BSDF Shaders

This commit is contained in:
2026-07-24 17:02:00 -07:00
parent b77aca926a
commit ddc12e8607
5 changed files with 334 additions and 62 deletions

View File

@ -219,7 +219,15 @@ def parse_material_output(node: bpy.types.Node, custom_particle_node: bpy.types.
curshader = state.frag
state.curshader = curshader
out_basecol, out_roughness, out_metallic, out_occlusion, out_specular, out_opacity, out_ior, out_emission_col = parse_shader_input(node.inputs[0])
outs = parse_shader_input(node.inputs[0])
out_basecol = outs[0]
out_roughness = outs[1]
out_metallic = outs[2]
out_occlusion = outs[3]
out_specular = outs[4]
out_opacity = outs[5]
out_ior = outs[6]
out_emission_col = outs[7]
if parse_surface:
curshader.write(f'basecol = {out_basecol};')
curshader.write(f'roughness = {out_roughness};')
@ -227,6 +235,21 @@ def parse_material_output(node: bpy.types.Node, custom_particle_node: bpy.types.
curshader.write(f'occlusion = {out_occlusion};')
curshader.write(f'specular = {out_specular};')
curshader.write(f'emissionCol = {out_emission_col};')
curshader.write(f'subsurface = {outs[8]};')
curshader.write(f'subsurfaceRadius = {outs[9]};')
curshader.write(f'subsurfaceColor = {outs[10]};')
curshader.write(f'specularTint = {outs[11]};')
curshader.write(f'anisotropy = {outs[12]};')
curshader.write(f'anisoRot = {outs[13]};')
curshader.write(f'sheen = {outs[14]};')
curshader.write(f'sheenRough = {outs[15]};')
curshader.write(f'sheenTint = {outs[16]};')
curshader.write(f'clearcoat = {outs[17]};')
curshader.write(f'clearcoatRough = {outs[18]};')
curshader.write(f'transmission = {outs[19]};')
curshader.write(f'transmissionRough = {outs[20]};')
curshader.write(f'thinWall = {outs[21]};')
curshader.write(f'tangent = {outs[22]};')
if mat_state.emission_type == mat_state.EmissionType.SHADELESS:
if '_EmissionShadeless' not in wrd.world_defs:
@ -330,6 +353,10 @@ def parse_shader(node: bpy.types.Node, socket: bpy.types.NodeSocket) -> Tuple[st
'BSDF_GLASS',
'HOLDOUT',
'SUBSURFACE_SCATTERING',
'BSDF_REFRACTION',
'BSDF_TOON',
'BSDF_HAIR',
'BSDF_HAIR_PRINCIPLED',
'BSDF_TRANSLUCENT',
'BSDF_TRANSPARENT',
'BSDF_VELVET',

View File

@ -20,11 +20,41 @@ else:
if bpy.app.version < (4, 0, 0):
EMISSION_COLOR = 'Emission'
SUBSURFACE = 'Subsurface'
SUBSURFACE_RADIUS = 'Subsurface Radius'
SUBSURFACE_COLOR = 'Subsurface Color'
SPECULAR = 'Specular'
SPECULAR_TINT = 'Specular Tint'
ANISOTROPIC = 'Anisotropic'
ANISOTROPIC_ROT = 'Anisotropic Rotation'
SHEEN = 'Sheen'
SHEEN_TINT = 'Sheen Tint'
CLEARCOAT = 'Clearcoat'
CLEARCOAT_ROUGHNESS = 'Clearcoat Roughness'
CLEARCOAT_NORMAL = 'Clearcoat Normal'
TRANSMISSION = 'Transmission'
TRANSMISSION_ROUGHNESS = 'Transmission Roughness'
TANGENT = 'Tangent'
else:
EMISSION_COLOR = 'Emission Color'
SUBSURFACE = 'Subsurface Weight'
SUBSURFACE_RADIUS = 'Subsurface Radius'
SUBSURFACE_COLOR = 'Subsurface Color'
SPECULAR = 'Specular IOR Level'
SPECULAR_TINT = 'Specular Tint'
ANISOTROPIC = 'Anisotropic'
ANISOTROPIC_ROT = 'Anisotropic Rotation'
SHEEN = 'Sheen Weight'
SHEEN_TINT = 'Sheen Tint'
SHEEN_ROUGHNESS = 'Sheen Roughness'
CLEARCOAT = 'Coat Weight'
CLEARCOAT_ROUGHNESS = 'Coat Roughness'
CLEARCOAT_NORMAL = 'Coat Normal'
COAT_IOR = 'Coat IOR'
COAT_TINT = 'Coat Tint'
TRANSMISSION = 'Transmission Weight'
TRANSMISSION_ROUGHNESS = 'Transmission Roughness'
TANGENT = 'Tangent'
THIN_WALL = 'Thin Wall'
