blender/scripts/startup/bl_ui/node_add_menu_shader.py
Jacques Lucke ef0d14592f Shader Nodes: support Enable Output node
This adds support for the Enable Output node to shader nodes. The same
node is already used by Geometry Nodes and the Compositor. It allows
building node groups that dynamically hide certain outputs based on
inputs. Like elsewhere, this dynamic show/hide behavior only works when
driven by a menu.

During evaluation, this node mainly just acts like a switch node that
switches between the provided value and a default/fallback value for the
socket type.

Pull Request: https://projects.blender.org/blender/blender/pulls/163997
2026-09-17 01:53:58 +02:00

630 lines
23 KiB
Python

# SPDX-FileCopyrightText: 2022-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
from bl_ui import node_add_menu
from bpy.app.translations import (
contexts as i18n_contexts,
)
# only show input/output nodes when editing line style node trees
def line_style_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'LINESTYLE')
# only show nodes working in world node trees
def world_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'WORLD')
# only show nodes working in object node trees
def object_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'OBJECT')
# only show nodes working in object material node trees
def object_material_shader_nodes_poll(context):
owner = context.space_data.id_from
return (object_shader_nodes_poll(context) and
(owner is None or owner.type != 'LIGHT'))
# only show nodes working in object light node trees
def object_light_shader_nodes_poll(context):
owner = context.space_data.id_from
return (object_shader_nodes_poll(context) and
(owner is None or owner.type == 'LIGHT'))
def cycles_shader_nodes_poll(context):
return context.engine == 'CYCLES'
def eevee_shader_nodes_poll(context):
return context.engine == 'BLENDER_EEVEE'
def object_not_eevee_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
not eevee_shader_nodes_poll(context))
def object_eevee_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
eevee_shader_nodes_poll(context))
class NODE_MT_shader_node_input_base(node_add_menu.NodeMenu):
bl_label = "Input"
def draw(self, context):
layout = self.layout
self.draw_menu(layout, "Input/Constant")
layout.separator()
self.node_operator(layout, "ShaderNodeAmbientOcclusion", poll=object_material_shader_nodes_poll(context))
self.node_operator(layout, "ShaderNodeAttribute")
self.node_operator(layout, "ShaderNodeBevel", poll=object_material_shader_nodes_poll(context))
self.node_operator_with_outputs(
context, layout, "ShaderNodeCameraData",
["View Vector", "View Z Depth", "View Distance"],
)
self.node_operator(layout, "ShaderNodeVertexColor", poll=object_material_shader_nodes_poll(context))
self.node_operator_with_outputs(
context, layout, "ShaderNodeHairInfo",
["Is Strand", "Intercept", "Length", "Thickness", "Tangent Normal", "Random"],
poll=object_material_shader_nodes_poll(context)
)
self.node_operator(layout, "ShaderNodeFresnel", poll=object_material_shader_nodes_poll(context))
self.node_operator_with_outputs(
context,
layout,
"ShaderNodeNewGeometry",
[
"Position",
"Normal",
"Tangent",
"True Normal",
"Incoming",
"Parametric",
"Backfacing",
"Pointiness",
"Random Per Island",
],
)
self.node_operator(layout, "ShaderNodeLayerWeight", poll=object_material_shader_nodes_poll(context))
self.node_operator_with_outputs(
context,
layout,
"ShaderNodeLightPath",
[
"Is Camera Ray",
"Is Shadow Ray",
"Is Diffuse Ray",
"Is Glossy Ray",
"Is Singular Ray",
"Is Reflection Ray",
"Is Transmission Ray",
"Is Volume Scatter Ray",
"Ray Length",
"Ray Depth",
"Diffuse Depth",
"Glossy Depth",
"Transparent Depth",
"Transmission Depth",
"Portal Depth"
],
)
self.node_operator(layout, "ShaderNodeLightEvaluation", poll=object_eevee_shader_nodes_poll(context))
self.node_operator(layout, "ShaderNodeLightInfo", poll=object_eevee_shader_nodes_poll(context))
self.node_operator_with_outputs(
context, layout, "ShaderNodeObjectInfo",
["Location", "Color", "Alpha", "Object Index", "Material Index", "Random"],
