Allow the user to scale shadow-map resolution per-light. Adapt the PCF scale based on shadow-map to pixel footprint ratio, since we can no longer assume that higher LODs don't need filtering. This allows using much lower shadow resolutions, which can yield quite significant performance improvements, with relatively little perceptual quality loss (at the cost of softening shadow edges). The per-light resolution scale is a literal scale, so for example 0.5 means half the resolution. The Scene Simplify Shadows setting has been updated to match this behavior. Pull Request: https://projects.blender.org/blender/blender/pulls/119436
309 lines
8.7 KiB
Python
309 lines
8.7 KiB
Python
# SPDX-FileCopyrightText: 2018-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.app.translations import contexts as i18n_contexts
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from bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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class DataButtonsPanel:
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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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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.light and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_light(DataButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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light = context.light
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif light:
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layout.template_ID(space, "pin_id")
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class DATA_PT_preview(DataButtonsPanel, Panel):
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bl_label = "Preview"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE_NEXT', 'BLENDER_EEVEE'}
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def draw(self, context):
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self.layout.template_preview(context.light)
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class DATA_PT_light(DataButtonsPanel, Panel):
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bl_label = "Light"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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light = context.light
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# Compact layout for node editor.
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if self.bl_space_type == 'PROPERTIES':
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layout.row().prop(light, "type", expand=True)
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layout.use_property_split = True
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else:
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layout.use_property_split = True
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layout.row().prop(light, "type")
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class DATA_PT_EEVEE_light(DataButtonsPanel, Panel):
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bl_label = "Light"
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COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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light = context.light
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# Compact layout for node editor.
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if self.bl_space_type == 'PROPERTIES':
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layout.row().prop(light, "type", expand=True)
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layout.use_property_split = True
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else:
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layout.use_property_split = True
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layout.row().prop(light, "type")
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col = layout.column()
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col.prop(light, "color")
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col.prop(light, "energy")
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col.separator()
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col.prop(light, "diffuse_factor", text="Diffuse")
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col.prop(light, "specular_factor", text="Specular")
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col.prop(light, "volume_factor", text="Volume", text_ctxt=i18n_contexts.id_id)
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col.separator()
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if light.type in {'POINT', 'SPOT'}:
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col.prop(light, "use_soft_falloff")
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col.prop(light, "shadow_soft_size", text="Radius")
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elif light.type == 'SUN':
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col.prop(light, "angle")
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elif light.type == 'AREA':
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col.prop(light, "shape")
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sub = col.column(align=True)
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if light.shape in {'SQUARE', 'DISK'}:
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sub.prop(light, "size")
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elif light.shape in {'RECTANGLE', 'ELLIPSE'}:
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sub.prop(light, "size", text="Size X")
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sub.prop(light, "size_y", text="Y")
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if context.engine == 'BLENDER_EEVEE_NEXT':
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col.separator()
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col.prop(light, "use_shadow", text="Cast Shadow")
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col.prop(light, "shadow_softness_factor", text="Shadow Softness")
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col.prop(light, "shadow_filter_radius", text="Filtering Radius")
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col.prop(light, "shadow_resolution_scale", text="Resolution Scale")
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if light.type == 'SUN':
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col.prop(light, "shadow_trace_distance", text="Trace Distance")
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class DATA_PT_EEVEE_light_distance(DataButtonsPanel, Panel):
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bl_label = "Custom Distance"
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bl_parent_id = "DATA_PT_EEVEE_light"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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light = context.light
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engine = context.engine
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return (light and light.type != 'SUN') and (engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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light = context.light
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layout = self.layout
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layout.prop(light, "use_custom_distance", text="")
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def draw(self, context):
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layout = self.layout
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light = context.light
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layout.active = light.use_custom_distance
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layout.use_property_split = True
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layout.prop(light, "cutoff_distance", text="Distance")
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class DATA_PT_EEVEE_shadow(DataButtonsPanel, Panel):
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bl_label = "Shadow"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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light = context.light
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engine = context.engine
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return (
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(light and light.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and
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(engine in cls.COMPAT_ENGINES)
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)
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def draw_header(self, context):
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light = context.light
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self.layout.prop(light, "use_shadow", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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light = context.light
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layout.active = light.use_shadow
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col = layout.column()
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sub = col.column(align=True)
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if light.type != 'SUN':
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sub.prop(light, "shadow_buffer_clip_start", text="Clip Start")
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col.prop(light, "shadow_buffer_bias", text="Bias")
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class DATA_PT_EEVEE_shadow_cascaded_shadow_map(DataButtonsPanel, Panel):
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bl_label = "Cascaded Shadow Map"
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bl_parent_id = "DATA_PT_EEVEE_shadow"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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light = context.light
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engine = context.engine
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return (light and light.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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light = context.light
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layout.use_property_split = True
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col = layout.column()
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col.prop(light, "shadow_cascade_count", text="Count")
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col.prop(light, "shadow_cascade_fade", text="Fade")
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col.prop(light, "shadow_cascade_max_distance", text="Max Distance")
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col.prop(light, "shadow_cascade_exponent", text="Distribution")
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class DATA_PT_EEVEE_shadow_contact(DataButtonsPanel, Panel):
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bl_label = "Contact Shadows"
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bl_parent_id = "DATA_PT_EEVEE_shadow"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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light = context.light
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engine = context.engine
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return (
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(light and light.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and
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(engine in cls.COMPAT_ENGINES)
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)
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def draw_header(self, context):
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light = context.light
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layout = self.layout
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layout.active = light.use_shadow
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layout.prop(light, "use_contact_shadow", text="")
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def draw(self, context):
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layout = self.layout
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light = context.light
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layout.use_property_split = True
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col = layout.column()
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col.active = light.use_shadow and light.use_contact_shadow
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col.prop(light, "contact_shadow_distance", text="Distance")
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col.prop(light, "contact_shadow_bias", text="Bias")
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col.prop(light, "contact_shadow_thickness", text="Thickness")
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class DATA_PT_spot(DataButtonsPanel, Panel):
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bl_label = "Spot Shape"
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bl_parent_id = "DATA_PT_EEVEE_light"
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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@classmethod
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def poll(cls, context):
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light = context.light
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engine = context.engine
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return (light and light.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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light = context.light
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col = layout.column()
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col.prop(light, "spot_size", text="Size")
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col.prop(light, "spot_blend", text="Blend", slider=True)
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col.prop(light, "show_cone")
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class DATA_PT_custom_props_light(DataButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_EEVEE',
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'BLENDER_WORKBENCH',
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}
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_context_path = "object.data"
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_property_type = bpy.types.Light
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classes = (
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DATA_PT_context_light,
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DATA_PT_preview,
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DATA_PT_light,
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DATA_PT_EEVEE_light,
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DATA_PT_EEVEE_light_distance,
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DATA_PT_EEVEE_shadow,
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DATA_PT_EEVEE_shadow_cascaded_shadow_map,
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DATA_PT_EEVEE_shadow_contact,
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DATA_PT_spot,
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DATA_PT_custom_props_light,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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