Currently this always returns that all std surface shaders are transparent as the opacity input is mapped to a luminance node upstream within the implementation.
Previous code checked for a connected output for which there never is one for this configiration so was basically a pass-through. Current code checks to find an upstream node but in this case it should err on the side of not consider a luminance node to mark that the input is transparent. (i.e. getConnectedOutput() was modified to be getConnectedNode()).
Currently this always returns that all std surface shaders are transparent as the opacity input is mapped to a luminance node upstream within the implementation.
Previous code checked for a connected output for which there never is one for this configiration so was basically a pass-through. Current code checks to find an upstream node but in this case it should err on the side of not consider a luminance node to mark that the input is transparent. (i.e. getConnectedOutput() was modified to be getConnectedNode()).