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How to write a Custom Car paint Material supporting Normal mapping in Qt 3D Studio



  • Here is my code but I don't have the normal applied to the base color:

    <Material name="carpaint_color_peel_2_layer" version="1.0">
    <MetaData >
    <Property formalName="Environment Map" name="uEnvironmentTexture" description="Environment texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="environment" default="./maps/materials/spherical_checker.png" category="Material"/>
    <Property formalName="Enable Environment" name="uEnvironmentMappingEnabled" description="Enable environment mapping" type="Boolean" default="True" category="Material"/>
    <Property formalName="Baked Shadow Map" name="uBakedShadowTexture" description="Baked shadow texture for the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="shadow" default="./maps/materials/shadow.png" category="Material"/>
    <Property formalName="Shadow Mapping" name="uShadowMappingEnabled" description="Enable shadow mapping" type="Boolean" default="False" category="Material"/>
    <Property formalName="Gradient1D Map" description="Gradient texture of the material" hidden="True" name="randomGradient1D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient1D.png"/>
    <Property formalName="Gradient2D Map" description="Gradient texture of the material" hidden="True" name="randomGradient2D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient2D.png"/>
    <Property formalName="Gradient3D Map" description="Gradient texture of the material" hidden="True" name="randomGradient3D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient3D.png"/>
    <Property formalName="Gradient4D Map" description="Gradient texture of the material" hidden="True" name="randomGradient4D" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="gradient" default="./maps/materials/randomGradient4D.png"/>
    <Property formalName="Coat Index of refraction" name="coating_ior" description="Index of refraction of the coat" type="Float" default="1.500000" category="Top coat"/>
    <Property formalName="Coat Weight" name="coat_weight" description="Weight of the coat" type="Float" default="1.000000" category="Top coat"/>
    <Property formalName="Coat Micro roughness" name="coat_roughness" description="Micro roughness of the coat" type="Float" default="0.000000" category="Top coat"/>
    <Property formalName="Coat Color" name="coat_color" description="Base color of the coat" type="Color" default="1 1 1" category="Top coat"/>
    <Property formalName="Flake Weight" name="flake_intensity" description="Intensity of the flakes" type="Float" default="0.500000" category="Flake layer"/>
    <Property formalName="Flake size" name="flake_size" description="Size of the flakes" type="Float" default="0.002000" category="Flake layer"/>
    <Property formalName="Flake amount" name="flake_amount" description="Amount of flakes" type="Float" default="0.220000" category="Flake layer"/>
    <Property formalName="Flake Micro roughness" name="flake_roughness" description="Micro roughness of the flakes" type="Float" default="0.200000" category="Flake layer"/>
    <Property formalName="Flake Color" name="flake_color" type="Color" description="Base color of the flakes" default="1 0.7 0.02" category="Flake layer"/>
    <Property formalName="Base Color" name="base_color" type="Color" description="Base color of the material" default="0.1 0.001 0.001" category="Base paint"/>
    <Property formalName="Flake Macro roughness" name="flake_bumpiness" description="Bumpiness of the flakes" type="Float" default="0.600000" category="Flake layer"/>
    <Property formalName="Orange Peel Size" name="peel_size" description="Orange peel bump size" type="Float" default="1.000000" category="Top coat"/>
    <Property formalName="Orange Peel Amount" name="peel_amount" description="Orange peel amount" type="Float" default="0.010000" category="Top coat"/>
    <Property formalName="Tiling" name="texture_tiling" type="Float2" default="1 1" description="Scaling of the textures" category="Material"/>
    <Property formalName="Bump Map" name="bump_texture" description="Bump texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="bump" default="./maps/materials/Catwoman_Body V3 N.jpg" category="Material"/>
    <Property formalName="Bump Amount" name="bump_amount" type="Float" default="1.000000" description="Value determining the bumpiness" category="Material"/>
    <Property formalName="Diffuse Map" name="diffuse_texture" description="Diffuse texture of the material" type="Texture" filter="linear" minfilter="linearMipmapLinear" clamp="repeat" usage="diffuse" default="./maps/materials/Catwoman_Body V3 N.jpg" category="Material"/>
    </MetaData>
    <Shaders type="GLSL" version="330">
    <Shader>
    <Shared> </Shared>
    <VertexShader>
    </VertexShader>
    <FragmentShader>

    // add enum defines
    #define mono_alpha 0
    #define mono_average 1
    #define mono_luminance 2
    #define mono_maximum 3
    #define wrap_clamp 0
    #define wrap_repeat 1
    #define wrap_mirrored_repeat 2
    #define gamma_default 0
    #define gamma_linear 1
    #define gamma_srgb 2
    #define texture_coordinate_uvw 0
    #define texture_coordinate_world 1
    #define texture_coordinate_object 2
    #define scatter_reflect 0
    #define scatter_transmit 1
    #define scatter_reflect_transmit 2

