#usda 1.0 ( customLayerData = { string author = "ambientCG (ambientCG.com)" string copyright = "CC0 1.0 Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)" string generator = "ambientCG USD Script (v2)" string title = "ScrewSet001 by ambientCG" string url = "https://ambientcg.com/a/ScrewSet001" } defaultPrim = "ambientCG_ScrewSet001_4K_JPG" ) def Material "ambientCG_ScrewSet001_4K_JPG" { token outputs:surface.connect = def Shader "TextureCoordinateReader" { uniform token info:id = "UsdPrimvarReader_float2" token inputs:varname = "st" float2 outputs:result } def Shader "PBRShader" { uniform token info:id = "UsdPreviewSurface" color3f inputs:diffuseColor.connect = float inputs:metallic.connect = float inputs:displacement.connect = normal3f inputs:normal.connect = float inputs:occlusion.connect = float inputs:roughness.connect = float inputs:opacity.connect = int inputs:useSpecularWorkflow = 0 token outputs:surface } def Shader "diffuseColor" { uniform token info:id = "UsdUVTexture" float4 inputs:fallback = (0.8, 0.8, 0.8, 1) asset inputs:file = @ScrewSet001_4K_Color.jpg@ float2 inputs:st.connect = token inputs:sourceColorSpace = "sRGB" token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float3 outputs:rgb } def Shader "occlusion" { uniform token info:id = "UsdUVTexture" float4 inputs:fallback = (1, 1, 1, 1) asset inputs:file = @ScrewSet001_4K_AmbientOcclusion.jpg@ float2 inputs:st.connect = token inputs:sourceColorSpace = "raw" token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float outputs:r } def Shader "displacement" { uniform token info:id = "UsdUVTexture" float4 inputs:fallback = (0.5, 0.5, 0.5, 1) asset inputs:file = @ScrewSet001_4K_Displacement.jpg@ float2 inputs:st.connect = token inputs:sourceColorSpace = "raw" token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float outputs:r } def Shader "roughness" { uniform token info:id = "UsdUVTexture" float4 inputs:fallback = (1, 1, 1, 1) asset inputs:file = @ScrewSet001_4K_Roughness.jpg@ float2 inputs:st.connect = token inputs:sourceColorSpace = "raw" token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float outputs:r } def Shader "metallic" { uniform token info:id = "UsdUVTexture" float4 inputs:fallback = (0, 0, 0, 1) asset inputs:file = @ScrewSet001_4K_Metalness.jpg@ float2 inputs:st.connect = token inputs:sourceColorSpace = "raw" token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float outputs:r } def Shader "normal" { uniform token info:id = "UsdUVTexture" float4 inputs:fallback = (0, 0, 1, 1) asset inputs:file = @ScrewSet001_4K_NormalGL.jpg@ float2 inputs:st.connect = float4 inputs:bias = (-1, -1, -1, 0) float4 inputs:scale = (2, 2, 2, 1) token inputs:sourceColorSpace = "raw" token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float3 outputs:rgb } def Shader "opacity" { uniform token info:id = "UsdUVTexture" float4 inputs:fallback = (1, 1, 1, 1) asset inputs:file = @ScrewSet001_4K_Opacity.jpg@ float2 inputs:st.connect = token inputs:sourceColorSpace = "raw" token inputs:wrapS = "repeat" token inputs:wrapT = "repeat" float outputs:r } }