Glow flag supported via mixing emission and BSDF. TODO: poll GT on automatically setting renderer to Eevee, find out if both emission and BSDF are necessary or just the latter when glow is enabled, find out if rendertype 1 is relevant, outline general implementation of props to nodes mapping procedure
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		@@ -107,12 +107,17 @@ to provide an exact emulation"""
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    def execute(self, context):
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        material = bpy.data.materials[self.material_name]
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        material = bpy.data.materials.get(self.material_name, None)
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        if material and material.swbf_msh_mat:
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        if not material or not material.swbf_msh_mat:
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            return {'CANCELLED'}
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        mat_props = material.swbf_msh_mat
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        texture_input_nodes = []
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        surface_output_nodes = []
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        diffuse_texture_path = mat_props.diffuse_map
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        if diffuse_texture_path and os.path.exists(diffuse_texture_path):
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@@ -129,15 +134,47 @@ to provide an exact emulation"""
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            bsdf.inputs["Roughness"].default_value = 1.0
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            bsdf.inputs["Specular"].default_value = 0.0
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                if mat_props.hardedged_transparency:
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            if mat_props.hardedged_transparency and not mat_props.glow:
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                material.blend_method = "CLIP"
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                material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha']) 
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            material.use_backface_culling = not bool(mat_props.doublesided)
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                output = material.node_tree.nodes.new("ShaderNodeOutputMaterial")
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                material.node_tree.links.new(output.inputs['Surface'], bsdf.outputs['BSDF']) 
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            surface_output_nodes.append(tuple(('BSDF', bsdf)))
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            if mat_props.glow:
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                emission = material.node_tree.nodes.new("ShaderNodeEmission")
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                material.node_tree.links.new(emission.inputs['Color'], texImage.outputs['Color']) 
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                emission_strength_multiplier = material.node_tree.nodes.new("ShaderNodeMath")
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                emission_strength_multiplier.operation = 'MULTIPLY'
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                emission_strength_multiplier.inputs[1].default_value = 32.0
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                material.node_tree.links.new(emission_strength_multiplier.inputs[0], texImage.outputs['Alpha']) 
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                material.node_tree.links.new(emission.inputs['Strength'], emission_strength_multiplier.outputs[0])
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                surface_output_nodes.append(tuple(("Emission", emission)))
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        surfaces_output = None
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        if (len(surface_output_nodes) == 1):
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            surfaces_output = surface_output_nodes[0][1]
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        else:
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            mix = material.node_tree.nodes.new("ShaderNodeMixShader")
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            material.node_tree.links.new(mix.inputs[1], surface_output_nodes[0][1].outputs[0])
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            material.node_tree.links.new(mix.inputs[2], surface_output_nodes[1][1].outputs[0])
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            surfaces_output = mix
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        output = material.node_tree.nodes.new("ShaderNodeOutputMaterial")
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        material.node_tree.links.new(output.inputs['Surface'], surfaces_output.outputs[0]) 
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        '''
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        else:
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            # Todo: figure out some way to raise an error but continue operator execution...
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@@ -145,7 +182,7 @@ to provide an exact emulation"""
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                return {'CANCELLED'}
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            else:
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                raise RuntimeError(f"Diffuse texture at path: '{diffuse_texture_path}' was not found.")
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        '''
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        return {'FINISHED'}
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