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import bpy | ||
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# create UV shader mix node group, credits to @FriesFX | ||
uvm = bpy.data.node_groups.get("UV Shader Mix") | ||
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if not uvm: | ||
uvm = bpy.data.node_groups.new(name="UV Shader Mix", type="ShaderNodeTree") | ||
# for node in tex_shader.nodes: tex_shader.nodes.remove(node) | ||
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mix_1 = uvm.nodes.new("ShaderNodeMixShader") | ||
mix_2 = uvm.nodes.new("ShaderNodeMixShader") | ||
mix_3 = uvm.nodes.new("ShaderNodeMixShader") | ||
mix_4 = uvm.nodes.new("ShaderNodeMixShader") | ||
mix_1.location = [-500, 300] | ||
mix_2.location = [-300, 300] | ||
mix_3.location = [-100, 300] | ||
mix_4.location = [100, 300] | ||
uvm.links.new(mix_1.outputs[0], mix_2.inputs[1]) | ||
uvm.links.new(mix_2.outputs[0], mix_3.inputs[1]) | ||
uvm.links.new(mix_3.outputs[0], mix_4.inputs[1]) | ||
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x = -1700 | ||
y = 700 | ||
sep = uvm.nodes.new("ShaderNodeSeparateRGB") | ||
sep.location = [x + 200, y - 200] | ||
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m1_1 = uvm.nodes.new("ShaderNodeMath") | ||
m1_2 = uvm.nodes.new("ShaderNodeMath") | ||
m1_3 = uvm.nodes.new("ShaderNodeMath") | ||
m1_1.location = [x + 400, y] | ||
m1_2.location = [x + 400, y - 200] | ||
m1_3.location = [x + 400, y - 400] | ||
m1_1.operation = "LESS_THAN" | ||
m1_2.operation = "LESS_THAN" | ||
m1_3.operation = "LESS_THAN" | ||
m1_1.inputs[1].default_value = 1.420 | ||
m1_2.inputs[1].default_value = 1.720 | ||
m1_3.inputs[1].default_value = 3.000 | ||
uvm.links.new(sep.outputs[0], m1_1.inputs[0]) | ||
uvm.links.new(sep.outputs[0], m1_2.inputs[0]) | ||
uvm.links.new(sep.outputs[0], m1_3.inputs[0]) | ||
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add_1_2 = uvm.nodes.new("ShaderNodeMath") | ||
add_1_2.location = [x + 600, y - 300] | ||
add_1_2.operation = "ADD" | ||
uvm.links.new(m1_1.outputs[0], add_1_2.inputs[0]) | ||
uvm.links.new(m1_2.outputs[0], add_1_2.inputs[1]) | ||
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m2_1 = uvm.nodes.new("ShaderNodeMath") | ||
m2_2 = uvm.nodes.new("ShaderNodeMath") | ||
m2_3 = uvm.nodes.new("ShaderNodeMath") | ||
m2_4 = uvm.nodes.new("ShaderNodeMath") | ||
m2_1.location = [x + 800, y] | ||
m2_2.location = [x + 800, y - 200] | ||
m2_3.location = [x + 800, y - 400] | ||
m2_4.location = [x + 800, y - 600] | ||
m2_1.operation = "ADD" | ||
m2_2.operation = "SUBTRACT" | ||
m2_3.operation = "SUBTRACT" | ||
m2_4.operation = "LESS_THAN" | ||
m2_1.use_clamp = True | ||
m2_2.use_clamp = True | ||
m2_3.use_clamp = True | ||
m2_4.use_clamp = True | ||
m2_1.inputs[1].default_value = 0 | ||
m2_4.inputs[1].default_value = 0.700 | ||
uvm.links.new(m1_1.outputs[0], m2_1.inputs[0]) | ||
uvm.links.new(m1_2.outputs[0], m2_2.inputs[0]) | ||
uvm.links.new(m1_1.outputs[0], m2_2.inputs[1]) | ||
uvm.links.new(m1_3.outputs[0], m2_3.inputs[0]) | ||
uvm.links.new(add_1_2.outputs[0], m2_3.inputs[1]) | ||
uvm.links.new(m1_3.outputs[0], m2_4.inputs[0]) | ||
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uvm.links.new(m2_1.outputs[0], mix_1.inputs[0]) | ||
uvm.links.new(m2_2.outputs[0], mix_4.inputs[0]) | ||
uvm.links.new(m2_3.outputs[0], mix_2.inputs[0]) | ||
uvm.links.new(m2_4.outputs[0], mix_3.inputs[0]) | ||
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# I/O | ||
g_in = uvm.nodes.new("NodeGroupInput") | ||
g_out = uvm.nodes.new("NodeGroupOutput") | ||
g_in.location = [-1700, 220] | ||
