forked from LeenkxTeam/LNXSDK
merge upstream
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@ -215,19 +215,27 @@ def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[st
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'MIX_SHADER',
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'ADD_SHADER',
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'BSDF_PRINCIPLED',
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'PRINCIPLED_BSDF',
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'BSDF_DIFFUSE',
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'DIFFUSE_BSDF',
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'BSDF_GLOSSY',
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'GLOSSY_BSDF',
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'BSDF_SHEEN',
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'SHEEN_BSDF',
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'AMBIENT_OCCLUSION',
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'BSDF_ANISOTROPIC',
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'ANISOTROPIC_BSDF',
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'EMISSION',
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'BSDF_GLASS',
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'GLASS_BSDF',
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'HOLDOUT',
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'SUBSURFACE_SCATTERING',
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'BSDF_TRANSLUCENT',
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'TRANSLUCENT_BSDF',
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'BSDF_TRANSPARENT',
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'TRANSPARENT_BSDF',
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'BSDF_VELVET',
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'VELVET_BSDF',
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)
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state.reset_outs()
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@ -152,13 +152,19 @@ ALL_NODES: dict[str, MaterialNodeMeta] = {
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'ADD_SHADER': MaterialNodeMeta(parse_func=nodes_shader.parse_addshader),
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'AMBIENT_OCCLUSION': MaterialNodeMeta(parse_func=nodes_shader.parse_ambientocclusion),
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'BSDF_ANISOTROPIC': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfanisotropic),
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'ANISOTROPI_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfanisotropic),
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'BSDF_DIFFUSE': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfdiffuse),
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'DIFFUSE_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfdiffuse),
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'BSDF_GLASS': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfglass),
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'GLASS_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfglass),
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'BSDF_PRINCIPLED': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfprincipled),
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'PRINCIPLED_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfprincipled),
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'BSDF_TRANSLUCENT': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftranslucent),
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'TRANSLUCENT_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftranslucent),
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'BSDF_TRANSPARENT': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftransparent),
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'TRANSPARENT_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftransparent),
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'BSDF_REFRACTION': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
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'REFRACTION_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
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'EMISSION': MaterialNodeMeta(parse_func=nodes_shader.parse_emission),
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'HOLDOUT': MaterialNodeMeta(
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parse_func=nodes_shader.parse_holdout,
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