def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket, state: ParserState) -> None:
@ -46,54 +76,90 @@ def parse_mixshader(node: bpy.types.ShaderNodeMixShader, out_socket: NodeSocket,
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
sss_before_1 = mat_state.needs_sss
bc1, rough1, met1, occ1, spec1, opac1, ior1, emi1 = c.parse_shader_input(node.inputs[1])
o1 = c.parse_shader_input(node.inputs[1])
sss_1 = mat_state.needs_sss
ek1 = mat_state.emission_type
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
mat_state.needs_sss = sss_before_1 # Reset to state before parsing input 1
bc2, rough2, met2, occ2, spec2, opac2, ior2, emi2 = c.parse_shader_input(node.inputs[2])
o2 = c.parse_shader_input(node.inputs[2])
sss_2 = mat_state.needs_sss
ek2 = mat_state.emission_type
mat_state.needs_sss = sss_1 or sss_2
if state.parse_surface:
state.out_basecol = '({0} * {3} + {1} * {2})'.format(bc1, bc2, fac_var, fac_inv_var)
state.out_roughness = '({0} * {3} + {1} * {2})'.format(rough1, rough2, fac_var, fac_inv_var)
state.out_metallic = '({0} * {3} + {1} * {2})'.format(met1, met2, fac_var, fac_inv_var)
state.out_occlusion = '({0} * {3} + {1} * {2})'.format(occ1, occ2, fac_var, fac_inv_var)
state.out_specular = '({0} * {3} + {1} * {2})'.format(spec1, spec2, fac_var, fac_inv_var)
state.out_emission_col = '({0} * {3} + {1} * {2})'.format(emi1, emi2, fac_var, fac_inv_var)
fm = '{0} * {3} + {1} * {2}' # fac mix template: a*fac_inv + b*fac
fv = (fac_var, fac_inv_var)
state.out_basecol = fm.format(o1[0], o2[0], fv[0], fv[1])
state.out_roughness = fm.format(o1[1], o2[1], fv[0], fv[1])
state.out_metallic = fm.format(o1[2], o2[2], fv[0], fv[1])
state.out_occlusion = fm.format(o1[3], o2[3], fv[0], fv[1])
state.out_specular = fm.format(o1[4], o2[4], fv[0], fv[1])
state.out_emission_col = fm.format(o1[7], o2[7], fv[0], fv[1])
state.out_subsurface = fm.format(o1[8], o2[8], fv[0], fv[1])
state.out_subsurface_radius = fm.format(o1[9], o2[9], fv[0], fv[1])
state.out_subsurface_color = fm.format(o1[10], o2[10], fv[0], fv[1])
state.out_specular_tint = fm.format(o1[11], o2[11], fv[0], fv[1])
state.out_anisotropy = fm.format(o1[12], o2[12], fv[0], fv[1])
state.out_aniso_rot = fm.format(o1[13], o2[13], fv[0], fv[1])
state.out_sheen = fm.format(o1[14], o2[14], fv[0], fv[1])
state.out_sheen_rough = fm.format(o1[15], o2[15], fv[0], fv[1])
state.out_sheen_tint = fm.format(o1[16], o2[16], fv[0], fv[1])
state.out_clearcoat = fm.format(o1[17], o2[17], fv[0], fv[1])
state.out_clearcoat_rough = fm.format(o1[18], o2[18], fv[0], fv[1])
state.out_transmission = fm.format(o1[19], o2[19], fv[0], fv[1])
state.out_transmission_rough = fm.format(o1[20], o2[20], fv[0], fv[1])
state.out_thin_wall = fm.format(o1[21], o2[21], fv[0], fv[1])
state.out_tangent = fm.format(o1[22], o2[22], fv[0], fv[1])
mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
if state.parse_opacity:
state.out_opacity = '({0} * {3} + {1} * {2})'.format(opac1, opac2, fac_var, fac_inv_var)
state.out_ior = '({0} * {3} + {1} * {2})'.format(ior1, ior2, fac_var, fac_inv_var)
fm = '{0} * {3} + {1} * {2}'
fv = (fac_var, fac_inv_var)
state.out_opacity = fm.format(o1[5], o2[5], fv[0], fv[1])
state.out_ior = fm.format(o1[6], o2[6], fv[0], fv[1])
def parse_addshader(node: bpy.types.ShaderNodeAddShader, out_socket: NodeSocket, state: ParserState) -> None:
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
sss_before_1 = mat_state.needs_sss
