37 ntype.
ui_name =
"Shader to RGB";
39 "Convert rendering effect (such as light and shadow) to color. Typically used for "
40 "non-photorealistic rendering, to apply additional effects on the output of BSDFs.\nNote: "
41 "only supported in EEVEE";
44 ntype.
declare = file_ns::node_declare;
46 ntype.
gpu_fn = file_ns::node_shader_gpu_shadertorgb;
#define NODE_CLASS_CONVERTER
#define SH_NODE_SHADERTORGB
bool GPU_stack_link(GPUMaterial *mat, const bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out,...)
@ GPU_MATFLAG_SHADER_TO_RGBA
void GPU_material_flag_set(GPUMaterial *mat, eGPUMaterialFlag flag)
void node_register_type(bNodeType &ntype)
static void node_declare(NodeDeclarationBuilder &b)
static int node_shader_gpu_shadertorgb(GPUMaterial *mat, bNode *node, bNodeExecData *, GPUNodeStack *in, GPUNodeStack *out)
void register_node_type_sh_shadertorgb()
void sh_node_type_base(blender::bke::bNodeType *ntype, std::string idname, const std::optional< int16_t > legacy_type)
bool object_eevee_shader_nodes_poll(const bContext *C)
std::string ui_description
bool(* add_ui_poll)(const bContext *C)
NodeGPUExecFunction gpu_fn
const char * enum_name_legacy
NodeDeclareFunction declare