#usda 1.0 ( defaultPrim = "Plane" doc = "Blender v3.5.1" metersPerUnit = 1 upAxis = "Z" ) def Xform "Plane" { matrix4d xformOp:transform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) uniform token[] xformOpOrder = ["xformOp:transform"] def Mesh "Plane" ( prepend apiSchemas = ["MaterialBindingAPI"] ) { uniform bool doubleSided = 1 float3[] extent = [(-1, -1, 0), (1, 1, 0)] int[] faceVertexCounts = [4] int[] faceVertexIndices = [0, 1, 3, 2] rel material:binding = normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1)] ( interpolation = "faceVarying" ) point3f[] points = [(-1, -1, 0), (1, -1, 0), (-1, 1, 0), (1, 1, 0)] texCoord2f[] primvars:st0 = [(0, 0), (1, 0), (1, 1), (0, 1)] ( interpolation = "faceVarying" ) texCoord2f[] primvars:st1 = [(0, 0), (0.5, 0), (0.5, 0.5), (0, 0.5)] ( interpolation = "faceVarying" ) uniform token subdivisionScheme = "none" } } def "_materials" { def Material "Material_001" { token outputs:surface.connect = def Shader "Principled_BSDF" { uniform token info:id = "UsdPreviewSurface" float inputs:clearcoat = 0 float inputs:clearcoatRoughness = 0.03 float3 inputs:diffuseColor.connect = float inputs:ior = 1.45 float inputs:metallic = 0 float inputs:opacity = 1 float inputs:roughness = 1 float inputs:specular = 0 token outputs:surface } def Shader "Image_Texture" { uniform token info:id = "UsdUVTexture" asset inputs:file = @./textures/image-g-srgb-uv0.png@ token inputs:sourceColorSpace = "sRGB" float2 inputs:st.connect = float3 outputs:rgb } def Shader "UV_Map" { uniform token info:id = "UsdPrimvarReader_float2" token inputs:varname = "st0" float2 outputs:result } } }