"Defines node groups implementing shader components found in Retro games" import bpy # Root Eevee Nodes # Additive output node def make_additive_output(): new_grp = bpy.data.node_groups.new('HECLAdditiveOutput', 'ShaderNodeTree') shader_input = new_grp.inputs.new('NodeSocketShader', 'Surface') new_grp.use_fake_user = True # Group inputs grp_in = new_grp.nodes.new('NodeGroupInput') grp_in.location = (0, 0) # Add Shader emissive_add_shader = new_grp.nodes.new('ShaderNodeAddShader') emissive_add_shader.location = (200, 0) # Transparent BDSF (Provides alpha) transparent_bdsf = new_grp.nodes.new('ShaderNodeBsdfTransparent') transparent_bdsf.location = (0, 100) transparent_bdsf.inputs['Color'].default_value = (1.0, 1.0, 1.0, 1.0) # Material Output (Final output) mat_out = new_grp.nodes.new('ShaderNodeOutputMaterial') mat_out.location = (400, 0) # Links new_grp.links.new(grp_in.outputs['Surface'], emissive_add_shader.inputs[1]) new_grp.links.new(transparent_bdsf.outputs[0], emissive_add_shader.inputs[0]) new_grp.links.new(emissive_add_shader.outputs[0], mat_out.inputs['Surface']) # Blend output node def make_blend_opaque_output(): for tp in ('HECLBlendOutput', 'HECLOpaqueOutput'): new_grp = bpy.data.node_groups.new(tp, 'ShaderNodeTree') shader_input = new_grp.inputs.new('NodeSocketShader', 'Surface') new_grp.use_fake_user = True # Group inputs grp_in = new_grp.nodes.new('NodeGroupInput') grp_in.location = (0, 0) # Material Output (Final output) mat_out = new_grp.nodes.new('ShaderNodeOutputMaterial') mat_out.location = (200, 0) # Links new_grp.links.new(grp_in.outputs['Surface'], mat_out.inputs['Surface']) #0 - RetroShader def make_retro_shader(): new_grp = bpy.data.node_groups.new('RetroShader', 'ShaderNodeTree') surface_output = new_grp.outputs.new('NodeSocketShader', 'Surface') lightmap_input = new_grp.inputs.new('NodeSocketColor', 'Lightmap') lightmap_input.default_value = (0.0, 0.0, 0.0, 0.0) diffuse_input = new_grp.inputs.new('NodeSocketColor', 'Diffuse') diffuse_input.default_value = (0.0, 0.0, 0.0, 0.0) diffuse_mod_input = new_grp.inputs.new('NodeSocketColor', 'DiffuseMod') diffuse_mod_input.default_value = (1.0, 1.0, 1.0, 1.0) emissive_input = new_grp.inputs.new('NodeSocketColor', 'Emissive') emissive_input.default_value = (0.0, 0.0, 0.0, 0.0) specular_input = new_grp.inputs.new('NodeSocketColor', 'Specular') specular_input.default_value = (0.0, 0.0, 0.0, 0.0) ext_spec_input = new_grp.inputs.new('NodeSocketColor', 'ExtendedSpecular') ext_spec_input.default_value = (0.0, 0.0, 0.0, 0.0) reflection_input = new_grp.inputs.new('NodeSocketColor', 'Reflection') reflection_input.default_value = (0.0, 0.0, 0.0, 0.0) indirect_tex = new_grp.inputs.new('NodeSocketColor', 'IndirectTex') indirect_tex.default_value = (0.0, 0.0, 0.0, 0.0) alpha_input = new_grp.inputs.new('NodeSocketFloatFactor', 'Alpha') alpha_input.default_value = 1.0 alpha_input.min_value = 0.0 alpha_input.max_value = 1.0 alpha_mod_input = new_grp.inputs.new('NodeSocketFloatFactor', 'AlphaMod') alpha_mod_input.default_value = 1.0 alpha_mod_input.min_value = 0.0 alpha_mod_input.max_value = 1.0 new_grp.use_fake_user = True # Group inputs grp_in = new_grp.nodes.new('NodeGroupInput') grp_in.location = (-1280, 27) # New shader model new_shader_model = new_grp.nodes.new('ShaderNodeValue') new_shader_model.name = 'NewShaderModel' new_shader_model.label = 'NewShaderModel' new_shader_model.location = (-1280, 118) new_shader_model.outputs[0].default_value = 0.0 # Principled BSDF (For new shader model) principled_bsdf = new_grp.nodes.new('ShaderNodeBsdfPrincipled') principled_bsdf.location = (-1038, 874) principled_bsdf.inputs['Metallic'].default_value = 0.5 # Invert (for roughness) invert = new_grp.nodes.new('ShaderNodeInvert') invert.location = (-1256, 492) invert.inputs[0].default_value = 1.0 # Gamma (for roughness) gamma = new_grp.nodes.new('ShaderNodeGamma') gamma.location = (-1256, 640) gamma.inputs[1].default_value = 10.0 # Diffuse BSDF (Multiplies dynamic lighting with diffuse) diffuse_bdsf = new_grp.nodes.new('ShaderNodeBsdfDiffuse') diffuse_bdsf.location = (-945, 293) # Mix shader (interpolates Principled and Diffuse BSDF) new_shader_model_mix1 = new_grp.nodes.new('ShaderNodeMixShader') new_shader_model_mix1.location = (-760, 340) # Multiply (Multiples diffuse with diffusemod) diffuse_mult = new_grp.nodes.new('ShaderNodeMixRGB') diffuse_mult.location = (-1094, 122) diffuse_mult.blend_type = 'MULTIPLY' diffuse_mult.inputs['Fac'].default_value = 1.0 # Multiply (Multiples alpha with alphamod) alpha_mult = new_grp.nodes.new('ShaderNodeMath') alpha_mult.location = (-1094, -178) alpha_mult.operation = 'MULTIPLY' # Multiply (Multiplies static lightmap with diffuse) lightmap_mult = new_grp.nodes.new('ShaderNodeMixRGB') lightmap_mult.location = (-944, 122) lightmap_mult.blend_type = 'MULTIPLY' lightmap_mult.inputs['Fac'].default_value = 1.0 # Multiply (Multiplies specular with reflection) specular_mult = new_grp.nodes.new('ShaderNodeMixRGB') specular_mult.location = (-940, -105) specular_mult.blend_type = 'MULTIPLY' specular_mult.inputs['Fac'].default_value = 1.0 # Multiply (Multiplies extended specular with reflection) extended_specular_mult = new_grp.nodes.new('ShaderNodeMixRGB') extended_specular_mult.location = (-941, -304) extended_specular_mult.blend_type = 'MULTIPLY' extended_specular_mult.inputs['Fac'].default_value = 1.0 # Add Shader (Adds dynamic diffuse with static diffuse) diffuse_add_shader = new_grp.nodes.new('ShaderNodeAddShader') diffuse_add_shader.location = (-587, 209) # Mix shader (interpolates resolved reflection with nothing) new_shader_model_mix2 = new_grp.nodes.new('ShaderNodeMixShader') new_shader_model_mix2.location = (-512, -38) # Add Shader (Adds emissive with resolved reflection) emissive_add_shader = new_grp.nodes.new('ShaderNodeAddShader') emissive_add_shader.location = (-320, 8) # Add Shader (Adds specular and extended specular reflections) specular_add_shader = new_grp.nodes.new('ShaderNodeAddShader') specular_add_shader.location = (-734, -81) # Diffuse BDSF (Multiplies extended specular with dynamic lighting) extended_specular_bdsf = new_grp.nodes.new('ShaderNodeBsdfDiffuse') extended_specular_bdsf.location = (-738, -280) # Add shader (Adds diffuse with all emissive sources) final_add_shader = new_grp.nodes.new('ShaderNodeAddShader') final_add_shader.location = (-184, 234) # Transparent BDSF (Provides alpha) transparent_bdsf = new_grp.nodes.new('ShaderNodeBsdfTransparent') transparent_bdsf.location = (-224, -160) transparent_bdsf.inputs['Color'].default_value = (1.0, 1.0, 1.0, 1.0) # Mix Shader (Applies alpha proportion) alpha_mix = new_grp.nodes.new('ShaderNodeMixShader') alpha_mix.location = (-40, -112) # Group outputs (Final output) mat_out = new_grp.nodes.new('NodeGroupOutput') mat_out.location = (150, -88) # Links new_grp.links.new(grp_in.outputs['Diffuse'], diffuse_mult.inputs['Color1']) new_grp.links.new(grp_in.outputs['DiffuseMod'], diffuse_mult.inputs['Color2']) new_grp.links.new(grp_in.outputs['Alpha'], alpha_mult.inputs[0]) new_grp.links.new(grp_in.outputs['AlphaMod'], alpha_mult.inputs[1]) new_grp.links.new(grp_in.outputs['Lightmap'], lightmap_mult.inputs['Color1']) new_grp.links.new(diffuse_mult.outputs['Color'], lightmap_mult.inputs['Color2']) new_grp.links.new(diffuse_mult.outputs['Color'], diffuse_bdsf.inputs['Color']) new_grp.links.new(diffuse_mult.outputs['Color'], principled_bsdf.inputs['Base