mat_res = resources[material.name+".mat"]
- st = Statement("pass", "")
- if mat_res:
- st.sub.append(tech_res.create_embed_statement("material", mat_res))
-
if material.render_mode=='CUSTOM':
- shader = material.shader
- if shader.endswith(".glsl"):
- shader += ".shader"
- st.sub.append(Statement("shader", shader))
-
- if material.uniforms:
- ss = Statement("uniforms")
- for u in material.uniforms:
- ss.sub.append(Statement("uniform", u.name, *u.values[:u.size]))
- st.sub.append(ss)
- else:
- if material.receive_shadows:
- st.sub.append(Statement("receive_shadows", True))
- if material.image_based_lighting:
- st.sub.append(Statement("image_based_lighting", True))
-
- tech_res.statements.append(st)
+ for m in material.render_methods:
+ st = Statement("method", m.tag)
+ if mat_res and m.use_material:
+ st.sub.append(tech_res.create_reference_statement("material", mat_res))
- if material.shadow_method!='NONE':
- st = Statement("pass", "shadow")
- if material.render_mode=='CUSTOM':
- shader = material.shadow_shader or material.shader
+ shader = m.shader
if shader.endswith(".glsl"):
shader += ".shader"
st.sub.append(Statement("shader", shader))
- else:
- st.sub.append(Statement("shader", "_occluder.glsl.shader"))
+
+ if material.uniforms:
+ ss = Statement("uniforms")
+ for u in material.uniforms:
+ ss.sub.append(Statement("uniform", u.name, *u.values[:u.size]))
+ st.sub.append(ss)
+
+ tech_res.statements.append(st)
+ else:
+ st = Statement("method", "")
+ if mat_res:
+ st.sub.append(tech_res.create_embed_statement("material", mat_res))
+
+ if material.render_mode!='CUSTOM':
+ if material.receive_shadows:
+ st.sub.append(Statement("receive_shadows", True))
+ if material.image_based_lighting:
+ st.sub.append(Statement("image_based_lighting", True))
+
tech_res.statements.append(st)
+ if material.shadow_method!='NONE':
+ st = Statement("method", "shadow")
+ st.sub.append(Statement("shader", "occluder.glsl.shader"))
+ tech_res.statements.append(st)
+
+ st = Statement("method", "shadow_thsm")
+ st.sub.append(Statement("shader", "occluder_thsm.glsl.shader"))
+ tech_res.statements.append(st)
+
return tech_res
class MaterialExporter: