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# Copyright 2018-2019 The glTF-Blender-IO authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
from .gltf2_blender_pbrMetallicRoughness import base_color, make_output_nodes
def unlit(mh):
"""Creates node tree for unlit materials."""
# Emission node for the base color
emission_node = mh.node_tree.nodes.new('ShaderNodeEmission')
emission_node.location = 10, 126
# Lightpath trick: makes Emission visible only to camera rays.
# [Is Camera Ray] => [Mix] =>
# [Transparent] => [ ]
# [Emission] => [ ]
lightpath_node = mh.node_tree.nodes.new('ShaderNodeLightPath')
transparent_node = mh.node_tree.nodes.new('ShaderNodeBsdfTransparent')
mix_node = mh.node_tree.nodes.new('ShaderNodeMixShader')
lightpath_node.location = 10, 600
transparent_node.location = 10, 240
mix_node.location = 260, 320
mh.node_tree.links.new(mix_node.inputs['Fac'], lightpath_node.outputs['Is Camera Ray'])
mh.node_tree.links.new(mix_node.inputs[1], transparent_node.outputs[0])
mh.node_tree.links.new(mix_node.inputs[2], emission_node.outputs[0])
_emission_socket, alpha_socket = make_output_nodes(
mh,
location=(420, 280) if mh.is_opaque() else (150, 130),
shader_socket=mix_node.outputs[0],
make_emission_socket=False,
make_alpha_socket=not mh.is_opaque(),
)
base_color(
mh,
location=(-200, 380),
color_socket=emission_node.inputs['Color'],
alpha_socket=alpha_socket,
)
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