forked from LeenkxTeam/LNXSDK
Forward / Mobile / Solid
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@ -343,6 +343,7 @@ def build():
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wrd.world_defs += '_FSR1_{0}'.format(rpdat.rp_fsr1)
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assets.add_shader_pass('fsr1_easu_pass')
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assets.add_shader_pass('fsr1_rcas_pass')
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assets.add_shader_pass('copy_pass')
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if rpdat.rp_ssao:
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assets.add_khafile_def('rp_ssao')
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@ -46,9 +46,11 @@ def write(vert: shader.Shader, frag: shader.Shader):
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if is_transparent_shadows:
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frag.add_uniform('samplerCube shadowMapPointTransparent[4]', included=True)
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if not '_VoxelAOvar' in wrd.world_defs and not '_VoxelGI' in wrd.world_defs or ((parse_opacity or '_VoxelShadow' in wrd.world_defs) and ('_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs)):
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vert.add_out('vec4 wvpposition')
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vert.write('wvpposition = gl_Position;')
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#if not '_VoxelAOvar' in wrd.world_defs and not '_VoxelGI' in wrd.world_defs or ((parse_opacity or '_VoxelShadow' in wrd.world_defs) and ('_VoxelAOvar' in wrd.world_defs or '_VoxelGI' in wrd.world_defs)):
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#vert.add_out('vec4 wvpposition')
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#vert.write('wvpposition = gl_Position;')
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vert.add_out('vec4 wvpposition')
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vert.write('wvpposition = gl_Position;')
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# wvpposition.z / wvpposition.w
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frag.write('float viewz = linearize(gl_FragCoord.z, cameraProj);')
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frag.write('int clusterI = getClusterI((wvpposition.xy / wvpposition.w) * 0.5 + 0.5, viewz, cameraPlane);')
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@ -51,7 +51,7 @@ def get_rpasses(material):
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ar.append('translucent')
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elif is_transluc(material) and not material.lnx_discard and not material.lnx_blending and rpdat.rp_ss_refraction:
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ar.append('refraction')
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if rpdat.rp_voxels != "Off" and has_voxels:
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if rpdat.rp_voxels != "Off" and has_voxels and rpdat.lnx_material_model == 'Full':
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ar.append('voxel')
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if rpdat.rp_renderer == 'Forward' and rpdat.rp_depthprepass and not material.lnx_blending and not material.lnx_particle_flag:
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ar.append('depth')
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@ -347,7 +347,7 @@ class LnxRPListItem(bpy.types.PropertyGroup):
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name="Max Lights Shadows", description="Max number of rendered shadow maps that can be visible in the screen. Always equal or lower than Max Lights", default='16')
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rp_shadowmap_atlas: BoolProperty(name="Shadow Map Atlasing", description="Group shadow maps of lights of the same type in the same texture", default=False, update=update_renderpath)
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rp_shadowmap_atlas_auto: BoolProperty(name="Automatic Atlasing", description="Automatically compute atlas sizes based on max lights and shadow map sizes", default=True, update=update_renderpath)
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rp_shadowmap_atlas_single_map: BoolProperty(name="Shadow Map Atlas single map", description="Use a single texture for all different light types.", default=False, update=update_renderpath)
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rp_shadowmap_atlas_single_map: BoolProperty(name="Shadow Map Atlas single map", description="Use a single texture for all different light types.", default=True, update=update_renderpath)
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rp_shadowmap_atlas_lod: BoolProperty(name="Shadow Map Atlas LOD (Experimental)", description="When enabled, the size of the shadow map will be determined on runtime based on the distance of the light to the camera", default=False, update=update_renderpath)
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rp_shadowmap_transparent: BoolProperty(name="Transparency", description="Enable shadows for transparent objects", default=True, update=update_renderpath)
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rp_shadowmap_atlas_lod_subdivisions: EnumProperty(
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