metaforce/DataSpec/Blender/RetroMasterShader.py

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"Defines node groups implementing shader components found in Retro games"
import bpy
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# UV animation nodes:
# http://www.metroid2002.com/retromodding/wiki/Materials_(Metroid_Prime)#UV_Animations
# 0 - Modelview Inverse (zero translation)
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def make_uva0():
new_grp = bpy.data.node_groups.new('RetroUVMode0Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-100, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (500, 0)
# UV vertical-flip (to match GameCube's UV-coordinate space)
v_flip = new_grp.nodes.new('ShaderNodeMapping')
v_flip.location = (100, 0)
v_flip.vector_type = 'TEXTURE'
v_flip.scale[1] = -1.0
# Links
new_grp.links.new(grp_in.outputs[0], v_flip.inputs[0])
new_grp.links.new(v_flip.outputs[0], grp_out.inputs[0])
# 1 - Modelview Inverse
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def make_uva1():
new_grp = bpy.data.node_groups.new('RetroUVMode1Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-300, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (500, 0)
# Geometry input
geom_in = new_grp.nodes.new('ShaderNodeGeometry')
geom_in.location = (-700, 0)
# View flip
view_flip = new_grp.nodes.new('ShaderNodeMapping')
view_flip.location = (-500, -100)
view_flip.vector_type = 'TEXTURE'
view_flip.scale = (-1.0, -1.0, 1.0)
# Normal/translation add
adder = new_grp.nodes.new('ShaderNodeVectorMath')
adder.location = (-100, 0)
adder.operation = 'ADD'
# UV vertical-flip (to match GameCube's UV-coordinate space)
v_flip = new_grp.nodes.new('ShaderNodeMapping')
v_flip.location = (100, 0)
v_flip.vector_type = 'TEXTURE'
v_flip.scale[1] = -1.0
# Links
new_grp.links.new(grp_in.outputs[0], adder.inputs[0])
new_grp.links.new(geom_in.outputs['View'], view_flip.inputs[0])
new_grp.links.new(view_flip.outputs[0], adder.inputs[1])
new_grp.links.new(adder.outputs[0], v_flip.inputs[0])
new_grp.links.new(v_flip.outputs[0], grp_out.inputs[0])
# 2 - UV Scroll
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def make_uva2():
new_grp = bpy.data.node_groups.new('RetroUVMode2Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketVector', 'Offset')
new_grp.inputs.new('NodeSocketVector', 'Scale')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-100, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (500, 0)
# Adder1
adder1 = new_grp.nodes.new('ShaderNodeVectorMath')
adder1.operation = 'ADD'
adder1.location = (100, 0)
# Adder2
adder2 = new_grp.nodes.new('ShaderNodeVectorMath')
adder2.operation = 'ADD'
adder2.location = (100, 200)
# Links
new_grp.links.new(grp_in.outputs[0], adder2.inputs[0])
new_grp.links.new(grp_in.outputs[1], adder1.inputs[0])
new_grp.links.new(grp_in.outputs[2], adder1.inputs[1])
new_grp.links.new(adder1.outputs[0], adder2.inputs[1])
new_grp.links.new(adder2.outputs[0], grp_out.inputs[0])
# 3 - Rotation
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def make_uva3():
new_grp = bpy.data.node_groups.new('RetroUVMode3Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketFloat', 'Offset')
new_grp.inputs.new('NodeSocketFloat', 'Scale')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-100, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (700, 0)
# Adder1
add1 = new_grp.nodes.new('ShaderNodeMath')
add1.operation = 'ADD'
add1.location = (500, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], add1.inputs[0])
new_grp.links.new(grp_in.outputs[2], add1.inputs[1])
# 4 - Horizontal Filmstrip Animation
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def make_uva4():
new_grp = bpy.data.node_groups.new('RetroUVMode4Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketFloat', 'Scale')
new_grp.inputs.new('NodeSocketFloat', 'NumFrames')