g_out.location = [300, 300] | ||
uvm.links.new(g_in.outputs[0], sep.inputs[0]) | ||
uvm.links.new(g_in.outputs[1], mix_1.inputs[2]) | ||
uvm.links.new(g_in.outputs[2], mix_2.inputs[2]) | ||
uvm.links.new(g_in.outputs[3], mix_3.inputs[2]) | ||
uvm.links.new(g_in.outputs[4], mix_4.inputs[2]) | ||
uvm.links.new(mix_4.outputs[0], g_out.inputs[0]) | ||
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# create texture shader node group, credits to @Lucas7yoshi | ||
tex_shader = bpy.data.node_groups.get("Texture Shader") | ||
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if not tex_shader: | ||
tex_shader = bpy.data.node_groups.new(name="Texture Shader", type="ShaderNodeTree") | ||
# for node in tex_shader.nodes: tex_shader.nodes.remove(node) | ||
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g_in = tex_shader.nodes.new("NodeGroupInput") | ||
g_out = tex_shader.nodes.new("NodeGroupOutput") | ||
g_in.location = [-700, 0] | ||
g_out.location = [350, 300] | ||
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principled_bsdf = tex_shader.nodes.new(type="ShaderNodeBsdfPrincipled") | ||
principled_bsdf.location = [50, 300] | ||
tex_shader.links.new(principled_bsdf.outputs[0], g_out.inputs[0]) | ||
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# diffuse | ||
tex_shader.links.new(g_in.outputs[0], principled_bsdf.inputs["Base Color"]) | ||
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# normal | ||
norm_y = -1 | ||
norm_curve = tex_shader.nodes.new("ShaderNodeRGBCurve") | ||
norm_map = tex_shader.nodes.new("ShaderNodeNormalMap") | ||
norm_curve.location = [-500, norm_y] | ||
norm_map.location = [-200, norm_y] | ||
norm_curve.mapping.curves[1].points[0].location = [0, 1] | ||
norm_curve.mapping.curves[1].points[1].location = [1, 0] | ||
tex_shader.links.new(g_in.outputs[1], norm_curve.inputs[1]) | ||
tex_shader.links.new(norm_curve.outputs[0], norm_map.inputs[1]) | ||
tex_shader.links.new(norm_map.outputs[0], principled_bsdf.inputs["Normal"]) | ||
tex_shader.inputs[1].default_value = [0.5, 0.5, 1, 1] | ||
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# specular | ||
spec_y = 140 | ||
spec_separate_rgb = tex_shader.nodes.new("ShaderNodeSeparateRGB") | ||
spec_separate_rgb.location = [-200, spec_y] | ||
tex_shader.links.new(g_in.outputs[2], spec_separate_rgb.inputs[0]) | ||
tex_shader.links.new(spec_separate_rgb.outputs[0], principled_bsdf.inputs["Specular"]) | ||
tex_shader.links.new(spec_separate_rgb.outputs[1], principled_bsdf.inputs["Metallic"]) | ||
tex_shader.links.new(spec_separate_rgb.outputs[2], principled_bsdf.inputs["Roughness"]) | ||
tex_shader.inputs[2].default_value = [0.5, 0, 0.5, 1] | ||
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# emission | ||
tex_shader.links.new(g_in.outputs[3], principled_bsdf.inputs["Emission"]) | ||
tex_shader.inputs[3].default_value = [0, 0, 0, 1] | ||
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# alpha | ||
alpha_separate_rgb = tex_shader.nodes.new("ShaderNodeSeparateRGB") | ||
alpha_separate_rgb.location = [-200, -180] | ||
tex_shader.links.new(g_in.outputs[4], alpha_separate_rgb.inputs[0]) | ||
tex_shader.links.new(alpha_separate_rgb.outputs[0], principled_bsdf.inputs["Alpha"]) | ||
tex_shader.inputs[4].default_value = [1, 0, 0, 1] | ||
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tex_shader.inputs[0].name = "Diffuse" | ||
tex_shader.inputs[1].name = "Normal" | ||
tex_shader.inputs[2].name = "Specular" | ||
tex_shader.inputs[3].name = "Emission" | ||
tex_shader.inputs[4].name = "Alpha" |
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