if mat.SR_data.shader == 'boundary':#{
m.shader = 6
#}
+
+ if mat.SR_data.shader == 'fxglow':#{
+ m.shader = 7
+ #}
inf = material_info( mat )
if mat.SR_data.shader == 'standard' or \
mat.SR_data.shader == 'standard_cutout' or \
mat.SR_data.shader == 'terrain_blend' or \
- mat.SR_data.shader == 'vertex_blend':
- #{
+ mat.SR_data.shader == 'vertex_blend' or \
+ mat.SR_data.shader == 'fxglow': #{
if 'tex_diffuse' in inf:
m.tex_diffuse = sr_compile_texture(inf['tex_diffuse'])
#}
('vertex_blend', "vertex_blend", ''),
('water',"water",''),
('invisible','Invisible',''),
- ('boundary','Boundary','')
+ ('boundary','Boundary',''),
+ ('fxglow','FX Glow',''),
])
surface_prop: bpy.props.EnumProperty(