bc1, rough1, met1, occ1, spec1, opac1, ior1, emi1 = c.parse_shader_input(node.inputs[0])
o1 = c.parse_shader_input(node.inputs[0])
sss_1 = mat_state.needs_sss
ek1 = mat_state.emission_type
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
mat_state.needs_sss = sss_before_1 # Reset to state before parsing input 0
bc2, rough2, met2, occ2, spec2, opac2, ior2, emi2 = c.parse_shader_input(node.inputs[1])
o2 = c.parse_shader_input(node.inputs[1])
sss_2 = mat_state.needs_sss
ek2 = mat_state.emission_type
mat_state.needs_sss = sss_1 or sss_2
if state.parse_surface:
state.out_basecol = '({0} + {1})'.format(bc1, bc2)
state.out_roughness = '({0} * 0.5 + {1} * 0.5)'.format(rough1, rough2)
state.out_metallic = '({0} * 0.5 + {1} * 0.5)'.format(met1, met2)
state.out_occlusion = '({0} * 0.5 + {1} * 0.5)'.format(occ1, occ2)
state.out_specular = '({0} * 0.5 + {1} * 0.5)'.format(spec1, spec2)
state.out_emission_col = '({0} + {1})'.format(emi1, emi2)
am = '{0} * 0.5 + {1} * 0.5' # add mix template (average)
state.out_basecol = '({0} + {1})'.format(o1[0], o2[0])
state.out_roughness = am.format(o1[1], o2[1])
state.out_metallic = am.format(o1[2], o2[2])
state.out_occlusion = am.format(o1[3], o2[3])
state.out_specular = am.format(o1[4], o2[4])
state.out_emission_col = '({0} + {1})'.format(o1[7], o2[7])
state.out_subsurface = am.format(o1[8], o2[8])
state.out_subsurface_radius = am.format(o1[9], o2[9])
state.out_subsurface_color = am.format(o1[10], o2[10])
state.out_specular_tint = am.format(o1[11], o2[11])
state.out_anisotropy = am.format(o1[12], o2[12])
state.out_aniso_rot = am.format(o1[13], o2[13])
state.out_sheen = am.format(o1[14], o2[14])
state.out_sheen_rough = am.format(o1[15], o2[15])
state.out_sheen_tint = am.format(o1[16], o2[16])
state.out_clearcoat = am.format(o1[17], o2[17])
state.out_clearcoat_rough = am.format(o1[18], o2[18])
state.out_transmission = am.format(o1[19], o2[19])
state.out_transmission_rough = am.format(o1[20], o2[20])
state.out_thin_wall = am.format(o1[21], o2[21])
state.out_tangent = am.format(o1[22], o2[22])
mat_state.emission_type = mat_state.EmissionType.get_effective_combination(ek1, ek2)
if state.parse_opacity:
state.out_opacity = '({0} * 0.5 + {1} * 0.5)'.format(opac1, opac2)
state.out_ior = '({0} * 0.5 + {1} * 0.5)'.format(ior1, ior2)
am = '{0} * 0.5 + {1} * 0.5'
state.out_opacity = am.format(o1[5], o2[5])
state.out_ior = am.format(o1[6], o2[6])
# TODO: Refactor using c.get_*_input()
@ -105,18 +171,32 @@ if bpy.app.version < (2, 91, 0):
state.out_basecol = c.parse_vector_input(node.inputs['Base Color'])
if node.inputs[SUBSURFACE].is_linked or node.inputs[SUBSURFACE].default_value > 0.0:
mat_state.needs_sss = True
state.out_subsurface = c.parse_value_input(node.inputs[SUBSURFACE])
state.out_subsurface_radius = c.parse_vector_input(node.inputs[SUBSURFACE_RADIUS])
state.out_subsurface_color = c.parse_vector_input(node.inputs[SUBSURFACE_COLOR])
state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
state.out_specular = c.parse_value_input(node.inputs[SPECULAR])
state.out_specular_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SPECULAR_TINT]))
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
state.out_anisotropy = c.parse_value_input(node.inputs[ANISOTROPIC])
state.out_aniso_rot = c.parse_value_input(node.inputs[ANISOTROPIC_ROT])
state.out_sheen = c.parse_value_input(node.inputs[SHEEN])
