forked from LeenkxTeam/LNXSDK
Repe [T3DU] Update - 31f26d171bba0355ce2a77031e3aad4c64dbc7e9
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@ -327,6 +327,7 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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name="Map Size", description="Prefiltered map size", default='1024', update=assets.invalidate_envmap_data)
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rp_autoexposure: BoolProperty(name="Auto Exposure", description="Adjust exposure based on luminance", default=False, update=update_renderpath)
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rp_compositornodes: BoolProperty(name="Compositor", description="Draw compositor nodes", default=True, update=update_renderpath)
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lnx_custom_compositor: BoolProperty(name="Custom Compositor", description="Enable custom compositor pass in project folder", default=False, update=update_renderpath)
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rp_shadows: BoolProperty(name="Shadows", description="Enable shadow casting", default=True, update=update_renderpath)
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rp_max_lights: EnumProperty(
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items=[('4', '4', '4'),
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@ -468,7 +469,7 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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name='Depth Texture', description='Whether materials can read from a depth texture', default='Auto', update=update_depth_texture_state)
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rp_stereo: BoolProperty(name="VR", description="Stereo rendering", default=False, update=update_renderpath)
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rp_water: BoolProperty(name="Water", description="Enable water surface pass", default=False, update=update_renderpath)
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rp_pp: BoolProperty(name="Realtime post process", description="Realtime post process", default=False, update=update_renderpath)
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rp_pp: BoolProperty(name="Realtime Post Process", description="Realtime Post Process", default=False, update=update_renderpath)
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lnx_clouds: BoolProperty(name="Clouds", description="Enable clouds pass", default=False, update=assets.invalidate_shader_cache)
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lnx_ssrs: BoolProperty(name="SSRS", description="Screen-space ray-traced shadows", default=False, update=assets.invalidate_shader_cache)
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lnx_micro_shadowing: BoolProperty(name="Micro Shadowing", description="Use the shaders' occlusion parameter to compute micro shadowing for the scene's sun lamp. This option is not available for render paths using mobile or solid material models", default=False, update=assets.invalidate_shader_cache)
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@ -657,6 +658,7 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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max=1000.0
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)
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lnx_fisheye: BoolProperty(name="Fish Eye", default=False, update=assets.invalidate_shader_cache)
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lnx_fisheye_strength: FloatProperty(name="Strength", default=0.01, update=assets.invalidate_shader_cache)
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lnx_vignette: BoolProperty(name="Vignette", default=False, update=assets.invalidate_shader_cache)
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lnx_vignette_strength: FloatProperty(name="Strength", default=0.7, update=assets.invalidate_shader_cache)
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lnx_lensflare: BoolProperty(name="Lens Flare", default=False, update=assets.invalidate_shader_cache)
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