armory/blender/arm/make_renderpath.py

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import bpy
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import arm.assets as assets
import arm.utils
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import arm.log as log
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import arm.make_state as state
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import arm.api
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callback = None
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def add_world_defs():
wrd = bpy.data.worlds['Arm']
rpdat = arm.utils.get_rp()
# Screen-space ray-traced shadows
if rpdat.arm_ssrs:
wrd.world_defs += '_SSRS'
if rpdat.arm_two_sided_area_light:
wrd.world_defs += '_TwoSidedAreaLight'
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# Store contexts
if rpdat.rp_hdr == False:
wrd.world_defs += '_LDR'
if wrd.arm_light_ies_texture != '':
wrd.world_defs += '_LightIES'
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assets.add_embedded_data('iestexture.png')
if wrd.arm_light_clouds_texture != '':
wrd.world_defs += '_LightClouds'
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assets.add_embedded_data('cloudstexture.png')
if rpdat.rp_renderer == 'Deferred':
assets.add_khafile_def('arm_deferred')
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wrd.world_defs += '_Deferred'
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# GI
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voxelgi = False
voxelao = False
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has_voxels = arm.utils.voxel_support()
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if has_voxels:
if rpdat.rp_gi == 'Voxel GI':
voxelgi = True
elif rpdat.rp_gi == 'Voxel AO':
voxelao = True
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# Shadows
if rpdat.rp_shadowmap != 'Off':
wrd.world_defs += '_ShadowMap'
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if rpdat.rp_shadowmap_cascades != '1':
if voxelgi:
log.warn('Disabling shadow cascades - Voxel GI does not support cascades yet')
else:
wrd.world_defs += '_CSM'
assets.add_khafile_def('arm_csm')
if rpdat.arm_shadows_cubemap:
wrd.world_defs += '_ShadowMapCube'
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# SS
if rpdat.rp_ssgi == 'RTGI' or rpdat.rp_ssgi == 'RTAO':
if rpdat.rp_ssgi == 'RTGI':
wrd.world_defs += '_RTGI'
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if rpdat.arm_ssgi_rays == '9':
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wrd.world_defs += '_SSGICone9'
if rpdat.rp_autoexposure:
wrd.world_defs += '_AutoExposure'
if voxelgi or voxelao:
assets.add_khafile_def('arm_voxelgi')
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wrd.world_defs += '_VoxelCones' + rpdat.arm_voxelgi_cones
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if rpdat.arm_voxelgi_revoxelize:
assets.add_khafile_def('arm_voxelgi_revox')
if rpdat.arm_voxelgi_camera:
wrd.world_defs += '_VoxelGICam'
if rpdat.arm_voxelgi_temporal:
assets.add_khafile_def('arm_voxelgi_temporal')
wrd.world_defs += '_VoxelGITemporal'
if voxelgi:
wrd.world_defs += '_VoxelGI'
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assets.add_shader_external(arm.utils.get_sdk_path() + '/armory/Shaders/voxel_light/voxel_light.comp.glsl')
if rpdat.arm_voxelgi_bounces != "1":
assets.add_khafile_def('rp_gi_bounces={0}'.format(rpdat.arm_voxelgi_bounces))
assets.add_shader_external(arm.utils.get_sdk_path() + '/armory/Shaders/voxel_bounce/voxel_bounce.comp.glsl')
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if rpdat.arm_voxelgi_shadows:
wrd.world_defs += '_VoxelGIShadow'
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if rpdat.rp_voxelgi_relight:
assets.add_khafile_def('rp_voxelgi_relight')
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elif voxelao:
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wrd.world_defs += '_VoxelAOvar' # Write a shader variant
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if arm.utils.get_legacy_shaders() and not state.is_viewport:
wrd.world_defs += '_Legacy'
# Light defines
lights = bpy.data.lights if bpy.app.version >= (2, 80, 1) else bpy.data.lamps
for light in lights:
if light.type == 'AREA' and '_LTC' not in wrd.world_defs:
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wrd.world_defs += '_LTC'
assets.add_khafile_def('arm_ltc')
if light.type == 'SUN' and '_Sun' not in wrd.world_defs:
wrd.world_defs += '_Sun'
if light.type == 'POINT' or light.type == 'SPOT':