new_grp.inputs.new('NodeSocketFloat', 'Step')
new_grp.inputs.new('NodeSocketFloat', 'Offset')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-1000, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (800, 0)
# Multiply1
mult1 = new_grp.nodes.new('ShaderNodeMath')
mult1.operation = 'MULTIPLY'
mult1.location = (-800, 0)
# Multiply2
mult2 = new_grp.nodes.new('ShaderNodeMath')
mult2.operation = 'MULTIPLY'
mult2.location = (-600, 0)
# Modulo
mod1 = new_grp.nodes.new('ShaderNodeMath')
mod1.operation = 'MODULO'
mod1.inputs[1].default_value = 900.0
mod1.location = (-400, 0)
# Multiply3
mult3 = new_grp.nodes.new('ShaderNodeMath')
mult3.operation = 'MULTIPLY'
mult3.location = (-200, 0)
# Multiply4
mult4 = new_grp.nodes.new('ShaderNodeMath')
mult4.operation = 'MULTIPLY'
mult4.location = (0, 0)
# Mapping
map1 = new_grp.nodes.new('ShaderNodeMapping')
map1.scale = (1.0, 0.0, 0.0)
map1.location = (200, 0)
# Add
add1 = new_grp.nodes.new('ShaderNodeVectorMath')
add1.operation = 'ADD'
add1.location = (600, 0)
# Links
new_grp.links.new(grp_in.outputs[0], add1.inputs[1])
new_grp.links.new(grp_in.outputs[1], mult1.inputs[1])
new_grp.links.new(grp_in.outputs[2], mult3.inputs[1])
new_grp.links.new(grp_in.outputs[3], mult4.inputs[1])
new_grp.links.new(grp_in.outputs[3], mult1.inputs[0])
new_grp.links.new(grp_in.outputs[4], mult2.inputs[1])
new_grp.links.new(mult1.outputs[0], mult2.inputs[0])
new_grp.links.new(mult2.outputs[0], mod1.inputs[0])
new_grp.links.new(mod1.outputs[0], mult3.inputs[0])
new_grp.links.new(mult3.outputs[0], mult4.inputs[0])
new_grp.links.new(mult4.outputs[0], map1.inputs[0])
new_grp.links.new(map1.outputs[0], add1.inputs[0])
new_grp.links.new(add1.outputs[0], grp_out.inputs[0])
# 5 - Vertical Filmstrip Animation
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def make_uva5():
new_grp = bpy.data.node_groups.new('RetroUVMode5Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketFloat', 'Scale')
new_grp.inputs.new('NodeSocketFloat', 'NumFrames')
new_grp.inputs.new('NodeSocketFloat', 'Step')
new_grp.inputs.new('NodeSocketFloat', 'Offset')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-1000, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (800, 0)
# Multiply1
mult1 = new_grp.nodes.new('ShaderNodeMath')
mult1.operation = 'MULTIPLY'
mult1.location = (-800, 0)
# Multiply2
mult2 = new_grp.nodes.new('ShaderNodeMath')
mult2.operation = 'MULTIPLY'
mult2.location = (-600, 0)
# Modulo
mod1 = new_grp.nodes.new('ShaderNodeMath')
mod1.operation = 'MODULO'
mod1.inputs[1].default_value = 900.0
mod1.location = (-400, 0)
# Multiply3
mult3 = new_grp.nodes.new('ShaderNodeMath')
mult3.operation = 'MULTIPLY'
mult3.location = (-200, 0)
# Multiply4
mult4 = new_grp.nodes.new('ShaderNodeMath')
mult4.operation = 'MULTIPLY'
mult4.location = (0, 0)
# Mapping
map1 = new_grp.nodes.new('ShaderNodeMapping')
map1.scale = (0.0, 1.0, 0.0)
map1.location = (200, 0)
# Add
add1 = new_grp.nodes.new('ShaderNodeVectorMath')
add1.operation = 'ADD'
add1.location = (600, 0)
# Links
new_grp.links.new(grp_in.outputs[0], add1.inputs[1])
new_grp.links.new(grp_in.outputs[1], mult1.inputs[1])
new_grp.links.new(grp_in.outputs[2], mult3.inputs[1])
new_grp.links.new(grp_in.outputs[3], mult4.inputs[1])
new_grp.links.new(grp_in.outputs[3], mult1.inputs[0])
new_grp.links.new(grp_in.outputs[4], mult2.inputs[1])
new_grp.links.new(mult1.outputs[0], mult2.inputs[0])
new_grp.links.new(mult2.outputs[0], mod1.inputs[0])
new_grp.links.new(mod1.outputs[0], mult3.inputs[0])
new_grp.links.new(mult3.outputs[0], mult4.inputs[0])
new_grp.links.new(mult4.outputs[0], map1.inputs[0])
new_grp.links.new(map1.outputs[0], add1.inputs[0])
new_grp.links.new(add1.outputs[0], grp_out.inputs[0])
# 6 - Model Matrix
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def make_uva6():