state.out_sheen_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SHEEN_TINT]))
state.out_clearcoat = c.parse_value_input(node.inputs[CLEARCOAT])
state.out_clearcoat_rough = c.parse_value_input(node.inputs[CLEARCOAT_ROUGHNESS])
state.out_transmission = c.parse_value_input(node.inputs[TRANSMISSION])
trans_rough_socket = node.inputs.get(TRANSMISSION_ROUGHNESS)
if trans_rough_socket is not None:
state.out_transmission_rough = c.parse_value_input(trans_rough_socket)
state.out_tangent = c.parse_vector_input(node.inputs[TANGENT])
if node.inputs[EMISSION_COLOR].is_linked or not mat_utils.equals_color_socket(node.inputs[EMISSION_COLOR], (0.0, 0.0, 0.0), comp_alpha=False):
emission_col = c.parse_vector_input(node.inputs[EMISSION_COLOR])
state.out_emission_col = emission_col
mat_state.emission_type = mat_state.EmissionType.SHADED
else:
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
if state.parse_opacity:
state.out_ior = c.parse_value_input(node.inputs['IOR'])
# In Blender 2.83, Alpha socket is at index 18, not 19
if 'Alpha' in node.inputs:
state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
else:
@ -128,21 +208,22 @@ if bpy.app.version >= (2, 91, 0) and bpy.app.version < (4, 0, 0):
state.out_basecol = c.parse_vector_input(node.inputs['Base Color'])
if node.inputs[SUBSURFACE].is_linked or node.inputs[SUBSURFACE].default_value > 0.0:
mat_state.needs_sss = True
# subsurface_radius = c.parse_vector_input(node.inputs[2])
# subsurface_color = c.parse_vector_input(node.inputs[3])
state.out_subsurface = c.parse_value_input(node.inputs[SUBSURFACE])
state.out_subsurface_radius = c.parse_vector_input(node.inputs[SUBSURFACE_RADIUS])
state.out_subsurface_color = c.parse_vector_input(node.inputs[SUBSURFACE_COLOR])
state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
state.out_specular = c.parse_value_input(node.inputs[SPECULAR])
# specular_tint = c.parse_vector_input(node.inputs[6])
state.out_specular_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SPECULAR_TINT]))
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
# aniso = c.parse_vector_input(node.inputs[8])
# aniso_rot = c.parse_vector_input(node.inputs[9])
# sheen = c.parse_vector_input(node.inputs[10])
# sheen_tint = c.parse_vector_input(node.inputs[11])
# clearcoat = c.parse_vector_input(node.inputs[12])
# clearcoat_rough = c.parse_vector_input(node.inputs[13])
# ior = c.parse_vector_input(node.inputs[14])
# transmission = c.parse_vector_input(node.inputs[15])
# transmission_roughness = c.parse_vector_input(node.inputs[16])
state.out_anisotropy = c.parse_value_input(node.inputs[ANISOTROPIC])
state.out_aniso_rot = c.parse_value_input(node.inputs[ANISOTROPIC_ROT])
state.out_sheen = c.parse_value_input(node.inputs[SHEEN])
state.out_sheen_tint = 'vec3({})'.format(c.parse_value_input(node.inputs[SHEEN_TINT]))
state.out_clearcoat = c.parse_value_input(node.inputs[CLEARCOAT])
state.out_clearcoat_rough = c.parse_value_input(node.inputs[CLEARCOAT_ROUGHNESS])
state.out_transmission = c.parse_value_input(node.inputs[TRANSMISSION])
state.out_transmission_rough = c.parse_value_input(node.inputs[TRANSMISSION_ROUGHNESS])
state.out_tangent = c.parse_vector_input(node.inputs[TANGENT])
if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
and (node.inputs[EMISSION_COLOR].is_linked or not mat_utils.equals_color_socket(node.inputs[EMISSION_COLOR], (0.0, 0.0, 0.0), comp_alpha=False)):