if '_Clusters' not in wrd.world_defs:
wrd.world_defs += '_Clusters'
assets.add_khafile_def('arm_clusters')
if light.type == 'SPOT' and '_Spot' not in wrd.world_defs:
wrd.world_defs += '_Spot'
assets.add_khafile_def('arm_spot')
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if '_Rad' in wrd.world_defs or '_VoxelGI' in wrd.world_defs:
wrd.world_defs += '_Brdf'
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def build():
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rpdat = arm.utils.get_rp()
if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['make_rpath'] != None:
arm.api.drivers[rpdat.rp_driver]['make_rpath']()
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return
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assets_path = arm.utils.get_sdk_path() + '/armory/Assets/'
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wrd = bpy.data.worlds['Arm']
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add_world_defs()
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mobile_mat = rpdat.arm_material_model == 'Mobile' or rpdat.arm_material_model == 'Solid'
if not mobile_mat:
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# Always include
assets.add(assets_path + 'brdf.png')
assets.add_embedded_data('brdf.png')
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if rpdat.rp_hdr:
assets.add_khafile_def('rp_hdr')
assets.add_khafile_def('rp_renderer={0}'.format(rpdat.rp_renderer))
if rpdat.rp_depthprepass:
assets.add_khafile_def('rp_depthprepass')
if rpdat.rp_shadowmap != 'Off':
assets.add_khafile_def('rp_shadowmap')
assets.add_khafile_def('rp_shadowmap_size={0}'.format(rpdat.rp_shadowmap))
assets.add_khafile_def('rp_background={0}'.format(rpdat.rp_background))
if rpdat.rp_background == 'World':
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assets.add_shader_pass('world_pass')
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if '_EnvClouds' in wrd.world_defs:
assets.add(assets_path + 'noise256.png')
assets.add_embedded_data('noise256.png')
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if rpdat.rp_renderer == 'Deferred' and not rpdat.rp_compositornodes:
assets.add_shader_pass('copy_pass')
if rpdat.rp_renderer == 'Forward' and not rpdat.rp_compositornodes:
assets.add_shader_pass('copy_pass')
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if rpdat.rp_render_to_texture:
assets.add_khafile_def('rp_render_to_texture')
if rpdat.rp_compositornodes:
assets.add_khafile_def('rp_compositornodes')
compo_depth = False
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if rpdat.arm_tonemap != 'Off':
wrd.compo_defs = '_CTone' + rpdat.arm_tonemap
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if rpdat.rp_antialiasing == 'FXAA':
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wrd.compo_defs += '_CFXAA'
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if rpdat.arm_letterbox:
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wrd.compo_defs += '_CLetterbox'
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if rpdat.arm_grain:
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wrd.compo_defs += '_CGrain'
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if rpdat.arm_sharpen:
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wrd.compo_defs += '_CSharpen'
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if bpy.data.scenes[0].cycles.film_exposure != 1.0:
wrd.compo_defs += '_CExposure'
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if rpdat.arm_fog:
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wrd.compo_defs += '_CFog'
compo_depth = True
if len(bpy.data.cameras) > 0 and bpy.data.cameras[0].dof_distance > 0.0:
wrd.compo_defs += '_CDOF'
compo_depth = True
if compo_depth:
wrd.compo_defs += '_CDepth'
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assets.add_khafile_def('rp_compositordepth')
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if rpdat.arm_lens_texture != '':
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wrd.compo_defs += '_CLensTex'
assets.add_embedded_data('lenstexture.jpg')
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if rpdat.arm_fisheye:
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wrd.compo_defs += '_CFishEye'
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if rpdat.arm_vignette:
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wrd.compo_defs += '_CVignette'
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if rpdat.arm_lensflare:
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wrd.compo_defs += '_CGlare'
