INNER CODE UNIT · Python
handle_material_texture_pbr
skarndev/umodel_tools · umodel_tools/game_profiles/__init__.py:52
def handle_material_texture_pbr(mat: bpy.types.Material,
tex_type: str,
tex_short_name: str,
img_node: bpy.types.ShaderNodeTexImage,
ao_mix_node: bpy.types.ShaderNodeMix,
bsdf_node: bpy.types.ShaderNodeBsdfPrincipled,
out_node: bpy.types.ShaderNodeOutputMaterial) -> None:
"""Handles adding texture maps to a PBR material.
:param mat: Currently processed material.
:param tex_type: Current texture type.
:param tex_short_name: Basename of the texture file without extension.
:param img_node: Image node in the material's node tree.
:param ao_mix_node: Ambient Occlusion mixing node in the material's node tree.
:param bsdf_node: PrincipledBSDF node in the material's node tree.
:param out_node: Material output node in the material's node tree.
"""