Add basic visual material parsing support to USD interop.
For this first iteration we only support simple UsdPreviewSurface spec node graphs. PiperOrigin-RevId: 786309455 Change-Id: I2e5501a65b22aca6da570bc94394514c67bd100a
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Copybara-Service
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#usda 1.0
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(
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endTimeCode = 1
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framesPerSecond = 24
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metersPerUnit = 1
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startTimeCode = 1
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timeCodesPerSecond = 24
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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 Cube "Cube" (
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prepend apiSchemas = ["MaterialBindingAPI"]
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)
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{
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float3[] extent = [(-1, -1, -1), (1, 1, 1)]
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rel material:binding = </materials/simple_usd_preview_surface>
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double size = 2
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matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform"]
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}
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def Cube "Cube2" (
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prepend apiSchemas = ["MaterialBindingAPI"]
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)
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{
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float3[] extent = [(-1, -1, -1), (1, 1, 1)]
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rel material:binding = </materials/simple_usd_texture>
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double size = 2
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matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )
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matrix4d xformOp:transform:transform1 = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, -2.9009591341018677, 0, 1) )
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uniform token[] xformOpOrder = ["xformOp:transform", "xformOp:transform:transform1"]
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}
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}
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def Scope "materials"
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{
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def Material "simple_usd_preview_surface" (
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prepend inherits = </__class_mtl__/simple_usd_preview_surface>
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)
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{
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token outputs:surface.connect = </materials/simple_usd_preview_surface/usdpreviewsurface.outputs:surface>
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def Shader "usdpreviewsurface"
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{
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uniform token info:id = "UsdPreviewSurface"
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color3f inputs:diffuseColor = (0.1, 0.2, 0.3)
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color3f inputs:emissiveColor = (0.4, 0.5, 0.6)
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float inputs:metallic = 0.123
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float inputs:roughness = 0.456
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token outputs:surface
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}
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}
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def Material "simple_usd_texture" (
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prepend inherits = </__class_mtl__/simple_usd_texture>
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)
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{
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token outputs:surface.connect = </materials/simple_usd_texture/usdpreviewsurface.outputs:surface>
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def Shader "usdpreviewsurface"
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{
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uniform token info:id = "UsdPreviewSurface"
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color3f inputs:diffuseColor = (0.1, 0.2, 0.3)
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color3f inputs:diffuseColor.connect = </materials/simple_usd_texture/usduvtexture1.outputs:rgb>
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color3f inputs:emissiveColor = (0.4, 0.5, 0.6)
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float inputs:metallic = 0.123
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float inputs:roughness = 0.456
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token outputs:surface
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}
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def Shader "usduvtexture1"
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{
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uniform token info:id = "UsdUVTexture"
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asset inputs:file = @./checkerboard.png@
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vector3f outputs:rgb
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}
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}
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}
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