new_grp = bpy.data.node_groups.new('RetroUVMode6Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-100, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (300, 0)
# Geometry input
geom_in = new_grp.nodes.new('ShaderNodeGeometry')
geom_in.location = (-300, 0)
# Adder1
adder1 = new_grp.nodes.new('ShaderNodeVectorMath')
adder1.operation = 'ADD'
adder1.location = (100, 0)
# Links
new_grp.links.new(grp_in.outputs[0], adder1.inputs[0])
new_grp.links.new(geom_in.outputs['Global'], adder1.inputs[1])
new_grp.links.new(adder1.outputs[0], grp_out.inputs[0])
# 7 - Mode Who Must Not Be Named
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def make_uva7():
new_grp = bpy.data.node_groups.new('RetroUVMode7Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketFloat', 'ParamA')
new_grp.inputs.new('NodeSocketFloat', 'ParamB')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Geometry input
geom_in = new_grp.nodes.new('ShaderNodeGeometry')
geom_in.location = (-1000, 0)
# View flip
view_flip = new_grp.nodes.new('ShaderNodeMapping')
view_flip.location = (-800, -150)
view_flip.vector_type = 'TEXTURE'
view_flip.scale = (-1.0, -1.0, 1.0)
# Separate
sep1 = new_grp.nodes.new('ShaderNodeSeparateRGB')
sep1.location = (-400, -200)
# Add1
add1 = new_grp.nodes.new('ShaderNodeMath')
add1.operation = 'ADD'
add1.location = (-200, -200)
# Multiply1
mult1 = new_grp.nodes.new('ShaderNodeMath')
mult1.operation = 'MULTIPLY'
mult1.inputs[1].default_value = 0.025
mult1.location = (0, -200)
# Multiply2
mult2 = new_grp.nodes.new('ShaderNodeMath')
mult2.operation = 'MULTIPLY'
mult2.location = (200, -200)
# Multiply3
mult3 = new_grp.nodes.new('ShaderNodeMath')
mult3.operation = 'MULTIPLY'
mult3.inputs[1].default_value = 0.05
mult3.location = (0, -400)
# Multiply4
mult4 = new_grp.nodes.new('ShaderNodeMath')
mult4.operation = 'MULTIPLY'
mult4.location = (200, -400)
# Combine1
comb1 = new_grp.nodes.new('ShaderNodeCombineRGB')
comb1.location = (400, -300)
# Combine2
comb2 = new_grp.nodes.new('ShaderNodeCombineRGB')
comb2.location = (-600, 0)
# Multiply5
mult5 = new_grp.nodes.new('ShaderNodeMixRGB')
mult5.blend_type = 'MULTIPLY'
mult5.inputs[0].default_value = 1.0
mult5.location = (-400, 0)
# Add2
add2 = new_grp.nodes.new('ShaderNodeVectorMath')
add2.operation = 'ADD'
add2.location = (-200, 0)
# Links
new_grp.links.new(grp_in.outputs[0], add2.inputs[0])
new_grp.links.new(geom_in.outputs['View'], view_flip.inputs[0])
new_grp.links.new(view_flip.outputs[0], sep1.inputs[0])
new_grp.links.new(grp_in.outputs[1], comb2.inputs[0])
new_grp.links.new(grp_in.outputs[1], comb2.inputs[1])
new_grp.links.new(grp_in.outputs[1], comb2.inputs[2])
new_grp.links.new(comb2.outputs[0], mult5.inputs[1])
new_grp.links.new(grp_in.outputs[2], mult2.inputs[1])
new_grp.links.new(grp_in.outputs[2], mult4.inputs[1])
new_grp.links.new(sep1.outputs[0], add1.inputs[0])
new_grp.links.new(sep1.outputs[1], add1.inputs[1])
new_grp.links.new(sep1.outputs[2], mult3.inputs[0])
new_grp.links.new(add1.outputs[0], mult1.inputs[0])
new_grp.links.new(mult1.outputs[0], mult2.inputs[0])
new_grp.links.new(mult2.outputs[0], comb1.inputs[0])
new_grp.links.new(mult3.outputs[0], mult4.inputs[0])
new_grp.links.new(mult4.outputs[0], comb1.inputs[1])
new_grp.links.new(comb1.outputs[0], mult5.inputs[2])
new_grp.links.new(mult5.outputs[0], add2.inputs[1])
new_grp.links.new(add2.outputs[0], grp_out.inputs[0])
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# 8 - Mode 8
def make_uva8():
new_grp = bpy.data.node_groups.new('RetroUVMode8Node', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketVector', 'UV In')
new_grp.inputs.new('NodeSocketFloat', 'Param1')
new_grp.inputs.new('NodeSocketFloat', 'Param2')
new_grp.inputs.new('NodeSocketFloat', 'Param3')
new_grp.inputs.new('NodeSocketFloat', 'Param4')
new_grp.inputs.new('NodeSocketFloat', 'Param5')
new_grp.inputs.new('NodeSocketFloat', 'Param6')