Color']) new_grp.links.new(grp_in.outputs['Emissive'], emissive_add_shader.inputs[0]) new_grp.links.new(grp_in.outputs['Specular'], specular_mult.inputs['Color1']) new_grp.links.new(grp_in.outputs['Specular'], principled_bsdf.inputs['Specular']) new_grp.links.new(grp_in.outputs['ExtendedSpecular'], extended_specular_mult.inputs['Color1']) new_grp.links.new(grp_in.outputs['Reflection'], specular_mult.inputs['Color2']) new_grp.links.new(grp_in.outputs['Reflection'], extended_specular_mult.inputs['Color2']) new_grp.links.new(alpha_mult.outputs[0], alpha_mix.inputs['Fac']) new_grp.links.new(new_shader_model.outputs['Value'], new_shader_model_mix1.inputs[0]) new_grp.links.new(diffuse_bdsf.outputs['BSDF'], new_shader_model_mix1.inputs[1]) new_grp.links.new(grp_in.outputs['Specular'], invert.inputs['Color']) new_grp.links.new(invert.outputs['Color'], gamma.inputs['Color']) new_grp.links.new(gamma.outputs['Color'], principled_bsdf.inputs['Roughness']) new_grp.links.new(principled_bsdf.outputs['BSDF'], new_shader_model_mix1.inputs[2]) new_grp.links.new(new_shader_model_mix1.outputs['Shader'], diffuse_add_shader.inputs[0]) new_grp.links.new(lightmap_mult.outputs['Color'], diffuse_add_shader.inputs[1]) new_grp.links.new(specular_mult.outputs['Color'], specular_add_shader.inputs[0]) new_grp.links.new(extended_specular_mult.outputs['Color'], extended_specular_bdsf.inputs['Color']) new_grp.links.new(extended_specular_bdsf.outputs['BSDF'], specular_add_shader.inputs[1]) new_grp.links.new(new_shader_model.outputs['Value'], new_shader_model_mix2.inputs[0]) new_grp.links.new(specular_add_shader.outputs['Shader'], new_shader_model_mix2.inputs[1]) new_grp.links.new(new_shader_model_mix2.outputs['Shader'], emissive_add_shader.inputs[1]) new_grp.links.new(diffuse_add_shader.outputs['Shader'], final_add_shader.inputs[0]) new_grp.links.new(emissive_add_shader.outputs['Shader'], final_add_shader.inputs[1]) new_grp.links.new(transparent_bdsf.outputs['BSDF'], alpha_mix.inputs[1]) new_grp.links.new(final_add_shader.outputs['Shader'], alpha_mix.inputs[2]) new_grp.links.new(alpha_mix.outputs['Shader'], mat_out.inputs['Surface']) def make_retro_dynamic_shader(): new_grp = bpy.data.node_groups.new('RetroDynamicShader', 'ShaderNodeTree') surface_output = new_grp.outputs.new('NodeSocketShader', 'Surface') lightmap_input = new_grp.inputs.new('NodeSocketColor', 'Lightmap') lightmap_input.default_value = (0.0, 0.0, 0.0, 0.0) diffuse_input = new_grp.inputs.new('NodeSocketColor', 'Diffuse') diffuse_input.default_value = (0.0, 0.0, 0.0, 0.0) emissive_input = new_grp.inputs.new('NodeSocketColor', 'Emissive') emissive_input.default_value = (0.0, 0.0, 0.0, 0.0) specular_input = new_grp.inputs.new('NodeSocketColor', 'Specular') specular_input.default_value = (0.0, 0.0, 0.0, 0.0) ext_spec_input = new_grp.inputs.new('NodeSocketColor', 'ExtendedSpecular') ext_spec_input.default_value = (0.0, 0.0, 0.0, 0.0) reflection_input = new_grp.inputs.new('NodeSocketColor', 'Reflection') reflection_input.default_value = (0.0, 0.0, 0.0, 0.0) indirect_tex = new_grp.inputs.new('NodeSocketColor', 'IndirectTex') indirect_tex.default_value = (0.0, 0.0, 0.0, 0.0) alpha_input = new_grp.inputs.new('NodeSocketFloatFactor', 'Alpha') alpha_input.default_value = 1.0 alpha_input.min_value = 0.0 alpha_input.max_value = 1.0 dynamic_input = new_grp.inputs.new('NodeSocketColor', 'DynamicTest') dynamic_input.default_value = (1.0, 1.0, 1.0, 1.0) new_grp.use_fake_user = True # Group inputs grp_in = new_grp.nodes.new('NodeGroupInput') grp_in.location = (-1460, 27) # Multiply (Lightmap dynamic) lightmap_dynamic = new_grp.nodes.new('ShaderNodeMixRGB') lightmap_dynamic.location = (-1174, 158) lightmap_dynamic.blend_type = 'MULTIPLY' lightmap_dynamic.inputs['Fac'].default_value = 1.0 # Multiply (Diffuse dynamic) diffuse_dynamic = new_grp.nodes.new('ShaderNodeMixRGB') diffuse_dynamic.location = (-1174, -32) diffuse_dynamic.blend_type = 'MULTIPLY' diffuse_dynamic.inputs['Fac'].default_value = 1.0 # Multiply (Emissive dynamic) emissive_dynamic = new_grp.nodes.new('ShaderNodeMixRGB') emissive_dynamic.location = (-1174, -222) emissive_dynamic.blend_type = 'MULTIPLY' emissive_dynamic.inputs['Fac'].default_value = 1.0 # New shader model new_shader_model = new_grp.nodes.new('ShaderNodeValue') new_shader_model.name = 'NewShaderModel' new_shader_model.label = 'NewShaderModel' new_shader_model.location = (-1460, 118) new_shader_model.outputs[0].default_value = 0.0 # Principled BSDF (For new shader model) principled_bsdf = new_grp.nodes.new('ShaderNodeBsdfPrincipled') principled_bsdf.location = (-1038, 874) principled_bsdf.inputs['Metallic'].default_value = 0.5 # Invert (for roughness) invert = new_grp.nodes.new('ShaderNodeInvert') invert.location = (-1256, 492) invert.inputs[0].default_value = 1.0 # Gamma (for roughness) gamma = new_grp.nodes.new('ShaderNodeGamma') gamma.location = (-1256, 640) gamma.inputs[1].default_value = 10.0 # Diffuse BSDF (Multiplies dynamic lighting with diffuse) diffuse_bdsf = new_grp.nodes.new('ShaderNodeBsdfDiffuse') diffuse_bdsf.location = (-945, 293) # Mix shader (interpolates Principled and Diffuse BSDF) new_shader_model_mix1 = new_grp.nodes.new('ShaderNodeMixShader') new_shader_model_mix1.location = (-760, 340) # Multiply (Multiplies static lightmap with diffuse) lightmap_mult = new_grp.nodes.new('ShaderNodeMixRGB') lightmap_mult.location = (-944, 122) lightmap_mult.blend_type = 'MULTIPLY' lightmap_mult.inputs['Fac'].default_value = 1.0 # Multiply (Multiplies specular with reflection) specular_mult = new_grp.nodes.new('ShaderNodeMixRGB') specular_mult.location = (-940, -105) specular_mult.blend_type = 'MULTIPLY' specular_mult.inputs['Fac'].default_value = 1.0 # Multiply (Multiplies extended specular with reflection) extended_specular_mult = new_grp.nodes.new('ShaderNodeMixRGB') extended_specular_mult.location = (-941, -304) extended_specular_mult.blend_type = 'MULTIPLY' extended_specular_mult.inputs['Fac'].default_value = 1.0 # Add Shader (Adds dynamic diffuse with static diffuse) diffuse_add_shader = new_grp.nodes.new('ShaderNodeAddShader') diffuse_add_shader.location = (-587, 209) # Mix shader (interpolates resolved reflection with nothing) new_shader_model_mix2 = new_grp.nodes.new('ShaderNodeMixShader') new_shader_model_mix2.location = (-512, -38) # Add Shader (Adds emissive with resolved reflection) emissive_add_shader = new_grp.nodes.new('ShaderNodeAddShader') emissive_add_shader.location = (-320, 8) # Add Shader (Adds specular and extended specular reflections) specular_add_shader = new_grp.nodes.new('ShaderNodeAddShader') specular_add_shader.location = (-734, -81) # Diffuse BDSF (Multiplies extended specular with dynamic lighting) extended_specular_bdsf = new_grp.nodes.new('ShaderNodeBsdfDiffuse') extended_specular_bdsf.location = (-738, -280) # Add shader (Adds diffuse with all emissive sources) final_add_shader = new_grp.nodes.new('ShaderNodeAddShader') final_add_shader.location = (-184, 234) # Transparent BDSF (Provides alpha) transparent_bdsf = new_grp.nodes.new('ShaderNodeBsdfTransparent') transparent_bdsf.location = (-224, -160) transparent_bdsf.inputs['Color'].default_value = (1.0, 1.0, 1.0, 1.0) # Mix Shader (Applies alpha proportion) alpha_mix = new_grp.nodes.new('ShaderNodeMixShader') alpha_mix.location = (-40, -112) # Group outputs (Final output) mat_out = new_grp.nodes.new('NodeGroupOutput') mat_out.location = (150, -88) # Links new_grp.links.new(grp_in.outputs['Lightmap'], lightmap_dynamic.inputs['Color1']) new_grp.links.new(grp_in.outputs['DynamicTest'], lightmap_dynamic.inputs['Color2']) new_grp.links.new(grp_in.outputs['Diffuse'], diffuse_dynamic.inputs['Color1']) new_grp.links.new(grp_in.outputs['DynamicTest'], diffuse_dynamic.inputs['Color2']) new_grp.links.new(grp_in.outputs['Emissive'], emissive_dynamic.inputs['Color1']) new_grp.links.new(grp_in.outputs['DynamicTest'], emissive_dynamic.inputs['Color2']) new_grp.links.new(lightmap_dynamic.outputs['Color'], lightmap_mult.inputs['Color1']) new_grp.links.new(diffuse_dynamic.outputs['Color'], lightmap_mult.inputs['Color2']) new_grp.links.new(diffuse_dynamic.outputs['Color'], diffuse_bdsf.inputs['Color']) new_grp.links.new(diffuse_dynamic.outputs['Color'], principled_bsdf.inputs['Base