poll=object_shader_nodes_poll(context)
)
self.node_operator_with_outputs(
context, layout, "ShaderNodeParticleInfo",
["Index", "Random", "Age", "Lifetime", "Location", "Size", "Velocity", "Angular Velocity"],
poll=object_material_shader_nodes_poll(context)
)
self.node_operator_with_outputs(
context, layout, "ShaderNodePointInfo",
["Position", "Radius", "Random"],
poll=object_material_shader_nodes_poll(context)
)
self.node_operator(layout, "ShaderNodeRaycast", poll=object_material_shader_nodes_poll(context))
self.node_operator_with_outputs(context, layout, "GeometryNodeInputSceneTime", ["Frame", "Seconds"])
self.node_operator(layout, "ShaderNodeShadowRaycast", poll=object_eevee_shader_nodes_poll(context))
self.node_operator(layout, "ShaderNodeTangent")
self.node_operator_with_outputs(
context, layout, "ShaderNodeTexCoord",
["Generated", "Normal", "UV", "Object", "Camera", "Window", "Reflection"],
)
self.node_operator(layout, "ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll(context))
self.node_operator(layout, "ShaderNodeUVMap", poll=object_material_shader_nodes_poll(context))
self.node_operator_with_outputs(
context, layout, "ShaderNodeVolumeInfo",
["Color", "Density", "Flame", "Temperature"],
poll=object_material_shader_nodes_poll(context)
)
self.node_operator(layout, "ShaderNodeWireframe", poll=object_material_shader_nodes_poll(context))
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_shader_node_input_constant_base(node_add_menu.NodeMenu):
bl_label = "Constant"
bl_translation_context = i18n_contexts.id_nodetree
menu_path = "Input/Constant"
def draw(self, context):
del context
layout = self.layout
self.node_operator(layout, "FunctionNodeInputBool")
self.node_operator(layout, "ShaderNodeRGB")
self.node_operator(layout, "FunctionNodeInputInt")
self.node_operator(layout, "FunctionNodeInputMenu")
self.node_operator(layout, "FunctionNodeInputString")
self.node_operator(layout, "ShaderNodeValue")
self.node_operator(layout, "FunctionNodeInputVector")
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_shader_node_output_base(node_add_menu.NodeMenu):
bl_label = "Output"
def draw(self, context):
layout = self.layout
self.node_operator(
layout,
"ShaderNodeOutputAOV",
poll=object_material_shader_nodes_poll(context) or world_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeOutputLight",
poll=object_not_eevee_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeOutputLineStyle",
poll=line_style_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeOutputMaterial",
poll=object_material_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeOutputWorld",
poll=world_shader_nodes_poll(context),
)
layout.separator()
self.node_operator(layout, "NodeEnableOutput")
self.node_operator_with_searchable_enum(context, layout, "GeometryNodeWarning", "warning_type")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_shader_node_shader_base(node_add_menu.NodeMenu):
bl_label = "Shader"
@classmethod
def poll(cls, context):
return super().poll(context) and not line_style_shader_nodes_poll(context)
def draw(self, context):
layout = self.layout
self.node_operator(
layout,
"ShaderNodeAddShader",
)
self.node_operator(
layout,
"ShaderNodeMixShader",
)
layout.separator()
self.node_operator(
layout,
"ShaderNodeBackground",
poll=world_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfDiffuse",
poll=object_material_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeEmission",
)
self.node_operator(
layout,
"ShaderNodeBsdfGlass",
poll=object_material_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfGlossy",
poll=object_material_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfHair",
poll=object_material_shader_nodes_poll(context) and not eevee_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeHoldout",
poll=object_material_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeLightAccumulation",
poll=object_eevee_shader_nodes_poll(context)
)
self.node_operator(
layout,
"ShaderNodeBsdfMetallic",
poll=object_material_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfPrincipled",
