+ shader1, _ = get_linked_node_and_socket(node_tree, node.inputs[0])
+ shader2, _ = get_linked_node_and_socket(node_tree, node.inputs[1])
+ if shader1.type=='BSDF_TRANSPARENT':
+ return get_linked_node_and_socket(node_tree, node.inputs[1])
+ elif shader2.type=='BSDF_TRANSPARENT':
+ return get_linked_node_and_socket(node_tree, node.inputs[0])
+
+ return (None, None)
+
+def get_unlit_inputs(node_tree, node, additive):
+ from .util import get_linked_node_and_socket
+
+ if node.type=='GROUP':
+ return check_group(node_tree, node, get_unlit_inputs)
+ elif node.type=='MIX_SHADER' and not additive: