326 lines
11 KiB
Python
326 lines
11 KiB
Python
import bpy
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import nodes_renderpath
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from bpy.types import Menu, Panel, UIList
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from bpy.props import *
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import make_renderer
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import assets
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updating_preset = False
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def set_preset(self, context, preset):
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global updating_preset
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cam = bpy.context.camera
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if cam == None:
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return
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updating_preset = True
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if preset == 'Forward Low':
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cam.rp_renderer = 'Forward'
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cam.rp_shadowmap = '1024'
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cam.rp_meshes = True
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cam.rp_translucency_state = 'Off'
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cam.rp_overlays = False
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cam.rp_decals = False
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cam.rp_hdr = False
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cam.rp_worldnodes = False
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cam.rp_stereo = False
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cam.rp_greasepencil = False
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cam.rp_render_to_texture = False
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cam.rp_supersampling = '1'
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cam.rp_antialiasing = 'None'
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cam.rp_compositornodes = False
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cam.rp_volumetriclight = False
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cam.rp_ssao = False
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cam.rp_ssr = False
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cam.rp_bloom = False
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cam.rp_motionblur = 'None'
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elif preset == 'Forward':
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cam.rp_renderer = 'Forward'
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cam.rp_shadowmap = '2048'
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cam.rp_meshes = True
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cam.rp_translucency_state = 'Auto'
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cam.rp_overlays = False
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cam.rp_decals = False
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cam.rp_hdr = True
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cam.rp_worldnodes = True
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cam.rp_stereo = False
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cam.rp_greasepencil = False
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cam.rp_render_to_texture = True
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cam.rp_supersampling = '1'
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cam.rp_antialiasing = 'FXAA'
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cam.rp_compositornodes = True
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cam.rp_volumetriclight = False
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cam.rp_ssao = False
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cam.rp_ssr = False
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cam.rp_bloom = False
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cam.rp_motionblur = 'None'
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elif preset == 'Forward High':
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cam.rp_renderer = 'Forward'
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cam.rp_shadowmap = '4096'
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cam.rp_meshes = True
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cam.rp_translucency_state = 'Auto'
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cam.rp_overlays = False
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cam.rp_decals = False
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cam.rp_hdr = True
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cam.rp_worldnodes = True
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cam.rp_stereo = False
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cam.rp_greasepencil = False
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cam.rp_render_to_texture = True
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cam.rp_supersampling = '1'
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cam.rp_antialiasing = 'SMAA'
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cam.rp_compositornodes = True
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cam.rp_volumetriclight = False
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cam.rp_ssao = True
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cam.rp_ssr = True
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cam.rp_bloom = False
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cam.rp_motionblur = 'None'
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elif preset == 'Deferred Low':
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cam.rp_renderer = 'Deferred'
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cam.rp_shadowmap = '2048'
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cam.rp_meshes = True
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cam.rp_translucency_state = 'Auto'
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cam.rp_overlays = False
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cam.rp_decals = False
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cam.rp_hdr = True
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cam.rp_worldnodes = True
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cam.rp_stereo = False
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cam.rp_greasepencil = False
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cam.rp_render_to_texture = True
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cam.rp_supersampling = '1'
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cam.rp_antialiasing = 'FXAA'
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cam.rp_compositornodes = True
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cam.rp_volumetriclight = False
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cam.rp_ssao = True
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cam.rp_ssr = False
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cam.rp_bloom = False
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cam.rp_motionblur = 'None'
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elif preset == 'Deferred':
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cam.rp_renderer = 'Deferred'
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cam.rp_shadowmap = '2048'
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cam.rp_meshes = True
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cam.rp_translucency_state = 'Auto'
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cam.rp_overlays = False
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cam.rp_decals = False
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cam.rp_hdr = True
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cam.rp_worldnodes = True
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cam.rp_stereo = False
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cam.rp_greasepencil = False
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cam.rp_render_to_texture = True
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cam.rp_supersampling = '1'
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cam.rp_antialiasing = 'SMAA'
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cam.rp_compositornodes = True
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cam.rp_volumetriclight = False
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cam.rp_ssao = True
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cam.rp_ssr = True
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cam.rp_bloom = True
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cam.rp_motionblur = 'None'
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elif preset == 'Deferred High':
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cam.rp_renderer = 'Deferred'
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cam.rp_shadowmap = '4096'
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cam.rp_meshes = True
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cam.rp_translucency_state = 'Auto'
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cam.rp_overlays = False
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cam.rp_decals = False
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cam.rp_hdr = True
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cam.rp_worldnodes = True
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cam.rp_stereo = False
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cam.rp_greasepencil = False
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cam.rp_render_to_texture = True
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cam.rp_supersampling = '1'
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cam.rp_antialiasing = 'TAA'
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cam.rp_compositornodes = True
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cam.rp_volumetriclight = False
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cam.rp_ssao = True
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cam.rp_ssr = True
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cam.rp_bloom = True
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cam.rp_motionblur = 'None'
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elif preset == 'VR Low':
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cam.rp_renderer = 'Forward'
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cam.rp_shadowmap = '1024'
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cam.rp_meshes = True
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cam.rp_translucency_state = 'Off'
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cam.rp_overlays = False
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cam.rp_decals = False
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cam.rp_hdr = False
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cam.rp_worldnodes = True
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cam.rp_stereo = True
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cam.rp_greasepencil = False
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cam.rp_render_to_texture = False
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cam.rp_supersampling = '1'
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cam.rp_antialiasing = 'None'
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cam.rp_compositornodes = False
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cam.rp_volumetriclight = False
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cam.rp_ssao = False
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cam.rp_ssr = False
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cam.rp_bloom = False
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cam.rp_motionblur = 'None'
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elif preset == 'Grease Pencil':
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cam.rp_renderer = 'Forward'
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cam.rp_shadowmap = 'None'
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cam.rp_meshes = False
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cam.rp_translucency_state = 'Off'
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cam.rp_overlays = False
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cam.rp_decals = False
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cam.rp_hdr = False
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cam.rp_worldnodes = False
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cam.rp_stereo = False
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cam.rp_greasepencil = True
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cam.rp_render_to_texture = False
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cam.rp_supersampling = '1'
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cam.rp_antialiasing = 'None'
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cam.rp_compositornodes = False
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cam.rp_volumetriclight = False
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cam.rp_ssao = False
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cam.rp_ssr = False
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cam.rp_bloom = False
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cam.rp_motionblur = 'None'
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updating_preset = False
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set_renderpath(self, context)
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def set_renderpath(self, context):
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global updating_preset
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if updating_preset == True:
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return
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if bpy.context.camera == None:
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return
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assets.invalidate_shader_cache(self, context)
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make_renderer.make_renderer(bpy.context.camera)
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bpy.context.camera.renderpath_path = 'armory_default'
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# Menu in camera data region
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class GenRPDataPropsPanel(bpy.types.Panel):
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bl_label = "Armory Render Path"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "data"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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obj = bpy.context.object
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if obj == None:
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return
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dat = obj.data
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if obj.type == 'CAMERA':
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layout.prop(dat, "rp_preset")
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layout.separator()
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layout.prop(dat, "rp_renderer")
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layout.prop(dat, "rp_shadowmap")
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layout.prop(dat, "rp_meshes")
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layout.prop(dat, "rp_translucency_state")
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layout.prop(dat, "rp_overlays")
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layout.prop(dat, "rp_decals")
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layout.prop(dat, "rp_hdr")
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layout.prop(dat, "rp_worldnodes")
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layout.prop(dat, "rp_stereo")
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# layout.prop(dat, "rp_greasepencil")
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layout.separator()
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layout.prop(dat, "rp_render_to_texture")
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if dat.rp_render_to_texture:
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layout.prop(dat, "rp_supersampling")
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layout.prop(dat, "rp_antialiasing")
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layout.prop(dat, "rp_compositornodes")
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layout.prop(dat, "rp_volumetriclight")
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layout.prop(dat, "rp_ssao")
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layout.prop(dat, "rp_ssr")
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layout.prop(dat, "rp_bloom")
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layout.prop(dat, "rp_motionblur")
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class PropsRPDataPropsPanel(bpy.types.Panel):
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bl_label = "Armory Render Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "data"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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obj = bpy.context.object
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if obj == None:
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return
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wrd = bpy.data.worlds['Arm']
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if obj.type == 'CAMERA':
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layout.prop(wrd, 'generate_pcss_state')
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if wrd.generate_pcss_state == 'On' or wrd.generate_pcss_state == 'Auto':
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layout.prop(wrd, 'generate_pcss_rings')
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layout.prop(wrd, 'generate_ssrs')
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layout.prop(wrd, 'arm_samples_per_pixel')
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layout.prop(wrd, 'generate_gpu_skin')
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if wrd.generate_gpu_skin:
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layout.prop(wrd, 'generate_gpu_skin_max_bones')
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layout.prop(wrd, 'anisotropic_filtering_state')
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layout.prop(wrd, 'diffuse_model')
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layout.prop(wrd, 'tessellation_enabled')
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layout.prop(wrd, 'force_no_culling')
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layout.prop(wrd, 'voxelgi')
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if wrd.voxelgi:
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layout.prop(wrd, 'voxelgi_dimensions')
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layout.prop(wrd, 'arm_camera_props_advanced')
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if wrd.arm_camera_props_advanced:
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layout.prop(wrd, 'generate_clouds')
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if wrd.generate_clouds:
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layout.prop(wrd, 'generate_clouds_density')
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layout.prop(wrd, 'generate_clouds_size')
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layout.prop(wrd, 'generate_clouds_lower')
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layout.prop(wrd, 'generate_clouds_upper')
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layout.prop(wrd, 'generate_clouds_wind')
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layout.prop(wrd, 'generate_clouds_secondary')
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layout.prop(wrd, 'generate_clouds_precipitation')
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layout.prop(wrd, 'generate_clouds_eccentricity')
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layout.label('SSAO')
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# layout.prop(wrd, 'generate_ssao')
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# if wrd.generate_ssao:
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layout.prop(wrd, 'generate_ssao_size')
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layout.prop(wrd, 'generate_ssao_strength')
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layout.prop(wrd, 'generate_ssao_texture_scale')
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layout.label('Bloom')
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# layout.prop(wrd, 'generate_bloom')
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# if wrd.generate_bloom:
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layout.prop(wrd, 'generate_bloom_threshold')
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layout.prop(wrd, 'generate_bloom_strength')
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layout.prop(wrd, 'generate_bloom_radius')
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layout.label('Motion Blur')
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# layout.prop(wrd, 'generate_motion_blur')
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# if wrd.generate_motion_blur:
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layout.prop(wrd, 'generate_motion_blur_intensity')
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layout.label('SSR')
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# layout.prop(wrd, 'generate_ssr')
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# if wrd.generate_ssr:
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layout.prop(wrd, 'generate_ssr_ray_step')
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layout.prop(wrd, 'generate_ssr_min_ray_step')
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layout.prop(wrd, 'generate_ssr_search_dist')
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layout.prop(wrd, 'generate_ssr_falloff_exp')
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layout.prop(wrd, 'generate_ssr_jitter')
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layout.prop(wrd, 'generate_ssr_texture_scale')
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layout.label('SSRS')
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layout.prop(wrd, 'generate_ssrs_ray_step')
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layout.label('Volumetric Light')
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# layout.prop(wrd, 'generate_volumetric_light')
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# if wrd.generate_volumetric_light:
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layout.prop(wrd, 'generate_volumetric_light_air_turbidity')
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layout.prop(wrd, 'generate_volumetric_light_air_color')
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def register():
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bpy.utils.register_module(__name__)
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def unregister():
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bpy.utils.unregister_module(__name__)
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