poll=object_material_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfHairPrincipled",
poll=object_material_shader_nodes_poll(context) and not eevee_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfRayPortal",
poll=object_material_shader_nodes_poll(context) and not eevee_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfRefraction",
poll=object_material_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfSheen",
poll=object_material_shader_nodes_poll(context) and not eevee_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeEeveeSpecular",
poll=object_eevee_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeSubsurfaceScattering",
poll=object_material_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfToon",
poll=object_material_shader_nodes_poll(context) and not eevee_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfTranslucent",
poll=object_material_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeBsdfTransparent",
poll=object_material_shader_nodes_poll(context),
)
layout.separator()
self.node_operator(
layout,
"ShaderNodeVolumePrincipled",
poll=not object_light_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeVolumeAbsorption",
poll=not object_light_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeVolumeScatter",
poll=not object_light_shader_nodes_poll(context),
)
self.node_operator(
layout,
"ShaderNodeVolumeCoefficients",
poll=not object_light_shader_nodes_poll(context),
)
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_shader_node_color_base(node_add_menu.NodeMenu):
bl_label = "Color"
def draw(self, context):
layout = self.layout
layout.separator()
self.node_operator(layout, "ShaderNodeBlackbody")
self.node_operator(layout, "ShaderNodeBrightContrast")
self.node_operator(layout, "ShaderNodeValToRGB")
self.node_operator(layout, "ShaderNodeGamma")
self.node_operator(layout, "ShaderNodeHueSaturation")
self.node_operator(layout, "ShaderNodeInvert")
self.node_operator(layout, "ShaderNodeLightFalloff")
self.color_mix_node(context, layout)
self.node_operator(layout, "ShaderNodeRGBCurve")
self.node_operator(layout, "ShaderNodeWavelength")
layout.separator()
self.node_operator(layout, "ShaderNodeCombineColor")
self.node_operator(layout, "ShaderNodeSeparateColor")
layout.separator()
self.node_operator(layout, "ShaderNodeRGBToBW")
self.node_operator(layout, "ShaderNodeShaderToRGB", poll=object_eevee_shader_nodes_poll(context))
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_shader_node_texture_base(node_add_menu.NodeMenu):
bl_label = "Texture"
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "ShaderNodeTexBrick")
self.node_operator(layout, "ShaderNodeTexChecker")
self.node_operator(layout, "ShaderNodeTexEnvironment")
self.node_operator(layout, "ShaderNodeTexGabor")
self.node_operator(layout, "ShaderNodeTexGradient")
self.node_operator(layout, "ShaderNodeTexIES")
self.node_operator(layout, "ShaderNodeTexImage")
self.node_operator(layout, "ShaderNodeTexMagic")
self.node_operator(layout, "ShaderNodeTexNoise")
self.node_operator(layout, "ShaderNodeTexSky")
self.node_operator(layout, "ShaderNodeTexVoronoi")
self.node_operator(layout, "ShaderNodeTexWave")
self.node_operator(layout, "ShaderNodeTexWhiteNoise")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_shader_node_vector_base(node_add_menu.NodeMenu):
bl_label = "Vector"
menu_path = "Utilities/Vector"
def draw(self, context):
layout = self.layout
self.node_operator(layout, "ShaderNodeCombineXYZ")
self.node_operator(layout, "FunctionNodeGetVectorComponent")
props = self.node_operator(layout, "ShaderNodeMapRange")
ops = props.settings.add()
ops.name = "data_type"
ops.value = "'FLOAT_VECTOR'"
props = self.node_operator(layout, "ShaderNodeMix", label="Mix Vector")
ops = props.settings.add()
ops.name = "data_type"
ops.value = "'VECTOR'"
self.node_operator(layout, "ShaderNodeSeparateXYZ")
layout.separator()
self.node_operator(layout, "ShaderNodeMapping")
self.node_operator(layout, "ShaderNodeNormal")
self.node_operator(layout, "ShaderNodeRadialTiling")
