forked from LeenkxTeam/LNXSDK
		
	t3du - Fix DoF references and small changes
This commit is contained in:
		| @ -445,7 +445,7 @@ class LnxRPListItem(bpy.types.PropertyGroup): | |||||||
|         name='Depth Texture', description='Whether materials can read from a depth texture', default='Auto', update=update_depth_texture_state) |         name='Depth Texture', description='Whether materials can read from a depth texture', default='Auto', update=update_depth_texture_state) | ||||||
|     rp_stereo: BoolProperty(name="VR", description="Stereo rendering", default=False, update=update_renderpath) |     rp_stereo: BoolProperty(name="VR", description="Stereo rendering", default=False, update=update_renderpath) | ||||||
|     rp_water: BoolProperty(name="Water", description="Enable water surface pass", default=False, update=update_renderpath) |     rp_water: BoolProperty(name="Water", description="Enable water surface pass", default=False, update=update_renderpath) | ||||||
|     rp_pp: BoolProperty(name="Realtime postprocess", description="Realtime postprocess", default=False, update=update_renderpath) |     rp_pp: BoolProperty(name="Realtime post process", description="Realtime post process", default=False, update=update_renderpath) | ||||||
|     lnx_clouds: BoolProperty(name="Clouds", description="Enable clouds pass", default=False, update=assets.invalidate_shader_cache) |     lnx_clouds: BoolProperty(name="Clouds", description="Enable clouds pass", default=False, update=assets.invalidate_shader_cache) | ||||||
|     lnx_ssrs: BoolProperty(name="SSRS", description="Screen-space ray-traced shadows", default=False, update=assets.invalidate_shader_cache) |     lnx_ssrs: BoolProperty(name="SSRS", description="Screen-space ray-traced shadows", default=False, update=assets.invalidate_shader_cache) | ||||||
|     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) |     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) | ||||||
|  | |||||||
		Reference in New Issue
	
	Block a user