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Created January 5, 2019 10:23
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Marmoset Toolbag: Get Shader ID
# There is no easy way to identify a shader from a MaterialSubroutine,
# so this tries to guess from the list of fields.
#
# However it cannot distinguish between:
# - "Lambertian" or "Unlit"
# - "Horizon Occlusion" or "Mirror" or "Blinn-Phong"
def getShaderId(material, subroutineId):
subroutine = material.getSubroutine(subroutineId)
if subroutine == None:
return ""
shaderFields = ",".join(subroutine.getFieldNames())
if subroutineId == "albedo":
if shaderFields == "Albedo Map,Color":
return "Albedo"
elif shaderFields == "Albedo Map,Color,Vertex Color,sRGB Color,Vertex Alpha":
return "Vertex Color"
elif shaderFields == "Color Map,Detail Mask,Channel;detailMask,Diffuse/Fresnel Mask,Channel;diffFresnelMask,Metalness Mask,Channel;metalnessMask,Self-Illumination Mask,Channel;selfIllumMask,Self Illumination,Detail Map,Detail Strength,Detail Tile,Fresnel Warp,Fresnel Color Warp":
return "Dota Color"
elif subroutineId == "diffusion":
if shaderFields == "":
# Can't guess, but Lambertian is more likely
# return "Unlit"
return "Lambertian"
elif shaderFields == "Fuzz Map,Fuzz,Fuzz Color,Fuzz Scatter,Fuzz Occlusion,Mask Fuzz with Gloss":
return "Microfiber"
elif shaderFields == "Scatter Map,Scatter Depth (mm),Scatter Color,Translucency Map,Translucency,Translucency Color,Translucency Depth (mm),Translucency Scatter,Fuzz Map,Fuzz,Fuzz Color,Mask Fuzz with Gloss":
return "Subsurface Scatter"
elif shaderFields == "Diffuse Warp":
return "Dota Diffuse"
elif subroutineId == "displacement":
if shaderFields == "Displacement Map,Scale,Scale Center,Relative Scale":
return "Height"
elif shaderFields == "Displacement Map,Tangent Space,Flip X,Flip Y,Flip Z,Scale,Scale Center,Relative Scale":
return "Vector"
elif subroutineId == "emissive":
if shaderFields == "Emissive Map,Color,Intensity,UV Set,Glow":
return "Emissive"
elif shaderFields == "Heat Map,Intensity,Temperature (K),Minimum Temperature (K)":
return "Heat"
elif shaderFields == "Fluorescence Map,Color,Strength":
return "Fluorescent"
elif subroutineId == "microsurface":
if shaderFields == "Gloss Map,Channel,Gloss,Invert":
return "Gloss"
elif shaderFields == "Roughness Map,Channel,Roughness,Invert;roughness":
return "Roughness"
elif shaderFields == "Microsurface Map,Channel,Mode,Maximum,Minimum,Exponent,Horizon Smoothing":
return "Advanced Micro"
elif subroutineId == "occlusion":
if shaderFields == "Occlusion Map,Channel;occlusion,Occlusion,UV Set,Vertex Channel,Cavity Map,Channel;cavity,Diffuse Cavity,Specular Cavity":
return "Occlusion"
elif subroutineId == "reflection":
if shaderFields == "Horizon Occlusion":
# Can't guess, but GGX is most likely
# return "Mirror"
# return "Blinn-Phong"
return "GGX"
elif shaderFields == "Horizon Occlusion,Direction Map,Scale & Bias,Swap X/Y Direction,Anisotropy,Anisotropy Direction":
return "Anisotropic"
elif subroutineId == "reflectivity":
if shaderFields == "Specular Map,Channel;specular,Intensity,Color,Fresnel,Fresnel Color,Conserve Energy":
return "Specular"
elif shaderFields == "Metalness Map,Channel,Metalness,Invert":
return "Metalness"
elif shaderFields == "Metalness Map,Channel,Metalness,Invert,Specular Level Map,Channel;advMtlMask,Specular,Invert,Specular Curve":
return "Adv. Metalness"
elif shaderFields == "Index Map,Index,Index Hue,Extinction,Extinction Hue":
return "Refractive Index"
elif shaderFields == "Specular Mask,Channel;specMask,Rimlight Mask,Channel;rimMask,Tint Mask,Channel;tintMask,Specular Exponent;map,Channel;expMask,Specular Exponent,Specular Scale,Specular Tint,Rim Light Scale,Rim Light Tint":
return "Dota Specular"
elif subroutineId == "secondaryReflection":
if shaderFields == "Horizon Occlusion,Secondary Intensity,Secondary Intensity Color,Secondary Fresnel,Secondary Fresnel Color":
return "Mirror"
elif shaderFields == "Horizon Occlusion,Secondary Gloss,Secondary Intensity,Secondary Intensity Color,Secondary Fresnel,Secondary Fresnel Color":
return "Blinn-Phong"
elif shaderFields == "Horizon Occlusion,Secondary Gloss,Secondary Intensity,Secondary Intensity Color,Secondary Fresnel,Secondary Fresnel Color":
return "GGX"
elif shaderFields == "Horizon Occlusion,Secondary Gloss,Secondary Intensity,Secondary Intensity Color,Secondary Fresnel,Secondary Fresnel Color,Direction Map,Scale & Bias,Swap X/Y Direction,Anisotropy,Anisotropy Direction,Refraction Shift":
return "Anisotropic"
elif shaderFields == "Thickness Map,Strength,Film Thickness (nm),Minimum Thickness (nm)":
return "Newton's Rings"
elif subroutineId == "subdivision":
if shaderFields == "Tessellation":
return "Flat"
elif shaderFields == "Tessellation,Smoothing":
return "PN Triangles"
elif subroutineId == "surface":
if shaderFields == "Normal Map,Scale & Bias,Flip X,Flip Y,Flip Z,Object Space":
return "Normals"
elif shaderFields == "Normal Map,Scale & Bias,Flip X,Flip Y,Flip Z,Object Space,Detail Normal Map,UV Set,Scale & Bias;detail,Flip X;detail,Flip Y;detail,Flip Z;detail,Detail Tiling,Detail Offset,Detail Weight Map,Channel;detail,Detail Weight":
return "Detail Normals"
elif shaderFields == "Normal Map,Scale & Bias,Flip X,Flip Y,Flip Z,Object Space,Height Map,Channel,Depth,Depth Center":
return "Parallax"
elif subroutineId == "transparency":
if shaderFields == "Use Albedo Alpha,Alpha Map,Channel,Alpha,Threshold":
return "Cutout"
elif shaderFields == "Use Albedo Alpha,Alpha Map,Channel,Alpha":
return "Dither"
elif shaderFields == "Use Albedo Alpha,Alpha Map,Channel,Alpha,Tint,Include Diffuse":
return "Add"
elif shaderFields == "Index of Refraction,Distant Background,Use Microsurface,Tint,Albedo Tint,Caustics,Mask,Channel;mask,Cutout,Channel;cutout,Use Albedo Alpha,Use Dither":
return "Refraction"
return ""
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