Neither is very descriptive for its task, but at least workbench is more future proof and distinguishes it from Eevee.
		
			
				
	
	
		
			97 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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#  This program is free software; you can redistribute it and/or
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#  modify it under the terms of the GNU General Public License
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#  as published by the Free Software Foundation; either version 2
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#  of the License, or (at your option) any later version.
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#
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#  This program is distributed in the hope that it will be useful,
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#  but WITHOUT ANY WARRANTY; without even the implied warranty of
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#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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#  GNU General Public License for more details.
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#
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#  You should have received a copy of the GNU General Public License
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#  along with this program; if not, write to the Free Software Foundation,
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#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, UIList
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class ViewLayerButtonsPanel:
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    bl_space_type = 'PROPERTIES'
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    bl_region_type = 'WINDOW'
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    bl_context = "view_layer"
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    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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    @classmethod
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    def poll(cls, context):
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        return (context.engine in cls.COMPAT_ENGINES)
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class VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel):
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    bl_label = "View Layer"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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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        flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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        layout.use_property_split = True
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        scene = context.scene
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        rd = scene.render
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        layer = bpy.context.view_layer
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        col = flow.column()
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        col.prop(layer, "use", text="Use for Rendering")
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        col = flow.column()
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        col.prop(rd, "use_single_layer", text="Render Single Layer")
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class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel):
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    bl_label = "Passes"
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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        flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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        view_layer = context.view_layer
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        col = flow.column()
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        col.prop(view_layer, "use_pass_combined")
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        col = flow.column()
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        col.prop(view_layer, "use_pass_z")
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        col = flow.column()
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        col.prop(view_layer, "use_pass_mist")
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        col = flow.column()
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        col.prop(view_layer, "use_pass_normal")
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        col = flow.column()
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        col.prop(view_layer, "use_pass_ambient_occlusion")
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        col = flow.column()
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        col.prop(view_layer, "use_pass_subsurface_direct", text="Subsurface Direct")
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        col = flow.column()
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        col.prop(view_layer, "use_pass_subsurface_color", text="Subsurface Color")
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classes = (
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    VIEWLAYER_PT_layer,
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    VIEWLAYER_PT_eevee_layer_passes,
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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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