This shader node group generates materials for gemstones and minerals using the Principled BSDF in Cycles. It exposes parameters for light absorption, refractivity, and bump mapping, allowing you to configure the material directly from the node interface without editing the node tree, though the structure remains fully editable.
The setup does not require UV mapping to function and relies on the Object Pass Index to switch between six included material presets: Crystal, Amethyst, Ruby, Emerald, Sapphire, and Beryllium. You can create additional mineral types by integrating color ramps into the existing node network.