Lamp falloff toggle

This commit is contained in:
Lubos Lenco 2017-03-06 02:36:59 +01:00
parent 19c995c018
commit 25d07ccda0
4 changed files with 7 additions and 0 deletions

View file

@ -193,7 +193,9 @@ void main() {
}
else { // Point, spot
l = normalize(lightPos - p);
#ifndef _NoLampFalloff
visibility *= attenuate(distance(p, lightPos));
#endif
}
vec3 h = normalize(v + l);

View file

@ -79,6 +79,9 @@ def build_node_tree(world):
if wrd.generate_lamp_texture != '':
bpy.data.worlds['Arm'].world_defs += '_LampColTex'
if not wrd.generate_lamp_falloff:
bpy.data.worlds['Arm'].world_defs += '_NoLampFalloff'
voxelgi = False
for cam in bpy.data.cameras:
if cam.is_probe:

View file

@ -431,6 +431,7 @@ def init_properties():
name='Tonemap', description='Tonemapping operator', default='Filmic', update=assets.invalidate_shader_cache)
bpy.types.World.generate_lamp_texture = bpy.props.StringProperty(name="Lamp Texture", default="")
bpy.types.World.generate_lens_texture = bpy.props.StringProperty(name="Lens Texture", default="")
bpy.types.World.generate_lamp_falloff = bpy.props.BoolProperty(name="Lamp Falloff", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_fisheye = bpy.props.BoolProperty(name="Fish Eye", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_vignette = bpy.props.BoolProperty(name="Vignette", default=False, update=assets.invalidate_shader_cache)
# Skin

View file

@ -360,6 +360,7 @@ class WorldPropsPanel(bpy.types.Panel):
layout.prop(wrd, 'generate_vignette')
layout.prop(wrd, 'generate_lamp_texture')
layout.prop(wrd, 'generate_lens_texture')
layout.prop(wrd, 'generate_lamp_falloff')
class ArmoryPlayerPanel(bpy.types.Panel):
bl_label = "Armory Player"