Full BSDF

This commit is contained in:
2026-08-07 02:04:01 -07:00
parent 7aeebf2008
commit fe017dd874
55 changed files with 2306 additions and 1215 deletions

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@ -57,9 +57,6 @@ def build(material: Material, mat_users: Dict[Material, List[Object]], mat_lnxus
# Place empty material output to keep compiler happy..
mat_state.output_node = mat_state.nodes.new('ShaderNodeOutputMaterial')
# reset for each material
mat_state.needs_sss = False
wrd = bpy.data.worlds['Lnx']
rpdat = lnx.utils.get_rp()
rpasses = mat_utils.get_rpasses(material)
@ -133,9 +130,7 @@ def build(material: Material, mat_users: Dict[Material, List[Object]], mat_lnxus
shader_data_path = lnx.utils.get_fp_build() + '/compiled/Shaders/' + shader_data_name + '.lnx'
assets.add_shader_data(shader_data_path)
# Store SSS state in the return tuple so it's preserved per-material
needs_sss_result = mat_state.needs_sss
return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures, needs_sss_result
return rpasses, mat_state.data, shader_data_name, bind_constants, bind_textures
def write_shaders(rel_path: str, con: ShaderContext, rpass: str, matname: str) -> None: