Expose cascade split factor
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ae60a6e078
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@ -300,6 +300,7 @@ def init_properties():
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bpy.types.World.arm_volumetric_light_air_turbidity = bpy.props.FloatProperty(name="Air Turbidity", default=1.0, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_volumetric_light_air_color = bpy.props.FloatVectorProperty(name="Air Color", size=3, default=[1.0, 1.0, 1.0], subtype='COLOR', min=0, max=1, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_pcss_rings = bpy.props.IntProperty(name="Rings", description="", default=20, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_shadowmap_split = bpy.props.FloatProperty(name="Cascade Split", description="Split factor for cascaded shadow maps, higher factor favors detail on close surfaces", default=0.8, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_ssrs_ray_step = bpy.props.FloatProperty(name="Ray Step", default=0.01, update=assets.invalidate_shader_cache)
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bpy.types.World.rp_rendercapture_format = EnumProperty(
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items=[('8bit', '8bit', '8bit'),
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@ -1047,8 +1047,11 @@ class ArmRenderPropsPanel(bpy.types.Panel):
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if not wrd.arm_skin_max_bones_auto:
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layout.prop(wrd, 'arm_skin_max_bones')
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layout.label('PCSS')
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layout.prop(wrd, 'arm_pcss_rings')
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layout.label('Shadows')
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layout.prop(wrd, 'arm_shadowmap_split')
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# layout.label('PCSS')
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# layout.prop(wrd, 'arm_pcss_rings')
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layout.label('Clouds')
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row = layout.row()
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@ -275,7 +275,8 @@ class Main {
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""")
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if rpdat.rp_shadowmap_cascades != '1':
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f.write("""
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iron.object.LampObject.shadowmapCascades = """ + str(rpdat.rp_shadowmap_cascades) + """;
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iron.object.LampObject.cascadeCount = """ + str(rpdat.rp_shadowmap_cascades) + """;
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iron.object.LampObject.cascadeSplitFactor = """ + str(wrd.arm_shadowmap_split) + """;
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""")
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f.write("""
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state = 1;
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