emission_col = c.parse_vector_input(node.inputs[EMISSION_COLOR])
@ -151,8 +232,6 @@ if bpy.app.version >= (2, 91, 0) and bpy.app.version < (4, 0, 0):
mat_state.emission_type = mat_state.EmissionType.SHADED
else:
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
# clearcoar_normal = c.parse_vector_input(node.inputs[21])
# tangent = c.parse_vector_input(node.inputs[22])
if state.parse_opacity:
state.out_ior = c.parse_value_input(node.inputs['IOR'])
if 'Alpha' in node.inputs:
@ -169,14 +248,18 @@ if bpy.app.version >= (4, 0, 0):
if sss_input is not None:
if sss_input.is_linked or sss_input.default_value > 0.0:
mat_state.needs_sss = True
subsurface = c.parse_value_input(node.inputs[SUBSURFACE])
subsurface_radius = c.parse_vector_input(node.inputs['Subsurface Radius'])
subsurface_color_input = node.inputs.get('Subsurface Color')
if subsurface_color_input is not None:
subsurface_color = c.parse_vector_input(subsurface_color_input)
state.out_subsurface = c.parse_value_input(sss_input)
sss_radius_input = node.inputs.get(SUBSURFACE_RADIUS)
if sss_radius_input is not None:
state.out_subsurface_radius = c.parse_vector_input(sss_radius_input)
sss_color_input = node.inputs.get(SUBSURFACE_COLOR)
if sss_color_input is not None:
state.out_subsurface_color = c.parse_vector_input(sss_color_input)
else:
subsurface_color = c.parse_vector_input(node.inputs['Base Color'])
state.out_subsurface_color = c.parse_vector_input(node.inputs['Base Color'])
state.out_metallic = c.parse_value_input(node.inputs['Metallic'])
specular_socket = node.inputs.get(SPECULAR)
@ -188,7 +271,11 @@ if bpy.app.version >= (4, 0, 0):
state.out_specular = c.parse_value_input(specular_socket)
else:
state.out_specular = '1.0'
spec_tint_socket = node.inputs.get(SPECULAR_TINT)
if spec_tint_socket is not None:
state.out_specular_tint = c.parse_vector_input(spec_tint_socket)
state.out_roughness = c.parse_value_input(node.inputs['Roughness'])
# Prevent black material when metal = 1.0 and roughness = 0.0
try:
@ -196,6 +283,46 @@ if bpy.app.version >= (4, 0, 0):
state.out_roughness = '0.001'
except ValueError:
pass
aniso_socket = node.inputs.get(ANISOTROPIC)
if aniso_socket is not None:
state.out_anisotropy = c.parse_value_input(aniso_socket)
aniso_rot_socket = node.inputs.get(ANISOTROPIC_ROT)
if aniso_rot_socket is not None:
state.out_aniso_rot = c.parse_value_input(aniso_rot_socket)
sheen_socket = node.inputs.get(SHEEN)
if sheen_socket is not None:
state.out_sheen = c.parse_value_input(sheen_socket)
sheen_rough_socket = node.inputs.get(SHEEN_ROUGHNESS)
if sheen_rough_socket is not None:
state.out_sheen_rough = c.parse_value_input(sheen_rough_socket)
sheen_tint_socket = node.inputs.get(SHEEN_TINT)
if sheen_tint_socket is not None:
state.out_sheen_tint = c.parse_vector_input(sheen_tint_socket)
coat_socket = node.inputs.get(CLEARCOAT)
if coat_socket is not None:
state.out_clearcoat = c.parse_value_input(coat_socket)
coat_rough_socket = node.inputs.get(CLEARCOAT_ROUGHNESS)
if coat_rough_socket is not None:
state.out_clearcoat_rough = c.parse_value_input(coat_rough_socket)
trans_socket = node.inputs.get(TRANSMISSION)
if trans_socket is not None:
state.out_transmission = c.parse_value_input(trans_socket)
trans_rough_socket = node.inputs.get(TRANSMISSION_ROUGHNESS)
if trans_rough_socket is not None:
state.out_transmission_rough = c.parse_value_input(trans_rough_socket)