    #define QT3DS_ENABLE_UV0 1
    #define QT3DS_ENABLE_WORLD_POSITION 1
    #define QT3DS_ENABLE_TEXTAN 1
    #define QT3DS_ENABLE_BINORMAL 1

    #include "vertexFragmentBase.glsllib"

    // set shader output
    out vec4 fragColor;

    // add structure defines
    struct layer_result
    {
    vec4 base;
    vec4 layer;
    mat3 tanFrame;
    };

    struct texture_coordinate_info
    {
    vec3 position;
    vec3 tangent_u;
    vec3 tangent_v;
    };

    struct texture_return
    {
    vec3 tint;
    float mono;
    };

    // temporary declarations
    texture_coordinate_info tmp2;
    texture_coordinate_info tmp3;
    texture_return tmp4;
    vec3 tmp5;
    vec3 ftmp0;
    vec3 ftmp1;
    float ftmp2;
    float ftmp3;
    vec4 tmpShadowTerm;

    layer_result layers[3];

    #include "SSAOCustomMaterial.glsllib"
    #include "sampleLight.glsllib"
    #include "sampleProbe.glsllib"
    #include "sampleArea.glsllib"
    #include "cube.glsllib"
    #include "random255.glsllib"
    #include "perlinNoise.glsllib"
    #include "perlinNoiseBumpTexture.glsllib"
    #include "coordinateSource.glsllib"
    #include "square.glsllib"
    #include "calculateRoughness.glsllib"
    #include "evalBakedShadowMap.glsllib"
    #include "evalEnvironmentMap.glsllib"
    #include "luminance.glsllib"
    #include "monoChannel.glsllib"
    #include "fileTexture.glsllib"
    #include "transformCoordinate.glsllib"
    #include "rotationTranslationScale.glsllib"
    #include "textureCoordinateInfo.glsllib"
    #include "tangentSpaceNormalTexture.glsllib"
    #include "microfacetBSDF.glsllib"
    #include "physGlossyBSDF.glsllib"
    #include "simpleGlossyBSDF.glsllib"
    #include "weightedLayer.glsllib"
    #include "miNoise.glsllib"
    #include "flakeNoiseBumpTexture.glsllib"
    #include "flakeNoiseTexture.glsllib"
    #include "diffuseReflectionBSDF.glsllib"
    #include "fresnelLayer.glsllib"

    bool evalTwoSided()
    {
    return( false );
    }

    vec3 computeFrontMaterialEmissive()
    {
    return( vec3( 0, 0, 0 ) );
    }

    void computeFrontLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
    {
    #if QT3DS_ENABLE_CG_LIGHTING
    layers[0].layer += tmpShadowTerm * microfacetBSDF( layers[0].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, coat_roughness, coat_roughness, scatter_reflect );

    layers[1].layer += tmpShadowTerm * microfacetBSDF( layers[1].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, flake_roughness, flake_roughness, scatter_reflect );

    layers[2].base += tmpShadowTerm * diffuseReflectionBSDF( normal, lightDir, lightDiffuse );
    layers[2].layer += tmpShadowTerm * microfacetBSDF( layers[2].tanFrame, lightDir, viewDir, lightSpecular, materialIOR, 0.300000, 0.300000, scatter_reflect );

    #endif
    }

    void computeFrontAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
    {
    #if QT3DS_ENABLE_CG_LIGHTING
    layers[0].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[0].tanFrame, varWorldPos, lightIdx, viewDir, coat_roughness, coat_roughness );

    layers[1].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[1].tanFrame, varWorldPos, lightIdx, viewDir, flake_roughness, flake_roughness );

    layers[2].base += tmpShadowTerm * lightDiffuse * sampleAreaDiffuse( layers[2].tanFrame, varWorldPos, lightIdx );
    layers[2].layer += tmpShadowTerm * lightSpecular * sampleAreaGlossy( layers[2].tanFrame, varWorldPos, lightIdx, viewDir, 0.300000, 0.300000 );

    #endif
    }

    void computeFrontLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
    {
    #if !QT3DS_ENABLE_LIGHT_PROBE
    layers[0].layer += tmpShadowTerm * microfacetSampledBSDF( layers[0].tanFrame, viewDir, coat_roughness, coat_roughness, scatter_reflect );

    layers[1].layer += tmpShadowTerm * microfacetSampledBSDF( layers[1].tanFrame, viewDir, flake_roughness, flake_roughness, scatter_reflect );

    layers[2].base += tmpShadowTerm * diffuseReflectionBSDFEnvironment( normal, 0.000000 ) * aoFactor;
    layers[2].layer += tmpShadowTerm * microfacetSampledBSDF( layers[2].tanFrame, viewDir, 0.300000, 0.300000, scatter_reflect );

    #else
    layers[0].layer += tmpShadowTerm * sampleGlossy( layers[0].tanFrame, viewDir, coat_roughness );

    layers[1].layer += tmpShadowTerm * sampleGlossy( layers[1].tanFrame, viewDir, flake_roughness );

    layers[2].base += tmpShadowTerm * sampleDiffuse( layers[2].tanFrame ) * aoFactor;
    layers[2].layer += tmpShadowTerm * sampleGlossy( layers[2].tanFrame, viewDir, 0.300000 );

    #endif
    }

    vec3 computeBackMaterialEmissive()
    {
    return( vec3(0, 0, 0) );
    }

    void computeBackLayerColor( in vec3 normal, in vec3 lightDir, in vec3 viewDir, in vec3 lightDiffuse, in vec3 lightSpecular, in float materialIOR, float aoFactor )
    {
    #if QT3DS_ENABLE_CG_LIGHTING
    layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
    layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
    #endif
    }

    void computeBackAreaColor( in int lightIdx, in vec4 lightDiffuse, in vec4 lightSpecular )
    {
    #if QT3DS_ENABLE_CG_LIGHTING
    layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
    layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
    #endif
    }

    void computeBackLayerEnvironment( in vec3 normal, in vec3 viewDir, float aoFactor )
    {
    #if !QT3DS_ENABLE_LIGHT_PROBE
    layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
    layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
    #else
    layers[0].base += vec4( 0.0, 0.0, 0.0, 1.0 );
    layers[0].layer += vec4( 0.0, 0.0, 0.0, 1.0 );
    #endif
    }

    float computeIOR()
    {
    return( false ? 1.0 : luminance( vec3( 1, 1, 1 ) ) );
    }

    float evalCutout()
    {
    return( 1.000000 );
    }

    vec3 computeNormal()
    {
    return( tangentSpaceNormalTexture( bump_texture, bump_amount, false, false, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat ) );
    }

    void computeTemporaries()
    {
    tmp3 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( texture_tiling[0], texture_tiling[1], 1.000000 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) );
    tmp4 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb );
    tmp5 = tangentSpaceNormalTexture( bump_texture, bump_amount, false, false, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat );tmp2 = coordinateSource(texture_coordinate_object, 0 );
    ftmp0 = tmp4.tint;
    ftmp1 = flakeNoiseBumpTexture(tmp2, flake_size, flake_bumpiness, normal );
    ftmp2 = flakeNoiseTexture(tmp2, flake_intensity, flake_size, flake_amount ).mono;
    ftmp3 = flakeNoiseTexture(tmp2, 0.000000, 0.002200, 1.000000 ).mono;
    tmpShadowTerm = evalBakedShadowMap( texCoord0 );
    }

    vec4 computeLayerWeights( in float alpha )
    {
    vec4 color;
    color = weightedLayer( ftmp3, vec4( vec3( 1, 0.01, 0.01 ), 1.0).rgb, layers[2].layer, layers[2].base * vec4( base_color.rgb, 1.0), alpha );
    color = weightedLayer( ftmp2, flake_color.rgb, layers[1].layer, color, color.a );
    color = fresnelLayer( ftmp0, vec3( coating_ior ), coat_weight, coat_color.rgb, layers[0].layer, color, color.a );
    return color;
    }

    void initializeLayerVariables(void)
    {
    // clear layers
    layers[0].base = vec4(0.0, 0.0, 0.0, 1.0);
    layers[0].layer = vec4(0.0, 0.0, 0.0, 1.0);
    layers[0].tanFrame = orthoNormalize( mat3( tangent, cross(ftmp0, tangent), ftmp0 ) );
    layers[1].base = vec4(0.0, 0.0, 0.0, 1.0);
    layers[1].layer = vec4(0.0, 0.0, 0.0, 1.0);
    layers[1].tanFrame = orthoNormalize( mat3( tangent, cross(ftmp1, tangent), ftmp1 ) );
    layers[2].base = vec4(0.0, 0.0, 0.0, 1.0);
    layers[2].layer = vec4(0.0, 0.0, 0.0, 1.0);
    layers[2].tanFrame = orthoNormalize( mat3( tangent, cross(normal, tangent), normal ) );
    }

        </FragmentShader>
    </Shader>
    </Shaders>
    

    <Passes >
    <ShaderKey value="5"/>
    <LayerKey count="3"/>
    <Pass >
    </Pass>
    </Passes>
    </Material>


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