mat_res = resources[material.name+".mat"]
blend_st = None
- if material.blended:
+ if material.blend_type=='ALPHA':
blend_st = Statement("blend", Token("SRC_ALPHA"), Token("ONE_MINUS_SRC_ALPHA"))
+ elif material.blend_type=='ADDITIVE':
+ blend_st = Statement("blend", Token("ONE"), Token("ONE"))
+ elif material.blend_type=='ADDITIVE_ALPHA':
+ blend_st = Statement("blend", Token("SRC_ALPHA"), Token("ONE"))
if material.render_mode=='CUSTOM':
for m in material.render_methods:
tech_res.statements.append(st)
else:
- base_method = "blended" if material.blended else ""
+ 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))
return get_linked_node_and_socket(node_tree, red.inputs["Image"])
-def get_unlit_inputs(node_tree, node):
+def check_additive_blend(node_tree, node):
if node.type=='GROUP':
- return check_group(node_tree, node, get_unlit_inputs)
- elif node.type=='MIX_SHADER':
+ return check_group(node_tree, node, check_additive_blend)
+ elif node.type=='ADD_SHADER':
from .util import get_linked_node_and_socket
+ 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:
shader1, _ = get_linked_node_and_socket(node_tree, node.inputs[1])
shader2, _ = get_linked_node_and_socket(node_tree, node.inputs[2])
if shader1.type=='BSDF_TRANSPARENT' and shader2.type=='EMISSION':
if factor_from==color_from:
return (color_input, factor_input)
elif node.type=='EMISSION':
- return (node.inputs["Color"], None)
+ color_input = node.inputs["Color"]
+ if additive:
+ color_from, _ = get_linked_node_and_socket(node_tree, color_input)
+ if color_from.type=='MIX_RGB' and color_from.blend_type=='MIX':
+ mix_factor_input = color_from.inputs["Fac"]
+ mix_factor_from, _ = get_linked_node_and_socket(node_tree, mix_factor_input)
+ mix_color_input = color_from.inputs["Color2"]
+ mix_color_from, _ = get_linked_node_and_socket(node_tree, mix_color_input)
+ if mix_factor_from==mix_color_from:
+ return (mix_color_input, mix_factor_input)
+ return (color_input, None)
return (None, None)
class MaterialProperty:
self.uniforms = material.uniforms[:]
self.receive_shadows = material.receive_shadows
self.cast_shadows = (material.shadow_method!='NONE')
- self.blended = (material.blend_method=='BLEND')
+ self.blend_type = 'ALPHA' if material.blend_method=='BLEND' else 'NONE'
self.image_based_lighting = material.image_based_lighting
if self.render_mode=='EXTERNAL' and not self.technique:
if self.render_mode=='BUILTIN':
raise Exception("Invalid configuration on material {}: Empty material with builtin rendering".format(self.name))
return
- elif surface_node.type=='BSDF_PRINCIPLED':
+
+ additive_node, _ = check_additive_blend(material.node_tree, surface_node)
+ if additive_node:
+ self.blend_type = 'ADDITIVE'
+ surface_node = additive_node
+
+ if surface_node.type=='BSDF_PRINCIPLED':
self.type = "pbr"
base_color = self.create_property("base_color", (0.8, 0.8, 0.8, 1.0))
normal.set_from_input(material.node_tree, surface_node.inputs["Normal"])
emission.set_from_input(material.node_tree, surface_node.inputs["Emission"])
elif surface_node.type=='EMISSION' or surface_node.type=='MIX_SHADER':
- color_input, alpha_input = get_unlit_inputs(material.node_tree, surface_node)
+ color_input, alpha_input = get_unlit_inputs(material.node_tree, surface_node, self.blend_type=='ADDITIVE')
if not color_input:
raise Exception("Unsupported configuration for unlit material {}".format(self.name))
color = self.create_property("color", "texture", (1.0, 1.0, 1.0, 1.0))
color.set_from_input(material.node_tree, color_input, alpha_input)
+ if self.blend_type=='ADDITIVE' and alpha_input:
+ self.blend_type = 'ADDITIVE_ALPHA'
else:
raise Exception("Unsupported surface node type {} on material {}".format(surface_node.type, self.name))