thin_wall_socket = node.inputs.get(THIN_WALL)
if thin_wall_socket is not None:
state.out_thin_wall = c.parse_value_input(thin_wall_socket)
tangent_socket = node.inputs.get(TANGENT)
if tangent_socket is not None:
state.out_tangent = c.parse_vector_input(tangent_socket)
if (node.inputs['Emission Strength'].is_linked or node.inputs['Emission Strength'].default_value != 0.0)\
and (node.inputs[EMISSION_COLOR].is_linked or not mat_utils.equals_color_socket(node.inputs[EMISSION_COLOR], (0.0, 0.0, 0.0), comp_alpha=False)):
emission_col = c.parse_vector_input(node.inputs[EMISSION_COLOR])
@ -203,17 +330,7 @@ if bpy.app.version >= (4, 0, 0):
state.out_emission_col = '({0} * {1})'.format(emission_col, emission_strength)
mat_state.emission_type = mat_state.EmissionType.SHADED
else:
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
#state.out_occlusion = state.out_roughness
#state.out_aniso = c.parse_vector_input(node.inputs[14])
#state.out_aniso_rot = c.parse_vector_input(node.inputs[15])
#state.out_sheen = c.parse_vector_input(node.inputs[23])
#state.out_sheen_tint = c.parse_vector_input(node.inputs[25])
#state.out_clearcoat = c.parse_vector_input(node.inputs[18])
#state.out_clearcoat_rough = c.parse_vector_input(node.inputs[19])
#state.out_ior = c.parse_value_input(node.inputs[3])
#state.out_transmission = c.parse_vector_input(node.inputs[17])
#state.out_transmission_roughness = state.out_roughness
mat_state.emission_type = mat_state.EmissionType.NO_EMISSION
if state.parse_opacity:
state.out_ior = c.parse_value_input(node.inputs['IOR'])
state.out_opacity = c.parse_value_input(node.inputs['Alpha'])
@ -285,7 +402,68 @@ def parse_bsdfglass(node: bpy.types.ShaderNodeBsdfGlass, out_socket: NodeSocket,
def parse_bsdfhair(node: bpy.types.ShaderNodeBsdfHair, out_socket: NodeSocket, state: ParserState) -> None:
pass
if state.parse_surface:
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
state.out_roughness = c.parse_value_input(node.inputs['RoughnessU'])
state.out_specular = '0.0'
rough_v_socket = node.inputs.get('RoughnessV')
if rough_v_socket is not None:
state.out_aniso_rot = c.parse_value_input(rough_v_socket)
tangent_socket = node.inputs.get('Tangent')
if tangent_socket is not None:
state.out_tangent = c.parse_vector_input(tangent_socket)
if bpy.app.version >= (2, 83, 0):
def parse_bsdfhairprincipled(node: 'bpy.types.ShaderNodeBsdfHairPrincipled', out_socket: NodeSocket, state: ParserState) -> None:
if state.parse_surface:
c.write_normal(node.inputs['Normal'])
parametrization = getattr(node, 'parametrization', 'COLOR')
if parametrization == 'COLOR':
color_socket = node.inputs.get('Color')
if color_socket is not None:
state.out_basecol = c.parse_vector_input(color_socket)
elif parametrization == 'MELANIN':
melanin_socket = node.inputs.get('Melanin')
if melanin_socket is not None:
state.out_subsurface = c.parse_value_input(melanin_socket)
melanin_red_socket = node.inputs.get('Melanin Redness')
if melanin_red_socket is not None:
state.out_specular_tint = 'vec3({})'.format(c.parse_value_input(melanin_red_socket))
elif parametrization == 'ABSORPTION':
absorption_socket = node.inputs.get('Absorption Coefficient')
if absorption_socket is not None:
state.out_specular_tint = c.parse_vector_input(absorption_socket)
tint_socket = node.inputs.get('Tint')
if tint_socket is not None:
state.out_subsurface_color = c.parse_vector_input(tint_socket)
