This adds a light parameter to avoid near camera pixels allocating too much shadow resolution. This is more intuitive than the scale shadow setting and allows reducing the precision without changing the look of distant shadows. For sun lights, the property sets the minimum pixel size the shadow can contains. This allows to remove a lot tilemap close up. For local lights, there is another additional property to set the maximum resolution in shadow space (like EEVEE-Legacy) instead of in world space (like sun lights). This allows making older files lighter and allow a more conservative approach to resolution. This add versionning code to handle EEVEE-Legacy files that had fixed resolution per light type. The resolution setting is always in world space distance as the maximum shadow resolution distribution might change in the future or be dependent on other parameters (like beam angle). This ensure that there is no dependency on these parameters, but make the setting use very small units. But this is more of a UI problem. Pull Request: https://projects.blender.org/blender/blender/pulls/121701
351 lines
10 KiB
Python
351 lines
10 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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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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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_light_shadow(DataButtonsPanel, Panel):
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bl_label = "Shadow"
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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'}
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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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light = context.light
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layout.use_property_split = True
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layout.active = context.scene.eevee.use_shadows and light.use_shadow
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col = layout.column()
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col.prop(light, "shadow_filter_radius", text="Filter")
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sub = col.column(align=True)
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row = sub.row(align=True)
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row.prop(light, "shadow_maximum_resolution", text="Resolution")
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row.prop(light, "use_absolute_resolution", text="", icon='DRIVER_DISTANCE')
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sub.prop(light, "shadow_resolution_scale", text="Scale")
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class DATA_PT_EEVEE_light_influence(DataButtonsPanel, Panel):
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bl_label = "Influence"
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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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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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layout.use_property_split = True
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col = layout.column(align=True)
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sub = col.column(align=True)
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sub.active = ob.visible_diffuse
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sub.prop(light, "diffuse_factor", text="Diffuse")
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sub = col.column(align=True)
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sub.active = ob.visible_glossy
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sub.prop(light, "specular_factor", text="Glossy")
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sub = col.column(align=True)
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sub.active = ob.visible_transmission
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sub.prop(light, "transmission_factor", text="Transmission")
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sub = col.column(align=True)
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sub.active = ob.visible_volume_scatter
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sub.prop(light, "volume_factor", text="Volume Scatter", text_ctxt=i18n_contexts.id_id)
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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 = "Beam 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_spot,
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DATA_PT_EEVEE_light_shadow,
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DATA_PT_EEVEE_light_influence,
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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_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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