Color']) new_grp.links.new(emissive_dynamic.outputs['Color'], emissive_add_shader.inputs[0]) new_grp.links.new(grp_in.outputs['Specular'], specular_mult.inputs['Color1']) new_grp.links.new(grp_in.outputs['Specular'], principled_bsdf.inputs['Specular']) new_grp.links.new(grp_in.outputs['ExtendedSpecular'], extended_specular_mult.inputs['Color1']) new_grp.links.new(grp_in.outputs['Reflection'], specular_mult.inputs['Color2']) new_grp.links.new(grp_in.outputs['Reflection'], extended_specular_mult.inputs['Color2']) new_grp.links.new(grp_in.outputs['Alpha'], alpha_mix.inputs['Fac']) new_grp.links.new(new_shader_model.outputs['Value'], new_shader_model_mix1.inputs[0]) new_grp.links.new(diffuse_bdsf.outputs['BSDF'], new_shader_model_mix1.inputs[1]) new_grp.links.new(grp_in.outputs['Specular'], invert.inputs['Color']) new_grp.links.new(invert.outputs['Color'], gamma.inputs['Color']) new_grp.links.new(gamma.outputs['Color'], principled_bsdf.inputs['Roughness']) new_grp.links.new(principled_bsdf.outputs['BSDF'], new_shader_model_mix1.inputs[2]) new_grp.links.new(new_shader_model_mix1.outputs['Shader'], diffuse_add_shader.inputs[0]) new_grp.links.new(lightmap_mult.outputs['Color'], diffuse_add_shader.inputs[1]) new_grp.links.new(specular_mult.outputs['Color'], specular_add_shader.inputs[0]) new_grp.links.new(extended_specular_mult.outputs['Color'], extended_specular_bdsf.inputs['Color']) new_grp.links.new(extended_specular_bdsf.outputs['BSDF'], specular_add_shader.inputs[1]) new_grp.links.new(new_shader_model.outputs['Value'], new_shader_model_mix2.inputs[0]) new_grp.links.new(specular_add_shader.outputs['Shader'], new_shader_model_mix2.inputs[1]) new_grp.links.new(new_shader_model_mix2.outputs['Shader'], emissive_add_shader.inputs[1]) new_grp.links.new(diffuse_add_shader.outputs['Shader'], final_add_shader.inputs[0]) new_grp.links.new(emissive_add_shader.outputs['Shader'], final_add_shader.inputs[1]) new_grp.links.new(transparent_bdsf.outputs['BSDF'], alpha_mix.inputs[1]) new_grp.links.new(final_add_shader.outputs['Shader'], alpha_mix.inputs[2]) new_grp.links.new(alpha_mix.outputs['Shader'], mat_out.inputs['Surface']) def make_retro_dynamic_alpha_shader(): new_grp = bpy.data.node_groups.new('RetroDynamicAlphaShader', 'ShaderNodeTree') surface_output = new_grp.outputs.new('NodeSocketShader', 'Surface') lightmap_input = new_grp.inputs.new('NodeSocketColor', 'Lightmap') lightmap_input.default_value = (0.0, 0.0, 0.0, 0.0) diffuse_input = new_grp.inputs.new('NodeSocketColor', 'Diffuse') diffuse_input.default_value = (0.0, 0.0, 0.0, 0.0) emissive_input = new_grp.inputs.new('NodeSocketColor', 'Emissive') emissive_input.default_value = (0.0, 0.0, 0.0, 0.0) specular_input = new_grp.inputs.new('NodeSocketColor', 'Specular') specular_input.default_value = (0.0, 0.0, 0.0, 0.0) ext_spec_input = new_grp.inputs.new('NodeSocketColor', 'ExtendedSpecular') ext_spec_input.default_value = (0.0, 0.0, 0.0, 0.0) reflection_input = new_grp.inputs.new('NodeSocketColor', 'Reflection') reflection_input.default_value = (0.0, 0.0, 0.0, 0.0) indirect_tex = new_grp.inputs.new('NodeSocketColor', 'IndirectTex') indirect_tex.default_value = (0.0, 0.0, 0.0, 0.0) alpha_input = new_grp.inputs.new('NodeSocketFloatFactor', 'Alpha') alpha_input.default_value = 1.0 alpha_input.min_value = 0.0 alpha_input.max_value = 1.0 dynamic_input = new_grp.inputs.new('NodeSocketColor', 'DynamicTest') dynamic_input.default_value = (1.0, 1.0, 1.0, 1.0) dynamic_alpha_input = new_grp.inputs.new('NodeSocketFloatFactor', 'DynamicAlphaTest') dynamic_alpha_input.default_value = 1.0 dynamic_alpha_input.min_value = 0.0 dynamic_alpha_input.max_value = 1.0 new_grp.use_fake_user = True # Group inputs grp_in = new_grp.nodes.new('NodeGroupInput') grp_in.location = (-1460, 27) # Multiply (Lightmap dynamic) lightmap_dynamic = new_grp.nodes.new('ShaderNodeMixRGB') lightmap_dynamic.location = (-1174, 158) lightmap_dynamic.blend_type = 'MULTIPLY' lightmap_dynamic.inputs['Fac'].default_value = 1.0 # Multiply (Diffuse dynamic) diffuse_dynamic = new_grp.nodes.new('ShaderNodeMixRGB') diffuse_dynamic.location = (-1174, -32) diffuse_dynamic.blend_type = 'MULTIPLY' diffuse_dynamic.inputs['Fac'].default_value = 1.0 # Multiply (Emissive dynamic) emissive_dynamic = new_grp.nodes.new('ShaderNodeMixRGB') emissive_dynamic.location = (-1174, -222) emissive_dynamic.blend_type = 'MULTIPLY' emissive_dynamic.inputs['Fac'].default_value = 1.0 # Multiply (Alpha dynamic) alpha_dynamic = new_grp.nodes.new('ShaderNodeMath') alpha_dynamic.location = (-1174, -410) alpha_dynamic.operation = 'MULTIPLY' # New shader model new_shader_model = new_grp.nodes.new('ShaderNodeValue') new_shader_model.name = 'NewShaderModel' new_shader_model.label = 'NewShaderModel' new_shader_model.location = (-1460, 118) new_shader_model.outputs[0].default_value = 0.0 # Principled BSDF (For new shader model) principled_bsdf = new_grp.nodes.new('ShaderNodeBsdfPrincipled') principled_bsdf.location = (-1038, 874) principled_bsdf.inputs['Metallic'].default_value = 0.5 # Invert (for roughness) invert = new_grp.nodes.new('ShaderNodeInvert') invert.location = (-1256, 492) invert.inputs[0].default_value = 1.0 # Gamma (for roughness) gamma = new_grp.nodes.new('ShaderNodeGamma') gamma.location = (-1256, 640) gamma.inputs[1].default_value = 10.0 # Diffuse BSDF (Multiplies dynamic lighting with diffuse) diffuse_bdsf = new_grp.nodes.new('ShaderNodeBsdfDiffuse') diffuse_bdsf.location = (-945, 293) # Mix shader (interpolates Principled and Diffuse BSDF) new_shader_model_mix1 = new_grp.nodes.new('ShaderNodeMixShader') new_shader_model_mix1.location = (-760, 340) # Multiply (Multiplies static lightmap with diffuse) lightmap_mult = new_grp.nodes.new('ShaderNodeMixRGB') lightmap_mult.location = (-944, 122) lightmap_mult.blend_type = 'MULTIPLY' lightmap_mult.inputs['Fac'].default_value = 1.0 # Multiply (Multiplies specular with reflection) specular_mult = new_grp.nodes.new('ShaderNodeMixRGB') specular_mult.location = (-940, -105) specular_mult.blend_type = 'MULTIPLY' specular_mult.inputs['Fac'].default_value = 1.0 # Multiply (Multiplies extended specular with reflection) extended_specular_mult = new_grp.nodes.new('ShaderNodeMixRGB') extended_specular_mult.location = (-941, -304) extended_specular_mult.blend_type = 'MULTIPLY' extended_specular_mult.inputs['Fac'].default_value = 1.0 # Add Shader (Adds dynamic diffuse with static diffuse) diffuse_add_shader = new_grp.nodes.new('ShaderNodeAddShader') diffuse_add_shader.location = (-587, 209) # Mix shader (interpolates resolved reflection with nothing) new_shader_model_mix2 = new_grp.nodes.new('ShaderNodeMixShader') new_shader_model_mix2.location = (-512, -38) # Add Shader (Adds emissive with resolved reflection) emissive_add_shader = new_grp.nodes.new('ShaderNodeAddShader') emissive_add_shader.location = (-320, 8) # Add Shader (Adds specular and extended specular reflections) specular_add_shader = new_grp.nodes.new('ShaderNodeAddShader') specular_add_shader.location = (-734, -81) # Diffuse BDSF (Multiplies extended specular with dynamic lighting) extended_specular_bdsf = new_grp.nodes.new('ShaderNodeBsdfDiffuse') extended_specular_bdsf.location = (-738, -280) # Add shader (Adds diffuse with all emissive sources) final_add_shader = new_grp.nodes.new('ShaderNodeAddShader') final_add_shader.location = (-184, 234) # Transparent BDSF (Provides alpha) transparent_bdsf = new_grp.nodes.new('ShaderNodeBsdfTransparent') transparent_bdsf.location = (-224, -160) transparent_bdsf.inputs['Color'].default_value = (1.0, 1.0, 1.0, 1.0) # Mix Shader (Applies alpha proportion) alpha_mix = new_grp.nodes.new('ShaderNodeMixShader') alpha_mix.location = (-40, -112) # Material Output (Final output) mat_out = new_grp.nodes.new('NodeGroupOutput') mat_out.location = (150, -88) # Links new_grp.links.new(grp_in.outputs['Lightmap'], lightmap_dynamic.inputs['Color1']) new_grp.links.new(grp_in.outputs['DynamicTest'], lightmap_dynamic.inputs['Color2']) new_grp.links.new(grp_in.outputs['Diffuse'], diffuse_dynamic.inputs['Color1']) new_grp.links.new(grp_in.outputs['DynamicTest'], diffuse_dynamic.inputs['Color2']) new_grp.links.new(grp_in.outputs['Emissive'], emissive_dynamic.inputs['Color1']) new_grp.links.new(grp_in.outputs['DynamicTest'], emissive_dynamic.inputs['Color2']) new_grp.links.new(grp_in.outputs['Alpha'], alpha_dynamic.inputs[0]) new_grp.links.new(grp_in.outputs['DynamicAlphaTest'], alpha_dynamic.inputs[1]) new_grp.links.new(lightmap_dynamic.outputs['Color'], lightmap_mult.inputs['Color1']) new_grp.links.new(diffuse_dynamic.outputs['Color'], lightmap_mult.inputs['Color2']) new_grp.links.new(diffuse_dynamic.outputs['Color'], diffuse_bdsf.inputs['Color']) new_grp.links.new(diffuse_dynamic.outputs['Color'], principled_bsdf.inputs['Base Color']) new_grp.links.new(emissive_dynamic.outputs['Color'], emissive_add_shader.inputs[0]) new_grp.links.new(grp_in.outputs['Specular'], specular_mult.inputs['Color1']) new_grp.links.new(grp_in.outputs['Specular'], principled_bsdf.inputs['Specular']) new_grp.links.new(grp_in.outputs['ExtendedSpecular'], extended_specular_mult.inputs['Color1']) new_grp.links.new(grp_in.outputs['Reflection'], specular_mult.inputs['Color2']) new_grp.links.new(grp_in.outputs['Reflection'], extended_specular_mult.inputs['Color2']) new_grp.links.new(new_shader_model.outputs['Value'], new_shader_model_mix1.inputs[0]) new_grp.links.new(diffuse_bdsf.outputs['BSDF'], new_shader_model_mix1.inputs[1]) new_grp.links.new(grp_in.outputs['Specular'], invert.inputs['Color']) new_grp.links.new(invert.outputs['Color'], gamma.inputs['Color']) new_grp.links.new(gamma.outputs['Color'], principled_bsdf.inputs['Roughness']) new_grp.links.new(principled_bsdf.outputs['BSDF'], new_shader_model_mix1.inputs[2]) new_grp.links.new(new_shader_model_mix1.outputs['Shader'], diffuse_add_shader.inputs[0]) new_grp.links.new(alpha_dynamic.outputs['Value'], alpha_mix.inputs['Fac']) new_grp.links.new(lightmap_mult.outputs['Color'], diffuse_add_shader.inputs[1]) new_grp.links.new(specular_mult.outputs['Color'], specular_add_shader.inputs[0]) new_grp.links.new(extended_specular_mult.outputs['Color'], extended_specular_bdsf.inputs['Color']) new_grp.links.new(extended_specular_bdsf.outputs['BSDF'], specular_add_shader.inputs[1]) new_grp.links.new(new_shader_model.outputs['Value'], new_shader_model_mix2.inputs[0]) new_grp.links.new(specular_add_shader.outputs['Shader'], new_shader_model_mix2.inputs[1]) new_grp.links.new(new_shader_model_mix2.outputs['Shader'], emissive_add_shader.inputs[1]) new_grp.links.new(diffuse_add_shader.outputs['Shader'], final_add_shader.inputs[0]) new_grp.links.new(emissive_add_shader.outputs['Shader'], final_add_shader.inputs[1]) new_grp.links.new(transparent_bdsf.outputs['BSDF'], alpha_mix.inputs[1]) new_grp.links.new(final_add_shader.outputs['Shader'], alpha_mix.inputs[2]) new_grp.links.new(alpha_mix.outputs['Shader'], mat_out.inputs['Surface']) def make_retro_dynamic_character_shader(): new_grp = bpy.data.node_groups.new('RetroDynamicCharacterShader', 'ShaderNodeTree') surface_output = new_grp.outputs.new('NodeSocketShader', 'Surface') lightmap_input = new_grp.inputs.new('NodeSocketColor', 'Lightmap') lightmap_input.default_value = (0.0, 0.0, 0.0, 0.0) diffuse_input = new_grp.inputs.new('NodeSocketColor', 'Diffuse') diffuse_input.default_value = (0.0, 0.0, 0.0, 0.0) emissive_input = new_grp.inputs.new('NodeSocketColor', 'Emissive') emissive_input.default_value = (0.0, 0.0, 0.0, 0.0) specular_input = new_grp.inputs.new('NodeSocketColor', 'Specular') specular_input.default_value = (0.0, 0.0, 0.0, 0.0) ext_spec_input = new_grp.inputs.new('NodeSocketColor', 'ExtendedSpecular') ext_spec_input.default_value = (0.0, 0.0, 0.0, 0.0) reflection_input = new_grp.inputs.new('NodeSocketColor', 'Reflection') reflection_input.default_value = (0.0, 0.0, 0.0, 0.0) indirect_tex = new_grp.inputs.new('NodeSocketColor', 'IndirectTex') indirect_tex.default_value = (0.0, 0.0, 0.0, 0.0) alpha_input = new_grp.inputs.new('NodeSocketFloatFactor', 'Alpha') alpha_input.default_value = 1.0 alpha_input.min_value = 0.0 alpha_input.max_value = 1.0 dynamic_input = new_grp.inputs.new('NodeSocketColor', 'DynamicTest') dynamic_input.default_value = (1.0, 1.0, 1.0, 1.0) new_grp.use_fake_user = True # Group inputs grp_in = new_grp.nodes.new('NodeGroupInput') grp_in.location = (-1460, 27) # Multiply (Emissive dynamic) emissive_dynamic = new_grp.nodes.new('ShaderNodeMixRGB') emissive_dynamic.location = (-1174, -32) emissive_dynamic.blend_type = 'MULTIPLY' emissive_dynamic.inputs['Fac'].default_value = 1.0 # New shader model new_shader_model = new_grp.nodes.new('ShaderNodeValue') new_shader_model.name = 'NewShaderModel' new_shader_model.label = 'NewShaderModel' new_shader_model.location = (-1460, 118) new_shader_model.outputs[0].default_value = 0.0 # Principled BSDF (For new shader model) principled_bsdf = new_grp.nodes.new('ShaderNodeBsdfPrincipled') principled_bsdf.location = (-1038, 874) principled_bsdf.inputs['Metallic'].default_value = 0.5 # Invert (for roughness) invert = new_grp.nodes.new('ShaderNodeInvert') invert.location = (-1256, 492) invert.inputs[0].default_value = 1.0 # Gamma (for roughness) gamma = new_grp.nodes.new('ShaderNodeGamma') gamma.location = (-1256, 640) gamma.inputs[1].default_value = 10.0 # Diffuse BSDF (Multiplies dynamic lighting with diffuse) diffuse_bdsf = new_grp.nodes.new('ShaderNodeBsdfDiffuse') diffuse_bdsf.location = (-945, 293) # Mix shader (interpolates Principled and Diffuse BSDF) new_shader_model_mix1 = new_grp.nodes.new('ShaderNodeMixShader') new_shader_model_mix1.location = (-760, 340) # Multiply (Multiplies static lightmap with diffuse) lightmap_mult = new_grp.nodes.new('ShaderNodeMixRGB') lightmap_mult.location = (-944, 122) lightmap_mult.blend_type = 'MULTIPLY' lightmap_mult.inputs['Fac'].default_value = 1.0 # Multiply (Multiplies specular with reflection) specular_mult = new_grp.nodes.new('ShaderNodeMixRGB') specular_mult.location = (-940, -105) specular_mult.blend_type = 'MULTIPLY' specular_mult.inputs['Fac'].default_value = 1.0 # Multiply (Multiplies extended specular with reflection) extended_specular_mult = new_grp.nodes.new('ShaderNodeMixRGB') extended_specular_mult.location = (-941, -304) extended_specular_mult.blend_type = 'MULTIPLY' extended_specular_mult.inputs['Fac'].default_value = 1.0 # Add Shader (Adds dynamic diffuse with static diffuse) diffuse_add_shader = new_grp.nodes.new('ShaderNodeAddShader') diffuse_add_shader.location = (-587, 209) # Mix shader (interpolates resolved reflection with nothing) new_shader_model_mix2 = new_grp.nodes.new('ShaderNodeMixShader') new_shader_model_mix2.location = (-512, -38) # Add Shader (Adds emissive with resolved reflection) emissive_add_shader = new_grp.nodes.new('ShaderNodeAddShader') emissive_add_shader.location = (-320, 8) # Add Shader (Adds specular and extended specular reflections) specular_add_shader = new_grp.nodes.new('ShaderNodeAddShader') specular_add_shader.location = (-734, -81) # Diffuse BDSF (Multiplies extended specular with dynamic lighting) extended_specular_bdsf = new_grp.nodes.new('ShaderNodeBsdfDiffuse') extended_specular_bdsf.location = (-738, -280) # Add shader (Adds diffuse with all emissive sources) final_add_shader = new_grp.nodes.new('ShaderNodeAddShader') final_add_shader.location = (-184, 234) # Transparent BDSF (Provides alpha) transparent_bdsf = new_grp.nodes.new('ShaderNodeBsdfTransparent') transparent_bdsf.location = (-224, -160) transparent_bdsf.inputs['Color'].default_value = (1.0, 1.0, 1.0, 1.0) # Mix Shader (Applies alpha proportion) alpha_mix = new_grp.nodes.new('ShaderNodeMixShader') alpha_mix.location = (-40, -112) # Material Output (Final output) mat_out = new_grp.nodes.new('NodeGroupOutput') mat_out.location = (150, -88) # Links new_grp.links.new(grp_in.outputs['Emissive'], emissive_dynamic.inputs['Color1']) new_grp.links.new(grp_in.outputs['DynamicTest'], emissive_dynamic.inputs['Color2']) new_grp.links.new(grp_in.outputs['Lightmap'], lightmap_mult.inputs['Color1']) new_grp.links.new(grp_in.outputs['Diffuse'], lightmap_mult.inputs['Color2']) new_grp.links.new(grp_in.outputs['Diffuse'], diffuse_bdsf.inputs['Color']) new_grp.links.new(grp_in.outputs['Diffuse'], principled_bsdf.inputs['Base