self.node_operator(layout, "ShaderNodeVectorCurve")
self.node_operator_with_searchable_enum(
context,
layout,
"ShaderNodeVectorMath",
"operation",
defaults_callback=node_add_menu.set_vector_math_node_defaults)
self.node_operator(layout, "ShaderNodeVectorRotate")
self.node_operator(layout, "ShaderNodeVectorTransform")
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_shader_node_math_base(node_add_menu.NodeMenu):
bl_label = "Math"
menu_path = "Utilities/Math"
def draw(self, context):
layout = self.layout
self.node_operator_with_searchable_enum(context, layout, "FunctionNodeBooleanMath", "operation")
self.node_operator(layout, "ShaderNodeClamp")
self.node_operator(layout, "ShaderNodeFloatCurve")
self.node_operator(layout, "ShaderNodeMapRange")
self.node_operator_with_searchable_enum(
context,
layout,
"FunctionNodeIntegerMath",
"operation",
defaults_callback=node_add_menu.set_int_math_node_default_props)
self.node_operator_with_searchable_enum(
context,
layout,
"ShaderNodeMath",
"operation",
defaults_callback=node_add_menu.set_math_node_default_props)
self.node_operator(layout, "ShaderNodeMix")
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_shader_node_text_base(node_add_menu.NodeMenu):
bl_label = "Text"
menu_path = "Utilities/Text"
def draw(self, context):
layout = self.layout
self.node_operator(layout, "FunctionNodeFormatString")
self.node_operator(layout, "FunctionNodeMatchString")
self.node_operator(layout, "FunctionNodeReplaceString")
self.node_operator(layout, "FunctionNodeReverseString")
self.node_operator_with_searchable_enum_socket(
context, layout, "FunctionNodeSetStringCase", "Case", ["Uppercase", "Lowercase"],
)
self.node_operator(layout, "FunctionNodeSliceString")
self.node_operator(layout, "FunctionNodeTrimString")
layout.separator()
self.node_operator(layout, "FunctionNodeFindInString")
self.node_operator(layout, "FunctionNodeStringLength")
self.node_operator(layout, "FunctionNodeStringToValue")
self.node_operator(layout, "FunctionNodeValueToString")
layout.separator()
self.node_operator(layout, "FunctionNodeInputSpecialCharacters")
self.draw_assets_for_catalog(layout, self.menu_path)
class NODE_MT_shader_node_displacement_base(node_add_menu.NodeMenu):
bl_label = "Displacement"
@classmethod
def poll(cls, context):
return super().poll(context) and not line_style_shader_nodes_poll(context)
def draw(self, _context):
layout = self.layout
self.node_operator(layout, "ShaderNodeBump")
self.node_operator(layout, "ShaderNodeDisplacement")
self.node_operator(layout, "ShaderNodeNormalMap")
self.node_operator(layout, "ShaderNodeVectorDisplacement")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_shader_node_utilities_base(node_add_menu.NodeMenu):
bl_label = "Utilities"
def draw(self, context):
layout = self.layout
self.draw_menu(layout, "Utilities/Math")
self.draw_menu(layout, "Utilities/Text")
self.draw_menu(layout, "Utilities/Vector")
layout.separator()
self.node_operator(layout, "NodeImplicitConversion")
self.repeat_zone(layout, label="Repeat")
layout.separator()
self.closure_zone(layout, label="Closure")
self.node_operator(layout, "NodeEvaluateClosure")
layout.separator()
self.node_operator(layout, "NodeCombineBundle")
self.node_operator(layout, "NodeJoinBundle")
self.node_operator(layout, "NodeSeparateBundle")
layout.separator()
self.node_operator(layout, "GeometryNodeIndexSwitch")
self.node_operator(layout, "GeometryNodeMenuSwitch")
self.node_operator(layout, "GeometryNodeSwitch")
if cycles_shader_nodes_poll(context):
layout.separator()
self.node_operator(layout, "ShaderNodeScript")
self.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_shader_node_all_base(node_add_menu.NodeMenu):
bl_label = ""
menu_path = "Root"
bl_translation_context = i18n_contexts.operator_default
# NOTE: Menus are looked up via their label, this is so that both the Add
# & Swap menus can share the same layout while each using their
# corresponding menus
def draw(self, context):
del context
layout = self.layout
self.draw_menu(layout, "Input")
self.draw_menu(layout, "Output")
layout.separator()
