metaforce/DataSpec/Blender/RetroMasterShader.py

1547 lines
62 KiB
Python

"Defines node groups implementing shader components found in Retro games"
import bpy
# Root Eevee Nodes
#0 - RetroShader
def make_retro_shader():
new_grp = bpy.data.node_groups.new('RetroShader', 'ShaderNodeTree')
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
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 (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('ShaderNodeOutputMaterial')
mat_out.location = (150, -88)
# Links
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(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(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_shader():
new_grp = bpy.data.node_groups.new('RetroDynamicShader', 'ShaderNodeTree')
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)
# Material Output (Final output)
mat_out = new_grp.nodes.new('ShaderNodeOutputMaterial')
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')
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('ShaderNodeOutputMaterial')
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')
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('ShaderNodeOutputMaterial')
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'])
ROOT_SHADER_GROUPS = (
make_retro_shader,
make_retro_dynamic_shader,
make_retro_dynamic_alpha_shader,
make_retro_dynamic_character_shader
)
# 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('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.scale[0] = 2.0
uv_scale.scale[1] = 2.0
uv_scale.translation[0] = 1.0
uv_scale.translation[1] = 1.0
# 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)
drvs = mapping.driver_add('scale')
for drv in drvs:
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.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)
# 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.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)
# 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.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['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
)
# 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])
new_grp.links.new(grp_in.outputs[1], grp_out.inputs[1])
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 shad in ROOT_SHADER_GROUPS:
shad()
for uva in UV_ANIMATION_GROUPS:
uva()
for aPass in MP3_PASS_GROUPS:
aPass()