#usda 1.0 def Xform "Root" { def Material "MXIMaterial" { asset inputs:TextureFile token outputs:mtlx:surface.connect = token outputs:realitykit:vertex.connect = def Shader "UsdPrimvarReader_uv" { uniform token info:id = "ND_UsdPrimvarReader_vector2" string inputs:varname = "uv" float2 outputs:out } def Shader "UsdPrimvarReader_uv1" { uniform token info:id = "ND_UsdPrimvarReader_vector2" string inputs:varname = "uv1" float2 outputs:out } def Shader "uv1Separator" { uniform token info:id = "ND_separate2_vector2" float2 inputs:in.connect = float outputs:outx float outputs:outy } def Shader "Multiply" { uniform token info:id = "ND_multiply_vector2FA" float2 inputs:in1.connect = float inputs:in2.connect = float2 outputs:out } def Shader "GeometryModifier" { uniform token info:id = "ND_realitykit_geometrymodifier_2_0_vertexshader" float4 inputs:uv2.connect = float4 inputs:uv3.connect = float4 inputs:uv4.connect = token outputs:out } def Shader "Combine2" { uniform token info:id = "ND_combine2_vector4VV" float2 inputs:in1.connect = float4 outputs:out } def Shader "Combine4_1" { uniform token info:id = "ND_combine4_vector4" float inputs:in1.connect = float4 outputs:out } def Shader "Combine4" { uniform token info:id = "ND_combine4_vector4" float inputs:in1.connect = float4 outputs:out } def Shader "UV2Getter" { uniform token info:id = "ND_texcoord_vector2" int inputs:index = 2 float2 outputs:out } def Shader "UV3Getter" { uniform token info:id = "ND_texcoord_vector2" int inputs:index = 3 float2 outputs:out } def Shader "UV3SwizzleX" { uniform token info:id = "ND_swizzle_vector2_float" string inputs:channels = "x" float2 inputs:in.connect = float outputs:out } def Shader "UV4Getter" { uniform token info:id = "ND_texcoord_vector2" int inputs:index = 4 float2 outputs:out } def Shader "UV4SwizzleX" { uniform token info:id = "ND_swizzle_vector2_float" string inputs:channels = "x" float2 inputs:in.connect = float outputs:out } def Shader "Divide" { uniform token info:id = "ND_divide_vector2FA" float2 inputs:in1.connect = float inputs:in2.connect = float2 outputs:out } def Shader "ConvertInteger" { uniform token info:id = "ND_convert_float_integer" float inputs:in.connect = int outputs:out } def Shader "RealityKitTexture2DArray" { uniform token info:id = "ND_RealityKitTexture2DArray_color4" asset inputs:file ( colorSpace = "srgb_texture" ) asset inputs:file.connect = int inputs:index.connect = string inputs:mip_filter = "nearest" float2 inputs:texcoord.connect = color4f outputs:out } def Shader "SwizzleRGB" { uniform token info:id = "ND_swizzle_color4_color3" string inputs:channels = "rgb" color4f inputs:in.connect = color3f outputs:out } def Shader "SwizzleAlpha" { uniform token info:id = "ND_swizzle_color4_float" string inputs:channels = "a" color4f inputs:in.connect = float outputs:out } def Shader "RealityKitUnlitSurface" { uniform token info:id = "ND_realitykit_unlit_surfaceshader" bool inputs:applyPostProcessToneMap = 0 color3f inputs:color.connect = bool inputs:hasPremultipliedAlpha = 1 float inputs:opacity.connect = token outputs:out } } }