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if rpdat.arm_lut_texture != '':
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wrd.compo_defs += '_CLUT'
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assets.add_embedded_data('luttexture.jpg')
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if '_CDOF' in wrd.compo_defs or '_CFXAA' in wrd.compo_defs or '_CSharpen' in wrd.compo_defs:
wrd.compo_defs += '_CTexStep'
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if '_CDOF' in wrd.compo_defs or '_CFog' in wrd.compo_defs or '_CGlare' in wrd.compo_defs:
wrd.compo_defs += '_CCameraProj'
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assets.add_shader_pass('compositor_pass')
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assets.add_khafile_def('rp_antialiasing={0}'.format(rpdat.rp_antialiasing))
if rpdat.rp_antialiasing == 'SMAA' or rpdat.rp_antialiasing == 'TAA':
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assets.add_shader_pass('smaa_edge_detect')
assets.add_shader_pass('smaa_blend_weight')
assets.add_shader_pass('smaa_neighborhood_blend')
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assets.add(assets_path + 'smaa_area.png')
assets.add(assets_path + 'smaa_search.png')
assets.add_embedded_data('smaa_area.png')
assets.add_embedded_data('smaa_search.png')
wrd.world_defs += '_SMAA'
if rpdat.rp_antialiasing == 'TAA':
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assets.add_shader_pass('taa_pass')
assets.add_shader_pass('copy_pass')
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if rpdat.rp_antialiasing == 'TAA' or rpdat.rp_motionblur == 'Object':
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assets.add_khafile_def('arm_veloc')
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wrd.world_defs += '_Veloc'
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if rpdat.rp_antialiasing == 'TAA':
assets.add_khafile_def('arm_taa')
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assets.add_khafile_def('rp_supersampling={0}'.format(rpdat.rp_supersampling))
if rpdat.rp_supersampling == '4':
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assets.add_shader_pass('supersample_resolve')
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if rpdat.rp_overlays:
assets.add_khafile_def('rp_overlays')
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if rpdat.rp_translucency:
assets.add_khafile_def('rp_translucency')
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assets.add_shader_pass('translucent_resolve')
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if rpdat.rp_stereo:
assets.add_khafile_def('rp_stereo')
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assets.add_khafile_def('arm_vr')
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wrd.world_defs += '_VR'
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assets.add(assets_path + 'vr.png')
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assets.add_embedded_data('vr.png')
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rp_gi = rpdat.rp_gi
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has_voxels = arm.utils.voxel_support()
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if not has_voxels:
rp_gi = 'Off'
assets.add_khafile_def('rp_gi={0}'.format(rp_gi))
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if rpdat.rp_gi != 'Off':
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if has_voxels:
assets.add_khafile_def('rp_gi={0}'.format(rpdat.rp_gi))
assets.add_khafile_def('rp_voxelgi_resolution={0}'.format(rpdat.rp_voxelgi_resolution))
assets.add_khafile_def('rp_voxelgi_resolution_z={0}'.format(rpdat.rp_voxelgi_resolution_z))
if rpdat.arm_voxelgi_shadows:
assets.add_khafile_def('rp_voxelgi_shadows')
else:
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log.warn('Disabling Voxel GI - unsupported target - use Krom instead')
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if rpdat.arm_rp_resolution == 'Custom':
assets.add_khafile_def('rp_resolution_filter={0}'.format(rpdat.arm_rp_resolution_filter))
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assets.add_khafile_def('rp_ssgi={0}'.format(rpdat.rp_ssgi))
if rpdat.rp_ssgi != 'Off':
wrd.world_defs += '_SSAO'
if rpdat.rp_ssgi == 'SSAO':
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assets.add_shader_pass('ssao_pass')
assets.add_shader_pass('blur_edge_pass')
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assets.add(assets_path + 'noise8.png')
assets.add_embedded_data('noise8.png')
else:
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assets.add_shader_pass('ssgi_pass')
assets.add_shader_pass('ssgi_blur_pass')
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if rpdat.rp_renderer == 'Deferred':
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assets.add_shader_pass('deferred_light')
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if bpy.app.version >= (2, 80, 1) and len(bpy.data.lightprobes) > 0:
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wrd.world_defs += '_Probes'
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assets.add_khafile_def('rp_probes')
assets.add_shader_pass('probe_planar')
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assets.add_shader_pass('probe_cubemap')
assets.add_shader_pass('copy_pass')
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# if rpdat.rp_volumetriclight:
# assets.add_khafile_def('rp_volumetriclight')
# assets.add_shader_pass('volumetric_light_quad')
# assets.add_shader_pass('volumetric_light')
# assets.add_shader_pass('blur_bilat_pass')
# assets.add_shader_pass('blur_bilat_blend_pass')
# assets.add(assets_path + 'blue_noise64.png')
# assets.add_embedded_data('blue_noise64.png')
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if rpdat.rp_decals:
assets.add_khafile_def('rp_decals')
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if rpdat.rp_ocean:
assets.add_khafile_def('rp_ocean')
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assets.add_shader_pass('water_pass')
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if rpdat.rp_blending:
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assets.add_khafile_def('rp_blending')
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if rpdat.rp_bloom:
assets.add_khafile_def('rp_bloom')
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assets.add_shader_pass('bloom_pass')
assets.add_shader_pass('blur_gaus_pass')
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if rpdat.rp_sss:
assets.add_khafile_def('rp_sss')
wrd.world_defs += '_SSS'
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assets.add_shader_pass('sss_pass')
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if rpdat.rp_ssr:
assets.add_khafile_def('rp_ssr')
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assets.add_shader_pass('ssr_pass')
assets.add_shader_pass('blur_adaptive_pass')
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if rpdat.arm_ssr_half_res:
assets.add_khafile_def('rp_ssr_half')
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assets.add_shader_pass('downsample_depth')
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if rpdat.rp_ssr_z_only:
wrd.world_defs += '_SSRZOnly'
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if rpdat.rp_motionblur != 'Off':
assets.add_khafile_def('rp_motionblur={0}'.format(rpdat.rp_motionblur))
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assets.add_shader_pass('copy_pass')
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if rpdat.rp_motionblur == 'Camera':
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assets.add_shader_pass('motion_blur_pass')
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else:
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assets.add_shader_pass('motion_blur_veloc_pass')
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if rpdat.rp_compositornodes and rpdat.rp_autoexposure:
assets.add_khafile_def('rp_autoexposure')
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if rpdat.rp_dynres:
assets.add_khafile_def('rp_dynres')
# if rpdat.arm_soft_shadows == 'On':
# if rpdat.rp_shadowmap_cascades == '1':
# assets.add_shader_pass('dilate_pass')
# assets.add_shader_pass('visibility_pass')
# assets.add_shader_pass('blur_shadow_pass')
# assets.add_khafile_def('rp_soft_shadows')
# wrd.world_defs += '_SoftShadows'
# if rpdat.arm_soft_shadows_penumbra != 1:
# wrd.world_defs += '_PenumbraScale'
# else:
# log.warn('Disabling soft shadows - "Armory Render Path - Cascades" requires to be set to 1 for now')
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gbuffer2_direct = '_SSS' in wrd.world_defs or '_Hair' in wrd.world_defs
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gbuffer2 = '_Veloc' in wrd.world_defs or gbuffer2_direct
if gbuffer2:
assets.add_khafile_def('rp_gbuffer2')
wrd.world_defs += '_gbuffer2'
if gbuffer2_direct:
assets.add_khafile_def('rp_gbuffer2_direct')
wrd.world_defs += '_gbuffer2direct'
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if callback != None:
callback()