new_grp.inputs.new('NodeSocketFloat', 'Param7')
new_grp.inputs.new('NodeSocketFloat', 'Param8')
new_grp.inputs.new('NodeSocketFloat', 'Param9')
new_grp.outputs.new('NodeSocketVector', 'UV Out')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
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UV_ANIMATION_GROUPS = (
make_uva0,
make_uva1,
make_uva2,
make_uva3,
make_uva4,
make_uva5,
make_uva6,
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make_uva7,
make_uva8
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)
# MP3 / DKCR Material Passes:
# http://www.metroid2002.com/retromodding/wiki/Materials_(Metroid_Prime_3)
# Lightmap
def make_pass_diff():
new_grp = bpy.data.node_groups.new('RetroPassDIFF', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Multiply1
mult1 = new_grp.nodes.new('ShaderNodeMixRGB')
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mult1.blend_type = 'ADD'
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mult1.inputs[0].default_value = 1.0
mult1.location = (-600, 0)
# Links
new_grp.links.new(grp_in.outputs[0], mult1.inputs[1])
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new_grp.links.new(grp_in.outputs[2], mult1.inputs[2])
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new_grp.links.new(mult1.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Rim Lighting Map
def make_pass_riml():
new_grp = bpy.data.node_groups.new('RetroPassRIML', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Bloom Lightmap
def make_pass_blol():
new_grp = bpy.data.node_groups.new('RetroPassBLOL', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Bloom Diffuse Map
def make_pass_blod():
new_grp = bpy.data.node_groups.new('RetroPassBLOD', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Diffuse Map
def make_pass_clr():
new_grp = bpy.data.node_groups.new('RetroPassCLR', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
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# Multiply
mult1 = new_grp.nodes.new('ShaderNodeMixRGB')
mult1.blend_type = 'MULTIPLY'
mult1.inputs[0].default_value = 1.0
grp_in.location = (-400, 0)
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# Links
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new_grp.links.new(grp_in.outputs[0], mult1.inputs[1])
new_grp.links.new(grp_in.outputs[2], mult1.inputs[2])
new_grp.links.new(mult1.outputs[0], grp_out.inputs[0])
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grp_out.inputs[1].default_value = 1.0
# Opacity Map
def make_pass_tran():
new_grp = bpy.data.node_groups.new('RetroPassTRAN', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
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# Multiply
mul1 = new_grp.nodes.new('ShaderNodeMath')
mul1.operation = 'MULTIPLY'
mul1.inputs[0].default_value = 1.0
mul1.location = (-400, 0)
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# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
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new_grp.links.new(grp_in.outputs[1], mul1.inputs[0])
new_grp.links.new(grp_in.outputs[2], mul1.inputs[1])
new_grp.links.new(mul1.outputs[0], grp_out.inputs[1])
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# Opacity Map Inverted
def make_pass_tran_inv():
new_grp = bpy.data.node_groups.new('RetroPassTRANInv', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
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# Multiply
mul1 = new_grp.nodes.new('ShaderNodeMath')
mul1.operation = 'MULTIPLY'
mul1.inputs[0].default_value = 1.0
mul1.location = (-400, 0)
# Invert
inv1 = new_grp.nodes.new('ShaderNodeInvert')
inv1.inputs[0].default_value = 1.0
inv1.location = (-600, 0)
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# Links
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new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], mul1.inputs[1])