rough_socket = node.inputs.get('Roughness')
if rough_socket is not None:
state.out_roughness = c.parse_value_input(rough_socket)
model = getattr(node, 'model', 'CHIANG')
if model == 'CHIANG':
radial_rough_socket = node.inputs.get('Radial Roughness')
if radial_rough_socket is not None:
state.out_aniso_rot = c.parse_value_input(radial_rough_socket)
coat_socket = node.inputs.get('Coat')
if coat_socket is not None:
state.out_clearcoat = c.parse_value_input(coat_socket)
random_color_socket = node.inputs.get('Random Color')
if random_color_socket is not None:
state.out_sheen = c.parse_value_input(random_color_socket)
random_rough_socket = node.inputs.get('Random Roughness')
if random_rough_socket is not None:
state.out_sheen_rough = c.parse_value_input(random_rough_socket)
offset_socket = node.inputs.get('Offset')
if offset_socket is not None:
state.out_anisotropy = c.parse_value_input(offset_socket)
state.out_specular = '0.0'
state.out_metallic = '0.0'
if state.parse_opacity:
ior_socket = node.inputs.get('IOR')
if ior_socket is not None:
state.out_ior = c.parse_value_input(ior_socket)
state.out_opacity = '1.0'
def parse_holdout(node: bpy.types.ShaderNodeHoldout, out_socket: NodeSocket, state: ParserState) -> None:
@ -309,11 +487,18 @@ def parse_subsurfacescattering(node: bpy.types.ShaderNodeSubsurfaceScattering, o
mat_state.needs_sss = True
c.write_normal(node.inputs['Normal'])
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
state.out_subsurface = c.parse_value_input(node.inputs['Scale'])
state.out_subsurface_radius = c.parse_vector_input(node.inputs['Radius'])
state.out_subsurface_color = c.parse_vector_input(node.inputs['Color'])
state.out_specular = '0.0'
def parse_bsdftoon(node: bpy.types.ShaderNodeBsdfToon, out_socket: NodeSocket, state: ParserState) -> None:
# c.write_normal(node.inputs[3])
pass
if state.parse_surface:
c.write_normal(node.inputs['Normal'])
state.out_basecol = c.parse_vector_input(node.inputs['Color'])
state.out_roughness = c.parse_value_input(node.inputs['Size'])
state.out_specular = '0.0'
def parse_bsdftranslucent(node: bpy.types.ShaderNodeBsdfTranslucent, out_socket: NodeSocket, state: ParserState) -> None:

View File

@ -856,6 +856,22 @@ def _write_material_attribs_default(frag: shader.Shader, parse_opacity: bool):
# We may not use emission, but the attribute will then be removed
# by the shader compiler
frag.write('vec3 emissionCol;')
# Extended BRDF parameters
frag.write('float subsurface = 0.0;')
frag.write('vec3 subsurfaceRadius = vec3(0.0);')
frag.write('vec3 subsurfaceColor = vec3(0.8);')
frag.write('vec3 specularTint = vec3(1.0);')
frag.write('float anisotropy = 0.0;')
frag.write('float anisoRot = 0.0;')
frag.write('float sheen = 0.0;')
frag.write('float sheenRough = 0.5;')
frag.write('vec3 sheenTint = vec3(1.0);')
frag.write('float clearcoat = 0.0;')
frag.write('float clearcoatRough = 0.03;')
frag.write('float transmission = 0.0;')
frag.write('float transmissionRough = 0.0;')
frag.write('float thinWall = 0.0;')
frag.write('vec3 tangent = vec3(0.0);')
if parse_opacity:
frag.write('float opacity;')
frag.write('float ior = 1.45;')

View File

@ -165,6 +165,10 @@ ALL_NODES: Dict[str, MaterialNodeMeta] = {
'TRANSPARENT_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftransparent),
'BSDF_REFRACTION': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