Color']) new_grp.links.new(emissive_dynamic.outputs['Color'], emissive_add_shader.inputs[0]) new_grp.links.new(grp_in.outputs['Specular'], specular_mult.inputs['Color1']) new_grp.links.new(grp_in.outputs['Specular'], principled_bsdf.inputs['Specular']) new_grp.links.new(grp_in.outputs['ExtendedSpecular'], extended_specular_mult.inputs['Color1']) new_grp.links.new(grp_in.outputs['Reflection'], specular_mult.inputs['Color2']) new_grp.links.new(grp_in.outputs['Reflection'], extended_specular_mult.inputs['Color2']) new_grp.links.new(grp_in.outputs['Alpha'], alpha_mix.inputs['Fac']) new_grp.links.new(new_shader_model.outputs['Value'], new_shader_model_mix1.inputs[0]) new_grp.links.new(diffuse_bdsf.outputs['BSDF'], new_shader_model_mix1.inputs[1]) new_grp.links.new(grp_in.outputs['Specular'], invert.inputs['Color']) new_grp.links.new(invert.outputs['Color'], gamma.inputs['Color']) new_grp.links.new(gamma.outputs['Color'], principled_bsdf.inputs['Roughness']) new_grp.links.new(principled_bsdf.outputs['BSDF'], new_shader_model_mix1.inputs[2]) new_grp.links.new(new_shader_model_mix1.outputs['Shader'], diffuse_add_shader.inputs[0]) new_grp.links.new(lightmap_mult.outputs['Color'], diffuse_add_shader.inputs[1]) new_grp.links.new(specular_mult.outputs['Color'], specular_add_shader.inputs[0]) new_grp.links.new(extended_specular_mult.outputs['Color'], extended_specular_bdsf.inputs['Color']) new_grp.links.new(extended_specular_bdsf.outputs['BSDF'], specular_add_shader.inputs[1]) new_grp.links.new(new_shader_model.outputs['Value'], new_shader_model_mix2.inputs[0]) new_grp.links.new(specular_add_shader.outputs['Shader'], new_shader_model_mix2.inputs[1]) new_grp.links.new(new_shader_model_mix2.outputs['Shader'], emissive_add_shader.inputs[1]) new_grp.links.new(diffuse_add_shader.outputs['Shader'], final_add_shader.inputs[0]) new_grp.links.new(emissive_add_shader.outputs['Shader'], final_add_shader.inputs[1]) new_grp.links.new(transparent_bdsf.outputs['BSDF'], alpha_mix.inputs[1]) new_grp.links.new(final_add_shader.outputs['Shader'], alpha_mix.inputs[2]) new_grp.links.new(alpha_mix.outputs['Shader'], mat_out.inputs['Surface']) # MP3 / DKCR Material Passes: # https://wiki.axiodl.com/w/Materials_(Metroid_Prime_3) def make_retro_shader_mp3_color(): new_grp = bpy.data.node_groups.new("__RetroShaderMP3Color", "ShaderNodeTree") new_grp.use_fake_user = True input = new_grp.inputs.new("NodeSocketColor", "DIFFC") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketColor", "DIFBC") input.default_value = (1.0, 1.0, 1.0, 1.0) input = new_grp.inputs.new("NodeSocketColor", "CLRC") input.default_value = (0.5, 0.5, 0.5, 1.0) input = new_grp.inputs.new("NodeSocketFloatFactor", "CLRA") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "TRAN") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketColor", "RFLDC") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketFloatFactor", "RFLDA") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketColor", "RFLV") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketColor", "LRLD") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketColor", "LURDC") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketFloatFactor", "LURDA") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketColor", "INCAC") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketInt", "Add INCA") input.default_value = 0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "OPAC") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 new_grp.outputs.new("NodeSocketShader", "Shader") nodes = {} node = new_grp.nodes.new("ShaderNodeBsdfDiffuse") node.name = "Diffuse BSDF.004" nodes["Diffuse BSDF.004"] = node node.label = "" node.location = (-196.910400390625, -503.60546875) node.inputs[0].default_value = (0.800000011920929, 0.800000011920929, 0.800000011920929, 1.0) node.inputs[1].default_value = 0.0 node.inputs[2].default_value = (0.0, 0.0, 0.0) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.009" nodes["Add Shader.009"] = node node.label = "" node.location = (14.618888854980469, -571.516357421875) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.008" nodes["Add Shader.008"] = node node.label = "" node.location = (6.4276123046875, -926.3602905273438) node = new_grp.nodes.new("ShaderNodeBsdfDiffuse") node.name = "Diffuse BSDF.005" nodes["Diffuse BSDF.005"] = node node.label = "" node.location = (-189.85516357421875, -865.79345703125) node.inputs[0].default_value = (0.800000011920929, 0.800000011920929, 0.800000011920929, 1.0) node.inputs[1].default_value = 0.0 node.inputs[2].default_value = (0.0, 0.0, 0.0) node = new_grp.nodes.new("ShaderNodeMixRGB") node.name = "Mix.005" nodes["Mix.005"] = node node.label = "" node.location = (-190.5804901123047, -1017.0886840820312) node.blend_type = "MULTIPLY" node.inputs[0].default_value = 1.0 node.inputs[1].default_value = (0.5, 0.5, 0.5, 1.0) node.inputs[2].default_value = (0.5, 0.5, 0.5, 1.0) node = new_grp.nodes.new("ShaderNodeMixRGB") node.name = "Mix.004" nodes["Mix.004"] = node node.label = "" node.location = (-381.6676940917969, -870.815673828125) node.blend_type = "MULTIPLY" node.inputs[0].default_value = 1.0 node.inputs[1].default_value = (0.5, 0.5, 0.5, 1.0) node.inputs[2].default_value = (0.5, 0.5, 0.5, 1.0) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.006" nodes["Add Shader.006"] = node node.label = "" node.location = (220.7507781982422, -724.6066284179688) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.005" nodes["Add Shader.005"] = node node.label = "" node.location = (218.0698699951172, -528.0934448242188) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.007" nodes["Add Shader.007"] = node node.label = "" node.location = (388.0714416503906, -600.8295288085938) node = new_grp.nodes.new("ShaderNodeMixRGB") node.name = "Mix.002" nodes["Mix.002"] = node node.label = "" node.location = (-192.1793212890625, -281.65264892578125) node.blend_type = "MULTIPLY" node.inputs[0].default_value = 1.0 node.inputs[1].default_value = (0.5, 0.5, 0.5, 1.0) node.inputs[2].default_value = (0.5, 0.5, 0.5, 1.0) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.010" nodes["Add Shader.010"] = node node.label = "" node.location = (522.2215576171875, -284.7532653808594) node = new_grp.nodes.new("ShaderNodeMixRGB") node.name = "Mix.001" nodes["Mix.001"] = node node.label = "" node.location = (-198.2812957763672, -13.079503059387207) node.blend_type = "MULTIPLY" node.inputs[0].default_value = 1.0 node.inputs[1].default_value = (0.5, 0.5, 0.5, 1.0) node.inputs[2].default_value = (0.5, 0.5, 0.5, 1.0) node = new_grp.nodes.new("ShaderNodeBsdfDiffuse") node.name = "Diffuse BSDF.001" nodes["Diffuse BSDF.001"] = node node.label = "" node.location = (-200.4605255126953, 138.9542694091797) node.inputs[0].default_value = (0.800000011920929, 0.800000011920929, 0.800000011920929, 1.0) node.inputs[1].default_value = 0.0 node.inputs[2].default_value = (0.0, 0.0, 0.0) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.001" nodes["Add Shader.001"] = node node.label = "" node.location = (-14.161624908447266, 32.61324691772461) node = new_grp.nodes.new("NodeGroupOutput") node.name = "Group Output" nodes["Group Output"] = node node.label = "" node.location = (948.8831176757812, -299.1160583496094) node = new_grp.nodes.new("ShaderNodeBsdfTransparent") node.name = "Transparent BSDF.001" nodes["Transparent BSDF.001"] = node node.label = "" node.location = (604.5911254882812, -88.7776870727539) node.inputs[0].default_value = (1.0, 1.0, 1.0, 1.0) node = new_grp.nodes.new("ShaderNodeMixShader") node.name = "Mix Shader" nodes["Mix Shader"] = node node.label = "" node.location = (772.179443359375, -91.1546401977539) node.inputs[0].default_value = 0.5 node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.012" nodes["Add Shader.012"] = node node.label = "" node.location = (776.751953125, -432.8694152832031) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.011" nodes["Add Shader.011"] = node node.label = "" node.location = (779.857177734375, -294.9550476074219) node = new_grp.nodes.new("ShaderNodeMixRGB") node.name = "Mix.006" nodes["Mix.006"] = node node.label = "" node.location = (-192.534912109375, -643.984619140625) node.blend_type = "MULTIPLY" node.inputs[0].default_value = 1.0 node.inputs[1].default_value = (0.5, 0.5, 0.5, 1.0) node.inputs[2].default_value = (0.5, 0.5, 0.5, 1.0) node = new_grp.nodes.new("ShaderNodeMixRGB") node.name = "Mix.003" nodes["Mix.003"] = node node.label = "" node.location = (-374.2341003417969, -515.1140747070312) node.blend_type = "MULTIPLY" node.inputs[0].default_value = 1.0 node.inputs[1].default_value = (0.5, 0.5, 0.5, 1.0) node.inputs[2].default_value = (0.5, 0.5, 0.5, 1.0) node = new_grp.nodes.new("ShaderNodeMixRGB") node.name = "Mix" nodes["Mix"] = node node.label = "" node.location = (-500.3056640625, -114.82369995117188) node.blend_type = "MULTIPLY" node.inputs[0].default_value = 1.0 node.inputs[1].default_value = (0.5, 0.5, 0.5, 1.0) node.inputs[2].default_value = (0.5, 0.5, 0.5, 1.0) node = new_grp.nodes.new("ShaderNodeMath") node.name = "Math" nodes["Math"] = node node.label = "" node.location = (454.39404296875, 96.02081298828125) node.operation = "MULTIPLY" node.inputs[0].default_value = 0.5 node.inputs[1].default_value = 0.5 node = new_grp.nodes.new("ShaderNodeMath") node.name = "Math.001" nodes["Math.001"] = node node.label = "" node.location = (619.3079223632812, 90.52423095703125) node.operation = "MULTIPLY" node.inputs[0].default_value = 0.5 node.inputs[1].default_value = 0.5 node = new_grp.nodes.new("ShaderNodeMath") node.name = "Math.002" nodes["Math.002"] = node node.label = "" node.location = (785.3211059570312, 81.7295913696289) node.operation = "MULTIPLY" node.inputs[0].default_value = 0.5 node.inputs[1].default_value = 0.5 node = new_grp.nodes.new("ShaderNodeBsdfTransparent") node.name = "Transparent BSDF" nodes["Transparent BSDF"] = node node.label = "" node.location = (597.9944458007812, -480.7802734375) node.inputs[0].default_value = (1.0, 1.0, 1.0, 1.0) node = new_grp.nodes.new("NodeGroupInput") node.name = "Group Input" nodes["Group Input"] = node node.label = "" node.location = (-669.6587524414062, -193.9534149169922) new_grp.links.new(nodes["Group Input"].outputs[0], nodes["Mix"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[1], nodes["Mix"].inputs[2]) new_grp.links.new(nodes["Mix"].outputs[0], nodes["Mix.001"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[2], nodes["Mix.001"].inputs[2]) new_grp.links.new(nodes["Mix.001"].outputs[0], nodes["Add Shader.001"].inputs[1]) new_grp.links.new(nodes["Diffuse BSDF.001"].outputs[0], nodes["Add Shader.001"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[2], nodes["Diffuse BSDF.001"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[5], nodes["Mix.002"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[7], nodes["Mix.002"].inputs[2]) new_grp.links.new(nodes["Mix.002"].outputs[0], nodes["Add Shader.005"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[5], nodes["Mix.003"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[8], nodes["Mix.003"].inputs[2]) new_grp.links.new(nodes["Mix.003"].outputs[0], nodes["Diffuse BSDF.004"].inputs[0]) new_grp.links.new(nodes["Diffuse BSDF.004"].outputs[0], nodes["Add Shader.009"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[5], nodes["Mix.004"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[10], nodes["Mix.004"].inputs[2]) new_grp.links.new(nodes["Mix.004"].outputs[0], nodes["Diffuse BSDF.005"].inputs[0]) new_grp.links.new(nodes["Diffuse BSDF.005"].outputs[0], nodes["Add Shader.008"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[9], nodes["Add Shader.006"].inputs[0]) new_grp.links.new(nodes["Add Shader.005"].outputs[0], nodes["Add Shader.007"].inputs[0]) new_grp.links.new(nodes["Add Shader.006"].outputs[0], nodes["Add Shader.007"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[10], nodes["Mix.005"].inputs[2]) new_grp.links.new(nodes["Mix"].outputs[0], nodes["Mix.005"].inputs[1]) new_grp.links.new(nodes["Add Shader.008"].outputs[0], nodes["Add Shader.006"].inputs[1]) new_grp.links.new(nodes["Mix.005"].outputs[0], nodes["Add Shader.008"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[8], nodes["Mix.006"].inputs[2]) new_grp.links.new(nodes["Mix"].outputs[0], nodes["Mix.006"].inputs[1]) new_grp.links.new(nodes["Add Shader.009"].outputs[0], nodes["Add Shader.005"].inputs[1]) new_grp.links.new(nodes["Mix.006"].outputs[0], nodes["Add Shader.009"].inputs[1]) new_grp.links.new(nodes["Add Shader.007"].outputs[0], nodes["Add Shader.010"].inputs[1]) new_grp.links.new(nodes["Add Shader.001"].outputs[0], nodes["Add Shader.010"].inputs[0]) new_grp.links.new(nodes["Transparent BSDF"].outputs[0], nodes["Add Shader.012"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[11], nodes["Add Shader.012"].inputs[0]) new_grp.links.new(nodes["Add Shader.012"].outputs[0], nodes["Add Shader.011"].inputs[1]) new_grp.links.new(nodes["Add Shader.011"].outputs[0], nodes["Group Output"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[3], nodes["Math"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[13], nodes["Math"].inputs[1]) new_grp.links.new(nodes["Math"].outputs[0], nodes["Math.001"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[4], nodes["Math.001"].inputs[1]) new_grp.links.new(nodes["Math.001"].outputs[0], nodes["Math.002"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[6], nodes["Math.002"].inputs[0]) new_grp.links.new(nodes["Math.002"].outputs[0], nodes["Mix Shader"].inputs[0]) new_grp.links.new(nodes["Transparent BSDF.001"].outputs[0], nodes["Mix Shader"].inputs[1]) new_grp.links.new(nodes["Add Shader.010"].outputs[0], nodes["Mix Shader"].inputs[2]) new_grp.links.new(nodes["Mix Shader"].outputs[0], nodes["Add Shader.011"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[12], nodes["Transparent BSDF"].inputs[0]) def make_retro_shader_mp3_bloom(): new_grp = bpy.data.node_groups.new("__RetroShaderMP3Bloom", "ShaderNodeTree") new_grp.use_fake_user = True input = new_grp.inputs.new("NodeSocketFloatFactor", "DIFFA") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "DIFBA") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BLOL") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BLOD") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BLODB") input.default_value = 0.5 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "TRAN") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "INCAA") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BNIF") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BLOI") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BLOIB") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "OPAC") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketInt", "Add INCA") input.default_value = 0 input.min_value = 0.000000 input.max_value = 1.000000 new_grp.outputs.new("NodeSocketShader", "Shader") nodes = {} node = new_grp.nodes.new("ShaderNodeMath") node.name = "Math.003" nodes["Math.003"] = node node.label = "" node.location = (-131.26889038085938, -228.6888885498047) node.operation = "MULTIPLY" node.inputs[0].default_value = 0.5 node.inputs[1].default_value = 0.5 node = new_grp.nodes.new("ShaderNodeMath") node.name = "Math" nodes["Math"] = node node.label = "" node.location = (-501.6487731933594, -144.7719268798828) node.operation = "MULTIPLY" node.inputs[0].default_value = 0.5 node.inputs[1].default_value = 0.5 node = new_grp.nodes.new("ShaderNodeMath") node.name = "Math.002" nodes["Math.002"] = node node.label = "" node.location = (-328.3370666503906, -209.53160095214844) node.operation = "MULTIPLY" node.inputs[0].default_value = 0.5 node.inputs[1].default_value = 0.5 node = new_grp.nodes.new("NodeGroupOutput") node.name = "Group Output" nodes["Group Output"] = node node.label = "" node.location = (1109.7938232421875, -257.2006530761719) node = new_grp.nodes.new("ShaderNodeMath") node.name = "Math.001" nodes["Math.001"] = node node.label = "" node.location = (129.59579467773438, -299.0679626464844) node.operation = "MULTIPLY" node.inputs[0].default_value = 0.5 node.inputs[1].default_value = 0.5 node = new_grp.nodes.new("ShaderNodeBsdfDiffuse") node.name = "Diffuse BSDF.002" nodes["Diffuse BSDF.002"] = node node.label = "" node.location = (122.80331420898438, -150.7427520751953) node.inputs[0].default_value = (0.800000011920929, 0.800000011920929, 0.800000011920929, 1.0) node.inputs[1].default_value = 0.0 node.inputs[2].default_value = (0.0, 0.0, 0.0) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.002" nodes["Add