new_grp.links.new(grp_in.outputs[2], inv1.inputs[1])
new_grp.links.new(inv1.outputs[0], mul1.inputs[0])
new_grp.links.new(mul1.outputs[0], grp_out.inputs[1])
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# Incandescence Map
def make_pass_inca():
new_grp = bpy.data.node_groups.new('RetroPassINCA', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
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# Multiply
add1 = new_grp.nodes.new('ShaderNodeMixRGB')
add1.blend_type = 'ADD'
add1.inputs[0].default_value = 1.0
grp_in.location = (-400, 0)
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# Links
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new_grp.links.new(grp_in.outputs[0], add1.inputs[1])
new_grp.links.new(grp_in.outputs[2], add1.inputs[2])
new_grp.links.new(add1.outputs[0], grp_out.inputs[0])
grp_out.inputs[1].default_value = 1.0
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# Reflection Map
def make_pass_rfld():
new_grp = bpy.data.node_groups.new('RetroPassRFLD', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
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new_grp.inputs.new('NodeSocketColor', 'Mask Color')
new_grp.inputs.new('NodeSocketFloat', 'Mask Alpha')
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new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
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# Multiply
mult1 = new_grp.nodes.new('ShaderNodeMixRGB')
mult1.location = (-600, 0)
mult1.blend_type = 'MULTIPLY'
mult1.inputs[0].default_value = 1.0
# Add
add1 = new_grp.nodes.new('ShaderNodeMixRGB')
add1.location = (-400, 0)
add1.blend_type = 'ADD'
add1.inputs[0].default_value = 1.0
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# Links
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new_grp.links.new(grp_in.outputs[0], add1.inputs[1])
new_grp.links.new(grp_in.outputs[2], mult1.inputs[1])
new_grp.links.new(grp_in.outputs[4], mult1.inputs[2])
new_grp.links.new(mult1.outputs[0], add1.inputs[2])
new_grp.links.new(add1.outputs[0], grp_out.inputs[0])
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new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Unk1
def make_pass_lrld():
new_grp = bpy.data.node_groups.new('RetroPassLRLD', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Unk2
def make_pass_lurd():
new_grp = bpy.data.node_groups.new('RetroPassLURD', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Bloom Incandescence Map
def make_pass_bloi():
new_grp = bpy.data.node_groups.new('RetroPassBLOI', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# X-ray Reflection Map
def make_pass_xray():
new_grp = bpy.data.node_groups.new('RetroPassXRAY', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
# Unused
def make_pass_toon():
new_grp = bpy.data.node_groups.new('RetroPassTOON', 'ShaderNodeTree')
new_grp.inputs.new('NodeSocketColor', 'Prev Color')
new_grp.inputs.new('NodeSocketFloat', 'Prev Alpha')
new_grp.inputs.new('NodeSocketColor', 'Tex Color')
new_grp.inputs.new('NodeSocketFloat', 'Tex Alpha')
new_grp.outputs.new('NodeSocketColor', 'Next Color')
new_grp.outputs.new('NodeSocketFloat', 'Next Alpha')
new_grp.use_fake_user = True
# Group inputs
grp_in = new_grp.nodes.new('NodeGroupInput')
grp_in.location = (-800, 0)
# Group outputs
grp_out = new_grp.nodes.new('NodeGroupOutput')
grp_out.location = (0, 0)
# Links
new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
MP3_PASS_GROUPS = (
make_pass_diff,
make_pass_riml,
make_pass_blol,
make_pass_blod,
make_pass_clr,
make_pass_tran,
make_pass_tran_inv,
make_pass_inca,
make_pass_rfld,
make_pass_lrld,
make_pass_lurd,
make_pass_bloi,
make_pass_xray,
make_pass_toon
)
def make_master_shader_library():
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for uva in UV_ANIMATION_GROUPS:
uva()
for aPass in MP3_PASS_GROUPS:
aPass()