Files
AnyImage/tools/nodes/groups/shadeless.py
nan 89087fc2e2 feat: Add new Geometry Nodes groups for image relief and shadeless shader
- Implemented the "O Image Relief Plane" Geometry Nodes group to create a fixed-base image relief using depth images and various parameters.
- Created the "O Shadeless" shader node group to display color without scene lighting while preserving shadows and reflections.
- Introduced a preview feature for node groups, allowing for interactive visualization of node arrangements in an HTML format.
- Added a template HTML file for rendering node previews with customizable views and controls.
2026-09-09 21:24:57 +08:00

78 lines
3.1 KiB
Python

"""Build the Shadeless shader node group."""
import bpy
SHADELESS_GROUP_NAME = "O Shadeless"
def build_shadeless_group():
group = bpy.data.node_groups.new(SHADELESS_GROUP_NAME, "ShaderNodeTree")
group.interface.new_socket(
name="Shader", in_out="OUTPUT", socket_type="NodeSocketShader"
)
group.interface.new_socket(
name="Color", in_out="INPUT", socket_type="NodeSocketColor"
)
nodes = group.nodes
links = group.links
group_input = nodes.new("NodeGroupInput")
group_input.location = (-900.0, -350.0)
group_output = nodes.new("NodeGroupOutput")
group_output.location = (850.0, 100.0)
diffuse = nodes.new("ShaderNodeBsdfDiffuse")
diffuse.location = (250.0, -150.0)
emission = nodes.new("ShaderNodeEmission")
emission.location = (250.0, -400.0)
links.new(group_input.outputs["Color"], diffuse.inputs["Color"])
links.new(group_input.outputs["Color"], emission.inputs["Color"])
light_path = nodes.new("ShaderNodeLightPath")
light_path.location = (-900.0, 150.0)
bounce_count = nodes.new("ShaderNodeMath")
bounce_count.operation = "SUBTRACT"
bounce_count.location = (-500.0, -50.0)
links.new(light_path.outputs["Ray Depth"], bounce_count.inputs[0])
links.new(light_path.outputs["Transmission Depth"], bounce_count.inputs[1])
refracted = nodes.new("ShaderNodeMath")
refracted.operation = "SUBTRACT"
refracted.inputs[0].default_value = 1.0
refracted.location = (-250.0, -50.0)
links.new(bounce_count.outputs[0], refracted.inputs[1])
reflection_limit = nodes.new("ShaderNodeMath")
reflection_limit.operation = "SUBTRACT"
reflection_limit.inputs[0].default_value = 2.0
reflection_limit.location = (-650.0, 450.0)
links.new(light_path.outputs["Ray Depth"], reflection_limit.inputs[1])
camera_reflected = nodes.new("ShaderNodeMath")
camera_reflected.operation = "MULTIPLY"
camera_reflected.location = (-400.0, 400.0)
links.new(reflection_limit.outputs[0], camera_reflected.inputs[0])
links.new(light_path.outputs["Is Glossy Ray"], camera_reflected.inputs[1])
shadow_or_reflect = nodes.new("ShaderNodeMath")
shadow_or_reflect.operation = "MAXIMUM"
shadow_or_reflect.location = (-100.0, 350.0)
links.new(camera_reflected.outputs[0], shadow_or_reflect.inputs[0])
links.new(light_path.outputs["Is Shadow Ray"], shadow_or_reflect.inputs[1])
shader_factor = nodes.new("ShaderNodeMath")
shader_factor.operation = "MAXIMUM"
shader_factor.location = (150.0, 300.0)
links.new(shadow_or_reflect.outputs[0], shader_factor.inputs[0])
links.new(refracted.outputs[0], shader_factor.inputs[1])
mix = nodes.new("ShaderNodeMixShader")
mix.location = (550.0, 100.0)
links.new(shader_factor.outputs[0], mix.inputs["Fac"])
links.new(diffuse.outputs["BSDF"], mix.inputs[1])
links.new(emission.outputs["Emission"], mix.inputs[2])
links.new(mix.outputs["Shader"], group_output.inputs["Shader"])
group.color_tag = "SHADER"
group.description = (
"Display color without scene lighting while preserving shadows "
"and reflections."
)
group.use_fake_user = True
return group