Shader.002"] = node node.label = "" node.location = (312.7171325683594, -220.0266571044922) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.005" nodes["Add Shader.005"] = node node.label = "" node.location = (-165.06072998046875, -549.3956298828125) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.006" nodes["Add Shader.006"] = node node.label = "" node.location = (20.3157958984375, -545.8302612304688) node = new_grp.nodes.new("ShaderNodeBsdfTransparent") node.name = "Transparent BSDF.001" nodes["Transparent BSDF.001"] = node node.label = "" node.location = (205.5854034423828, -558.1273803710938) node.inputs[0].default_value = (1.0, 1.0, 1.0, 1.0) node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader.001" nodes["Add Shader.001"] = node node.label = "" node.location = (399.876708984375, -533.2184448242188) node = new_grp.nodes.new("ShaderNodeMath") node.name = "Math.004" nodes["Math.004"] = node node.label = "" node.location = (-354.23876953125, -508.8504943847656) node.operation = "MULTIPLY" node.inputs[0].default_value = 0.5 node.inputs[1].default_value = 0.5 node = new_grp.nodes.new("ShaderNodeAddShader") node.name = "Add Shader" nodes["Add Shader"] = node node.label = "" node.location = (875.3080444335938, -248.47450256347656) node = new_grp.nodes.new("ShaderNodeBsdfTransparent") node.name = "Transparent BSDF" nodes["Transparent BSDF"] = node node.label = "" node.location = (502.63671875, -341.6871032714844) node.inputs[0].default_value = (1.0, 1.0, 1.0, 1.0) node = new_grp.nodes.new("ShaderNodeMath") node.name = "Math.006" nodes["Math.006"] = node node.label = "" node.location = (505.8763122558594, -171.7743377685547) node.operation = "MULTIPLY" node.inputs[0].default_value = 0.5 node.inputs[1].default_value = 0.5 node = new_grp.nodes.new("ShaderNodeMixShader") node.name = "Mix Shader" nodes["Mix Shader"] = node node.label = "" node.location = (682.0885620117188, -169.31057739257812) node.inputs[0].default_value = 0.5 node = new_grp.nodes.new("NodeGroupInput") node.name = "Group Input" nodes["Group Input"] = node node.label = "" node.location = (-669.6587524414062, -193.9534149169922) new_grp.links.new(nodes["Group Input"].outputs[0], nodes["Math"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[1], nodes["Math"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[3], nodes["Math.002"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[4], nodes["Math.003"].inputs[1]) new_grp.links.new(nodes["Math.002"].outputs[0], nodes["Math.003"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[2], nodes["Math.002"].inputs[0]) new_grp.links.new(nodes["Math"].outputs[0], nodes["Math.001"].inputs[0]) new_grp.links.new(nodes["Diffuse BSDF.002"].outputs[0], nodes["Add Shader.002"].inputs[0]) new_grp.links.new(nodes["Math.001"].outputs[0], nodes["Add Shader.002"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[10], nodes["Math.006"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[5], nodes["Math.006"].inputs[0]) new_grp.links.new(nodes["Math.006"].outputs[0], nodes["Mix Shader"].inputs[0]) new_grp.links.new(nodes["Transparent BSDF"].outputs[0], nodes["Mix Shader"].inputs[1]) new_grp.links.new(nodes["Transparent BSDF.001"].outputs[0], nodes["Add Shader.001"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[6], nodes["Math.004"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[7], nodes["Math.004"].inputs[1]) new_grp.links.new(nodes["Math.003"].outputs[0], nodes["Math.001"].inputs[1]) new_grp.links.new(nodes["Math.003"].outputs[0], nodes["Diffuse BSDF.002"].inputs[0]) new_grp.links.new(nodes["Math.004"].outputs[0], nodes["Add Shader.005"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[8], nodes["Add Shader.005"].inputs[1]) new_grp.links.new(nodes["Add Shader.005"].outputs[0], nodes["Add Shader.006"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[9], nodes["Add Shader.006"].inputs[1]) new_grp.links.new(nodes["Add Shader.006"].outputs[0], nodes["Add Shader.001"].inputs[1]) new_grp.links.new(nodes["Add Shader"].outputs[0], nodes["Group Output"].inputs[0]) new_grp.links.new(nodes["Mix Shader"].outputs[0], nodes["Add Shader"].inputs[0]) new_grp.links.new(nodes["Add Shader.002"].outputs[0], nodes["Mix Shader"].inputs[2]) new_grp.links.new(nodes["Add Shader.001"].outputs[0], nodes["Add Shader"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[11], nodes["Transparent BSDF.001"].inputs[0]) def make_retro_shader_mp3(): new_grp = bpy.data.node_groups.new("RetroShaderMP3", "ShaderNodeTree") new_grp.use_fake_user = True input = new_grp.inputs.new("NodeSocketColor", "DIFFC") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketFloatFactor", "DIFFA") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketColor", "DIFBC") input.default_value = (1.0, 1.0, 1.0, 1.0) input = new_grp.inputs.new("NodeSocketFloatFactor", "DIFBA") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BLOL") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BLOD") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BLODB") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketColor", "CLR") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketFloatFactor", "CLRA") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "TRAN") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketColor", "RFLD") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketFloatFactor", "RFLDA") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketColor", "RFLV") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketColor", "LRLD") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketColor", "LURDC") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketFloatFactor", "LURDA") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketColor", "INCAC") input.default_value = (0.0, 0.0, 0.0, 1.0) input = new_grp.inputs.new("NodeSocketFloatFactor", "INCAA") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketInt", "Add INCA") input.default_value = 0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BNIF") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BLOI") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "BLOIB") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "OPAC") input.default_value = 1.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "XRAYC") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "XRAYA") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 input = new_grp.inputs.new("NodeSocketFloatFactor", "XRBR") input.default_value = 0.0 input.min_value = 0.000000 input.max_value = 1.000000 nodes = {} node = new_grp.nodes.new("ShaderNodeMixShader") node.name = "Mix Shader" nodes["Mix Shader"] = node node.label = "" node.location = (-118.33348846435547, -291.9857482910156) node.inputs[0].default_value = 0.0 node = new_grp.nodes.new("ShaderNodeOutputMaterial") node.name = "Material Output" nodes["Material Output"] = node node.label = "" node.location = (81.25957489013672, -265.6065368652344) node.inputs[2].default_value = (0.0, 0.0, 0.0) node = new_grp.nodes.new("ShaderNodeGroup") node.name = "Group.001" nodes["Group.001"] = node node.label = "" node.location = (-358.6896057128906, -60.17391586303711) node.node_tree = bpy.data.node_groups["__RetroShaderMP3Color"] node.inputs[0].default_value = (1.0, 1.0, 1.0, 1.0) node.inputs[1].default_value = (1.0, 1.0, 1.0, 1.0) node.inputs[2].default_value = (0.5, 0.5, 0.5, 1.0) node.inputs[3].default_value = 0.5 node.inputs[4].default_value = 0.5 node.inputs[5].default_value = (0.0, 0.0, 0.0, 1.0) node.inputs[6].default_value = 0.5 node.inputs[7].default_value = (0.0, 0.0, 0.0, 1.0) node.inputs[8].default_value = (0.0, 0.0, 0.0, 1.0) node.inputs[9].default_value = (0.0, 0.0, 0.0, 1.0) node.inputs[10].default_value = 0.0 node.inputs[11].default_value = (0.0, 0.0, 0.0, 1.0) node.inputs[12].default_value = 0 node.inputs[13].default_value = 0.5 node = new_grp.nodes.new("ShaderNodeGroup") node.name = "Group" nodes["Group"] = node node.label = "" node.location = (-356.9021301269531, -446.9474182128906) node.node_tree = bpy.data.node_groups["__RetroShaderMP3Bloom"] node.inputs[0].default_value = 1.0 node.inputs[1].default_value = 1.0 node.inputs[2].default_value = 0.0 node.inputs[3].default_value = 0.0 node.inputs[4].default_value = 0.5 node.inputs[5].default_value = 0.5 node.inputs[6].default_value = 0.0 node.inputs[7].default_value = 0.0 node.inputs[8].default_value = 0.0 node.inputs[9].default_value = 0.0 node.inputs[10].default_value = 0.5 node.inputs[11].default_value = 0 node = new_grp.nodes.new("NodeGroupInput") node.name = "Group Input" nodes["Group Input"] = node node.label = "" node.location = (-669.6587524414062, -193.9534149169922) new_grp.links.new(nodes["Group Input"].outputs[0], nodes["Group.001"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[1], nodes["Group"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[3], nodes["Group"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[4], nodes["Group"].inputs[2]) new_grp.links.new(nodes["Group Input"].outputs[5], nodes["Group"].inputs[3]) new_grp.links.new(nodes["Group Input"].outputs[6], nodes["Group"].inputs[4]) new_grp.links.new(nodes["Group Input"].outputs[17], nodes["Group"].inputs[6]) new_grp.links.new(nodes["Group Input"].outputs[19], nodes["Group"].inputs[7]) new_grp.links.new(nodes["Group Input"].outputs[20], nodes["Group"].inputs[8]) new_grp.links.new(nodes["Group Input"].outputs[2], nodes["Group.001"].inputs[1]) new_grp.links.new(nodes["Group Input"].outputs[7], nodes["Group.001"].inputs[2]) new_grp.links.new(nodes["Group Input"].outputs[10], nodes["Group.001"].inputs[5]) new_grp.links.new(nodes["Group Input"].outputs[12], nodes["Group.001"].inputs[7]) new_grp.links.new(nodes["Group Input"].outputs[13], nodes["Group.001"].inputs[8]) new_grp.links.new(nodes["Group Input"].outputs[14], nodes["Group.001"].inputs[9]) new_grp.links.new(nodes["Group Input"].outputs[15], nodes["Group.001"].inputs[10]) new_grp.links.new(nodes["Group Input"].outputs[16], nodes["Group.001"].inputs[11]) new_grp.links.new(nodes["Group.001"].outputs[0], nodes["Mix Shader"].inputs[1]) new_grp.links.new(nodes["Group"].outputs[0], nodes["Mix Shader"].inputs[2]) new_grp.links.new(nodes["Mix Shader"].outputs[0], nodes["Material Output"].inputs[0]) new_grp.links.new(nodes["Group Input"].outputs[21], nodes["Group"].inputs[9]) new_grp.links.new(nodes["Group Input"].outputs[8], nodes["Group.001"].inputs[3]) new_grp.links.new(nodes["Group Input"].outputs[9], nodes["Group.001"].inputs[4]) new_grp.links.new(nodes["Group Input"].outputs[11], nodes["Group.001"].inputs[6]) new_grp.links.new(nodes["Group Input"].outputs[22], nodes["Group.001"].inputs[13]) new_grp.links.new(nodes["Group Input"].outputs[9], nodes["Group"].inputs[5]) new_grp.links.new(nodes["Group Input"].outputs[22], nodes["Group"].inputs[10]) new_grp.links.new(nodes["Group Input"].outputs[18], nodes["Group.001"].inputs[12]) new_grp.links.new(nodes["Group Input"].outputs[18], nodes["Group"].inputs[11]) ROOT_SHADER_GROUPS = ( make_retro_shader, make_retro_dynamic_shader, make_retro_dynamic_alpha_shader, make_retro_dynamic_character_shader, make_retro_shader_mp3_color, make_retro_shader_mp3_bloom, make_retro_shader_mp3 ) # UV animation nodes: # https://wiki.axiodl.com/w/Materials_(Metroid_Prime)#UV_Animations # 0 - Modelview Inverse (zero translation) def make_uva0(): new_grp = bpy.data.node_groups.new('RetroUVMode0NodeN', '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 = (1000, 0) # Vector Transform to bring world space into camera space vec_xf = new_grp.nodes.new('ShaderNodeVectorTransform') vec_xf.location = (100, 0) vec_xf.vector_type = 'NORMAL' vec_xf.convert_from = 'WORLD' vec_xf.convert_to = 'CAMERA' # UV scale (to match GameCube's UV-coordinate space) uv_scale = new_grp.nodes.new('ShaderNodeMapping') uv_scale.location = (400, -400) uv_scale.vector_type = 'TEXTURE' uv_scale.inputs['Scale'].default_value = (2.0, 2.0, 0.0) uv_scale.inputs['Location'].default_value = (1.0, 1.0, 0.0) # Links new_grp.links.new(grp_in.outputs[0], vec_xf.inputs[0]) new_grp.links.new(vec_xf.outputs[0], uv_scale.inputs[0]) new_grp.links.new(uv_scale.outputs[0], grp_out.inputs[0]) # 1 - Modelview Inverse def make_uva1(): new_grp = bpy.data.node_groups.new('RetroUVMode1NodeN', '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) # Links new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0]) # 2 - UV Scroll 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 = (-457, 22) # Group outputs grp_out = new_grp.nodes.new('NodeGroupOutput') grp_out.location = (500, 0) # Mapping mapping = new_grp.nodes.new('ShaderNodeMapping') mapping.location = (-235, 125) for drv in mapping.inputs['Scale'].driver_add('default_value'): drv.driver.expression = 'frame/60' # 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], mapping.inputs[0]) new_grp.links.new(mapping.outputs[0], 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 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) # Multiply mult = new_grp.nodes.new('ShaderNodeMath') mult.operation = 'MULTIPLY' mult.location = (230, -112) drv = mult.inputs[1].driver_add('default_value') drv.driver.expression = 'frame/60' # 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], mult.inputs[0]) new_grp.links.new(mult.outputs[0], add1.inputs[1]) # 4 - Horizontal Filmstrip Animation 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 = 1.0 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.inputs['Scale'].default_value = (1.0, 0.0, 0.0) map1.location = (200, 0) # Add add1 = new_grp.nodes.new('ShaderNodeVectorMath') add1.operation = 'ADD' add1.location = (600, 0) # Timing Add time_add = new_grp.nodes.new('ShaderNodeMath') time_add.operation = 'ADD' time_add.location = (-802, -180) drv = time_add.inputs[1].driver_add('default_value') drv.driver.expression = 'frame/60' # Floor floor = new_grp.nodes.new('ShaderNodeMath') floor.operation = 'FLOOR' floor.location = (-204, -180) floor.inputs[1].default_value = 0.0 # 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], time_add.inputs[0]) new_grp.links.new(time_add.outputs[0], 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], floor.inputs[0]) new_grp.links.new(floor.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 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 = 1.0 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.inputs['Scale'].default_value = (0.0, 1.0, 0.0) map1.location = (200, 0) # Add add1 = new_grp.nodes.new('ShaderNodeVectorMath') add1.operation = 'ADD' add1.location = (600, 0) # Timing Add time_add = new_grp.nodes.new('ShaderNodeMath') time_add.operation = 'ADD' time_add.location = (-802, -180) drv = time_add.inputs[1].driver_add('default_value') drv.driver.expression = 'frame/60' # Floor floor = new_grp.nodes.new('ShaderNodeMath') floor.operation = 'FLOOR' floor.location = (-204, -180) floor.inputs[1].default_value = 0.0 # 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], time_add.inputs[0]) new_grp.links.new(time_add.outputs[0], 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], floor.inputs[0]) new_grp.links.new(floor.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 def make_uva6(): new_grp = bpy.data.node_groups.new('RetroUVMode6NodeN', '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('ShaderNodeTexCoord') 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['Object'], adder1.inputs[1]) new_grp.links.new(adder1.outputs[0], grp_out.inputs[0]) # 7 - Mode Who Must Not Be Named def make_uva7(): new_grp = bpy.data.node_groups.new('RetroUVMode7NodeN', '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('ShaderNodeTexCoord') 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.inputs['Scale'].default_value = (-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['Window'], 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]) # 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]) UV_ANIMATION_GROUPS = ( make_uva0, make_uva1, make_uva2, make_uva3, make_uva4, make_uva5, make_uva6, make_uva7, make_uva8 ) def make_master_shader_library(): make_additive_output() make_blend_opaque_output() for shad in ROOT_SHADER_GROUPS: shad() for uva in UV_ANIMATION_GROUPS: uva()