'REFRACTION_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfrefraction),
'BSDF_TOON': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftoon),
'TOON_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdftoon),
'BSDF_HAIR': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfhair),
'HAIR_BSDF': MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfhair),
'EMISSION': MaterialNodeMeta(parse_func=nodes_shader.parse_emission),
'HOLDOUT': MaterialNodeMeta(
parse_func=nodes_shader.parse_holdout,
@ -211,6 +215,8 @@ if bpy.app.version < (4, 1, 0):
ALL_NODES['TEX_MUSGRAVE'] = MaterialNodeMeta(parse_func=nodes_texture.parse_tex_musgrave)
if bpy.app.version >= (4, 0, 0):
ALL_NODES['BSDF_SHEEN'] = MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfsheen)
if bpy.app.version >= (2, 83, 0):
ALL_NODES['BSDF_HAIR_PRINCIPLED'] = MaterialNodeMeta(parse_func=nodes_shader.parse_bsdfhairprincipled)
if bpy.app.version < (5, 0, 0):
ALL_NODES['TEX_POINTDENSITY'] = MaterialNodeMeta(parse_func=nodes_texture.parse_tex_pointdensity, compute_dxdy_variants=ComputeDXDYVariant.NEVER)

View File

@ -99,6 +99,21 @@ class ParserState:
self.out_opacity: floatstr = '1.0'
self.out_ior: floatstr = '1.450'
self.out_emission_col: vec3str = 'vec3(0.0)'
self.out_subsurface: floatstr = '0.0'
self.out_subsurface_radius: vec3str = 'vec3(0.0)'
self.out_subsurface_color: vec3str = 'vec3(0.8)'
self.out_specular_tint: vec3str = 'vec3(1.0)'
self.out_anisotropy: floatstr = '0.0'
self.out_aniso_rot: floatstr = '0.0'
self.out_sheen: floatstr = '0.0'
self.out_sheen_rough: floatstr = '0.5'
self.out_sheen_tint: vec3str = 'vec3(1.0)'
self.out_clearcoat: floatstr = '0.0'
self.out_clearcoat_rough: floatstr = '0.03'
self.out_transmission: floatstr = '0.0'
self.out_transmission_rough: floatstr = '0.0'
self.out_thin_wall: floatstr = '0.0'
self.out_tangent: vec3str = 'vec3(0.0)'
def reset_outs(self):
"""Reset the shader output values to their default values."""
@ -110,11 +125,34 @@ class ParserState:
self.out_opacity = '1.0'
self.out_ior = '1.450'
self.out_emission_col = 'vec3(0.0)'
self.out_subsurface = '0.0'
self.out_subsurface_radius = 'vec3(0.0)'
self.out_subsurface_color = 'vec3(0.8)'
self.out_specular_tint = 'vec3(1.0)'
self.out_anisotropy = '0.0'
self.out_aniso_rot = '0.0'
self.out_sheen = '0.0'
self.out_sheen_rough = '0.5'
self.out_sheen_tint = 'vec3(1.0)'
self.out_clearcoat = '0.0'
self.out_clearcoat_rough = '0.03'
self.out_transmission = '0.0'
self.out_transmission_rough = '0.0'
self.out_thin_wall = '0.0'
self.out_tangent = 'vec3(0.0)'
def get_outs(self) -> Tuple[vec3str, floatstr, floatstr, floatstr, floatstr, floatstr, floatstr, vec3str]:
def get_outs(self) -> Tuple:
"""Return the shader output values as a tuple."""
return (self.out_basecol, self.out_roughness, self.out_metallic, self.out_occlusion, self.out_specular,
self.out_opacity, self.out_ior, self.out_emission_col)
return (self.out_basecol, self.out_roughness, self.out_metallic,
self.out_occlusion, self.out_specular, self.out_opacity,
self.out_ior, self.out_emission_col,
self.out_subsurface, self.out_subsurface_radius,
self.out_subsurface_color, self.out_specular_tint,
self.out_anisotropy, self.out_aniso_rot,
self.out_sheen, self.out_sheen_rough, self.out_sheen_tint,
self.out_clearcoat, self.out_clearcoat_rough,
self.out_transmission, self.out_transmission_rough,
self.out_thin_wall, self.out_tangent)
def get_parser_pass_suffix(self) -> str: