Lamp falloff toggle
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parent
19c995c018
commit
25d07ccda0
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@ -193,7 +193,9 @@ void main() {
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}
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else { // Point, spot
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l = normalize(lightPos - p);
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#ifndef _NoLampFalloff
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visibility *= attenuate(distance(p, lightPos));
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#endif
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}
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vec3 h = normalize(v + l);
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@ -79,6 +79,9 @@ def build_node_tree(world):
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if wrd.generate_lamp_texture != '':
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bpy.data.worlds['Arm'].world_defs += '_LampColTex'
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if not wrd.generate_lamp_falloff:
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bpy.data.worlds['Arm'].world_defs += '_NoLampFalloff'
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voxelgi = False
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for cam in bpy.data.cameras:
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if cam.is_probe:
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@ -431,6 +431,7 @@ def init_properties():
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name='Tonemap', description='Tonemapping operator', default='Filmic', update=assets.invalidate_shader_cache)
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bpy.types.World.generate_lamp_texture = bpy.props.StringProperty(name="Lamp Texture", default="")
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bpy.types.World.generate_lens_texture = bpy.props.StringProperty(name="Lens Texture", default="")
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bpy.types.World.generate_lamp_falloff = bpy.props.BoolProperty(name="Lamp Falloff", default=True, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_fisheye = bpy.props.BoolProperty(name="Fish Eye", default=False, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_vignette = bpy.props.BoolProperty(name="Vignette", default=False, update=assets.invalidate_shader_cache)
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# Skin
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@ -360,6 +360,7 @@ class WorldPropsPanel(bpy.types.Panel):
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layout.prop(wrd, 'generate_vignette')
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layout.prop(wrd, 'generate_lamp_texture')
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layout.prop(wrd, 'generate_lens_texture')
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layout.prop(wrd, 'generate_lamp_falloff')
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class ArmoryPlayerPanel(bpy.types.Panel):
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bl_label = "Armory Player"
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