Added a Blender export (that should work with Node Wrangler)
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@ -145,9 +145,72 @@
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"desc":"11: unity HDRP maskmap",
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"rgba": "vec4($metallic_tex($uv), $ao_tex($uv), 1.0, 1.0-$roughness_tex($uv))",
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"type": "rgba"
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},
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{
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"desc":"12: metallic",
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"f": "$metallic_tex($uv)",
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"type": "f"
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},
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{
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"desc":"13: roughness",
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"f": "$roughness_tex($uv)",
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"type": "f"
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}
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],
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"exports": {
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"Blender": {
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"export_extension":"tres",
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"files": [
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{
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"type":"texture",
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"file_name":"$(path_prefix)_albedo.exr",
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"output":0,
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"conditions":"$(connected:albedo_tex)"
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},
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{
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"type":"texture",
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"file_name":"$(path_prefix)_rough.exr",
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"output":13,
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"conditions":"$(connected:roughness_tex)"
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},
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{
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"type":"texture",
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"file_name":"$(path_prefix)_metal.exr",
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"output":12,
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"conditions":"$(connected:metallic_tex)"
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},
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{
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"type":"texture",
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"file_name":"$(path_prefix)_normal.exr",
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"output":10,
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"conditions":"$(connected:normal_tex)"
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},
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{
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"type":"texture",
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"file_name":"$(path_prefix)_displace.exr",
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"output":8,
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"conditions":"$(connected:depth_tex)"
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},
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{
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"type":"texture",
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"file_name":"$(path_prefix)_sss.exr",
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"output":5,
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"conditions":"$(connected:sss_tex)"
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},
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{
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"type":"texture",
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"file_name":"$(path_prefix)_emission.exr",
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"output":2,
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"conditions":"$(connected:emission_tex)"
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},
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{
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"type":"texture",
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"file_name":"$(path_prefix)_occlusion.exr",
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"output":9,
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"conditions":"$(connected:ao_tex)"
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}
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]
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},
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"Godot": {
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"export_extension":"tres",
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"files": [
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