# Do not order this alphabetically, we are matching the order in the output node.
self.draw_menu(layout, "Shader")
self.draw_menu(layout, "Displacement")
layout.separator()
self.draw_menu(layout, "Color")
self.draw_menu(layout, "Texture")
self.draw_menu(layout, "Utilities")
layout.separator()
self.draw_root_assets(layout)
layout.separator()
self.draw_menu(layout, "Group")
self.draw_menu(layout, "Layout")
add_menus = {
# menu `bl_idname`: base-class.
"NODE_MT_category_shader_input": NODE_MT_shader_node_input_base,
"NODE_MT_category_shader_input_constant": NODE_MT_shader_node_input_constant_base,
"NODE_MT_category_shader_output": NODE_MT_shader_node_output_base,
"NODE_MT_category_shader_color": NODE_MT_shader_node_color_base,
"NODE_MT_category_shader_shader": NODE_MT_shader_node_shader_base,
"NODE_MT_category_shader_texture": NODE_MT_shader_node_texture_base,
"NODE_MT_category_shader_displacement": NODE_MT_shader_node_displacement_base,
"NODE_MT_category_shader_vector": NODE_MT_shader_node_vector_base,
"NODE_MT_category_shader_math": NODE_MT_shader_node_math_base,
"NODE_MT_category_shader_text": NODE_MT_shader_node_text_base,
"NODE_MT_category_shader_utilities": NODE_MT_shader_node_utilities_base,
"NODE_MT_shader_node_add_all": NODE_MT_shader_node_all_base,
}
add_menus = node_add_menu.generate_menus(
add_menus,
template=node_add_menu.AddNodeMenu,
base_dict=node_add_menu.add_base_pathing_dict
)
swap_menus = {
# menu `bl_idname`: base-class.
"NODE_MT_shader_node_input_swap": NODE_MT_shader_node_input_base,
"NODE_MT_shader_node_input_constant_swap": NODE_MT_shader_node_input_constant_base,
"NODE_MT_shader_node_output_swap": NODE_MT_shader_node_output_base,
"NODE_MT_shader_node_color_swap": NODE_MT_shader_node_color_base,
"NODE_MT_shader_node_shader_swap": NODE_MT_shader_node_shader_base,
"NODE_MT_shader_node_texture_swap": NODE_MT_shader_node_texture_base,
"NODE_MT_shader_node_displacement_swap": NODE_MT_shader_node_displacement_base,
"NODE_MT_shader_node_vector_swap": NODE_MT_shader_node_vector_base,
"NODE_MT_shader_node_math_swap": NODE_MT_shader_node_math_base,
"NODE_MT_shader_node_text_swap": NODE_MT_shader_node_text_base,
"NODE_MT_shader_node_utilities_swap": NODE_MT_shader_node_utilities_base,
"NODE_MT_shader_node_swap_all": NODE_MT_shader_node_all_base,
}
swap_menus = node_add_menu.generate_menus(
swap_menus,
template=node_add_menu.SwapNodeMenu,
base_dict=node_add_menu.swap_base_pathing_dict
)
classes = (
*add_menus,
*swap_menus,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)