+ base_method = "blended" if material.blend_type!='NONE' else ""
+ st = Statement("method", base_method)
+ if mat_res:
+ st.sub.append(tech_res.create_embed_statement("material", mat_res))
+
+ if blend_st:
+ st.sub.append(blend_st)
+ elif material.alpha_cutoff>0.0:
+ ss = Statement("blend")
+ ss.sub.append(Statement("alpha_to_coverage", True))
+ st.sub.append(ss)
+ if material.receive_shadows:
+ st.sub.append(Statement("receive_shadows", True))
+ if material.image_based_lighting:
+ st.sub.append(Statement("image_based_lighting", True))
+ if material.instancing:
+ st.sub.append(Statement("instancing", True))
+ if material.face_cull=='BACK':
+ st.sub.append(Statement("face_cull", Token("CULL_BACK")))
+
+ tech_res.statements.append(st)
+
+ if material.cast_shadows:
+ tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, False));
+ tech_res.statements.append(self.create_shadow_method(tech_res, material, resources, True));
+
+ return tech_res
+
+ def create_shadow_method(self, tech_res, material, resources, thsm):
+ from .datafile import Statement, Token
+
+ occluder_variant, occluder_spec_values = self.get_occluder_shader_variant(material, thsm)
+
+ shader_stem = "occluder{}.shader" if occluder_spec_values else "occluder{}.glsl.shader"
+ shader_name = shader_stem.format(occluder_variant)
+
+ st = Statement("method", "shadow"+("_thsm" if thsm else ""))
+ if occluder_spec_values:
+ st.sub.append(tech_res.create_reference_statement("shader", resources[shader_name]))
+ else:
+ st.sub.append(Statement("shader", shader_name))