2 corner1 = floor(uv*c);\n\tvec2 corner2 = count*floor(repeat*2.0*uv);\n\tfloat cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0);\n\tvec2 corner;\n\tvec2 size;\n\tif (cdiff == 0.0) {\n\t\tcorner = vec2(corner1.x, corner2.y);\n\t\tsize = vec2(1.0, count.y);\n\t} else {\n\t\tcorner = vec2(corner2.x, corner1.y);\n\t\tsize = vec2(count.x, 1.0);\n\t}\n\treturn brick(uv, corner/c, (corner+size)/c, mortar, bevel);\n}\n\nvec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset, float mortar, float bevel) {\n\tvec2 c = (count+vec2(1.0))*repeat;\n\tfloat mc = max(c.x, c.y);\n\tmortar /= mc;\n\tbevel /= mc;\n\tvec2 corner1 = floor(uv*c);\n\tvec2 corner2 = (count+vec2(1.0))*floor(repeat*uv);\n\tvec2 rcorner = corner1 - corner2;\n\tvec2 corner;\n\tvec2 size;\n\tif (rcorner.x == 0.0 && rcorner.y < count.y) {\n\t\tcorner = corner2;\n\t\tsize = vec2(1.0, count.y);\n\t} else if (rcorner.y == 0.0) {\n\t\tcorner = corner2+vec2(1.0, 0.0);\n\t\tsize = vec2(count.x, 1.0);\n\t} else if (rcorner.x == count.x) {\n\t\tcorner = corner2+vec2(count.x, 1.0);\n\t\tsize = vec2(1.0, count.y);\n\t} else if (rcorner.y == count.y) {\n\t\tcorner = corner2+vec2(0.0, count.y);\n\t\tsize = vec2(count.x, 1.0);\n\t} else {\n\t\tcorner = corner2+vec2(1.0);\n\t\tsize = vec2(count.x-1.0, count.y-1.0);\n\t}\n\treturn brick(uv, corner/c, (corner+size)/c, mortar, bevel);\n}","inputs":[],"instance":"vec4 $(name)_xyzw(vec2 uv) {\n return bricks_$(pattern)(uv, vec2($(columns), $(rows)), $(repeat), $(row_offset), $(mortar), max(0.001, $(bevel)));\n}","name":"Bricks","outputs":[{"f":"$(name_uv).x","type":"f"},{"rgb":"rand3(vec2($(name_uv).w, $(seed)))","type":"rgb"},{"f":"$(name_uv).y","type":"f"},{"f":"$(name_uv).z","type":"f"}],"parameters":[{"default":0,"label":"","name":"pattern","type":"enum","values":[{"name":"Running bond","value":"rb"},{"name":"Running bond (2)","value":"rb2"},{"name":"HerringBone","value":"hb"},{"name":"Basket weave","value":"bw"},{"name":"Spanish bond","value":"sb"}]},{"default":1,"label":"Repeat:","max":8,"min":1,"name":"repeat","step":1,"type":"float","widget":"spinbox"},{"default":6,"label":"Rows:","max":64,"min":1,"name":"rows","step":1,"type":"float","widget":"spinbox"},{"default":3,"label":"Columns:","max":64,"min":1,"name":"columns","step":1,"type":"float","widget":"spinbox"},{"default":0.5,"label":"Offset:","max":1,"min":0,"name":"row_offset","step":0,"type":"float"},{"default":0.1,"label":"Mortar:","max":0.5,"min":0,"name":"mortar","step":0,"type":"float"},{"default":0.1,"label":"Bevel:","max":0.5,"min":0,"name":"bevel","step":0,"type":"float"}]},"type":"shader"},{"name":"blend","node_position":{"x":-286.5,"y":14.5},"parameters":{"amount":1,"blend_type":2},"type":"blend"},{"name":"pattern","node_position":{"x":-547.5,"y":-227.068176},"parameters":{"mix":0,"x_scale":1,"x_wave":3,"y_scale":0,"y_wave":4},"type":"pattern"},{"name":"colorize","node_position":{"x":-10.209106,"y":-146.068176},"parameters":{"gradient":{"points":[{"a":1,"b":1,"g":1,"pos":0,"r":1},{"a":1,"b":0,"g":0,"pos":1,"r":0}],"type":"Gradient"}},"type":"colorize"},{"name":"transform","node_position":{"x":-258.5,"y":-196.5},"parameters":{"repeat":false,"rotate":360,"scale_x":1,"scale_y":1,"translate_x":0.5,"translate_y":0.5},"type":"transform"},{"name":"comment","node_position":{"x":-391.274048,"y":165.542206},"parameters":{"size":4},"size":{"x":280,"y":85},"text":"This example shows how to use the 3rd and 4th outputs of the bricks node to get the center of each brick.","type":"comment"},{"name":"normal_map","node_position":{"x":14.29071,"y":-40.645294},"parameters":{"param0":11,"param1":0.995},"type":"normal_map"}],"parameters":{},"type":"graph"}