"Defines node groups implementing shader components found in Retro games" import bpy # UV animation nodes: # http://www.metroid2002.com/retromodding/wiki/Materials_(Metroid_Prime)#UV_Animations # 0 - Modelview Inverse (zero translation) 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 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 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 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 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 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 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 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]) # 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 ) # 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') mult1.blend_type = 'ADD' mult1.inputs[0].default_value = 1.0 mult1.location = (-600, 0) # Links 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]) 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) # Multiply mult1 = new_grp.nodes.new('ShaderNodeMixRGB') mult1.blend_type = 'MULTIPLY' mult1.inputs[0].default_value = 1.0 grp_in.location = (-400, 0) # Links 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]) 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) # Multiply mul1 = new_grp.nodes.new('ShaderNodeMath') mul1.operation = 'MULTIPLY' mul1.inputs[0].default_value = 1.0 mul1.location = (-400, 0) # Links new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0]) 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]) # 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) # 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) # Links 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]) # 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) # Multiply add1 = new_grp.nodes.new('ShaderNodeMixRGB') add1.blend_type = 'ADD' add1.inputs[0].default_value = 1.0 grp_in.location = (-400, 0) # Links 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 # 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') new_grp.inputs.new('NodeSocketColor', 'Mask Color') new_grp.inputs.new('NodeSocketFloat', 'Mask 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) # 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 # Links 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]) 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(): for uva in UV_ANIMATION_GROUPS: uva() for aPass in MP3_PASS_GROUPS: aPass()