
This makes it possible to have a single shading nodetree that contains separate Cycles and Eevee shaders. By default the target is set to All so shaders are shared.
257 lines
7.8 KiB
Python
257 lines
7.8 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bpy.app.translations import pgettext_iface as iface_
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from bpy_extras.node_utils import find_node_input
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class MATERIAL_MT_specials(Menu):
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bl_label = "Material Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("object.material_slot_copy", icon='COPY_ID')
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layout.operator("material.copy", icon='COPYDOWN')
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layout.operator("material.paste", icon='PASTEDOWN')
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class MATERIAL_UL_matslots(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.MaterialSlot)
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# ob = data
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slot = item
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ma = slot.material
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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if ma:
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layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
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else:
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layout.label(text="", icon_value=icon)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MaterialButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "material"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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return context.material and (context.engine in cls.COMPAT_ENGINES)
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class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
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bl_label = "Preview"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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self.layout.template_preview(context.material)
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class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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_context_path = "material"
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_property_type = bpy.types.Material
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class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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bl_label = ""
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bl_context = "material"
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return (context.material or context.object) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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ob = context.object
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slot = context.material_slot
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space = context.space_data
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if ob:
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is_sortable = len(ob.material_slots) > 1
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rows = 2
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if (is_sortable):
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rows = 4
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row = layout.row()
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row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.material_slot_add", icon='ZOOMIN', text="")
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col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
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col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
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if is_sortable:
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col.separator()
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col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if ob.mode == 'EDIT':
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row = layout.row(align=True)
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row.operator("object.material_slot_assign", text="Assign")
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row.operator("object.material_slot_select", text="Select")
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row.operator("object.material_slot_deselect", text="Deselect")
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split = layout.split(percentage=0.65)
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if ob:
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split.template_ID(ob, "active_material", new="material.new")
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row = split.row()
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if slot:
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row.prop(slot, "link", text="")
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else:
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row.label()
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elif mat:
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split.template_ID(space, "pin_id")
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split.separator()
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def panel_node_draw(layout, ntree, output_type):
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node = ntree.get_output_node('EEVEE')
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if node:
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input = find_node_input(node, 'Surface')
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
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bl_label = "Surface"
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bl_context = "material"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.material and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.prop(mat, "use_nodes", icon='NODETREE')
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layout.separator()
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if mat.use_nodes:
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL')
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else:
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layout.use_property_split = True
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layout.prop(mat, "diffuse_color", text="Base Color")
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layout.prop(mat, "metallic")
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layout.prop(mat, "specular_intensity", text="Specular")
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layout.prop(mat, "roughness")
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class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
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bl_label = "Options"
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bl_context = "material"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.material and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mat = context.material
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layout.prop(mat, "blend_method")
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if mat.blend_method != 'OPAQUE':
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layout.prop(mat, "transparent_shadow_method")
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row = layout.row()
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row.active = ((mat.blend_method == 'CLIP') or (mat.transparent_shadow_method == 'CLIP'))
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row.prop(mat, "alpha_threshold")
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if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
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layout.prop(mat, "show_transparent_backside")
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layout.prop(mat, "use_screen_refraction")
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layout.prop(mat, "refraction_depth")
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layout.prop(mat, "use_screen_subsurface")
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row = layout.row()
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row.active = mat.use_screen_subsurface
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row.prop(mat, "use_sss_translucency")
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class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.material
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def draw(self, context):
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mat = context.material
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layout = self.layout
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layout.use_property_split = True
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col = layout.column()
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col.prop(mat, "diffuse_color")
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col.prop(mat, "specular_color")
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col.prop(mat, "roughness")
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classes = (
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MATERIAL_MT_specials,
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MATERIAL_UL_matslots,
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MATERIAL_PT_preview,
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MATERIAL_PT_custom_props,
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EEVEE_MATERIAL_PT_context_material,
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EEVEE_MATERIAL_PT_surface,
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EEVEE_MATERIAL_PT_options,
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MATERIAL_PT_viewport,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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