This is because we can now optimize the use of SSS on shaders based on socket input values.
		
			
				
	
	
		
			255 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			255 lines
		
	
	
		
			7.9 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 Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bpy.app.translations import pgettext_iface as iface_
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from bpy_extras.node_utils import find_node_input
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class MATERIAL_MT_specials(Menu):
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    bl_label = "Material Specials"
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    def draw(self, context):
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        layout = self.layout
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        layout.operator("object.material_slot_copy", icon='COPY_ID')
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        layout.operator("material.copy", icon='COPYDOWN')
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        layout.operator("material.paste", icon='PASTEDOWN')
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class MATERIAL_UL_matslots(UIList):
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    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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        # assert(isinstance(item, bpy.types.MaterialSlot)
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        # ob = data
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        slot = item
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        ma = slot.material
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        if self.layout_type in {'DEFAULT', 'COMPACT'}:
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            if ma:
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                layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
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            else:
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                layout.label(text="", icon_value=icon)
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        elif self.layout_type == 'GRID':
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            layout.alignment = 'CENTER'
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            layout.label(text="", icon_value=icon)
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class MaterialButtonsPanel:
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    bl_space_type = 'PROPERTIES'
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    bl_region_type = 'WINDOW'
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    bl_context = "material"
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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.material and (context.engine in cls.COMPAT_ENGINES)
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class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
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    bl_label = "Preview"
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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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        self.layout.template_preview(context.material)
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class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
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    COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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    _context_path = "material"
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    _property_type = bpy.types.Material
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class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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    bl_label = ""
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    bl_context = "material"
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    bl_options = {'HIDE_HEADER'}
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    COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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    @classmethod
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    def poll(cls, context):
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        if context.active_object and context.active_object.type == 'GPENCIL':
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            return False
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        else:
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            engine = context.engine
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            return (context.material or context.object) 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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        mat = context.material
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        ob = context.object
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        slot = context.material_slot
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        space = context.space_data
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        if ob:
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            is_sortable = len(ob.material_slots) > 1
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            rows = 2
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            if (is_sortable):
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                rows = 4
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            row = layout.row()
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            row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
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            col = row.column(align=True)
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            col.operator("object.material_slot_add", icon='ZOOMIN', text="")
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            col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
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            col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
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            if is_sortable:
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                col.separator()
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                col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
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                col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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        row = layout.row()
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        if ob:
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            row.template_ID(ob, "active_material", new="material.new")
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            if slot:
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                icon_link = 'MESH_DATA' if slot.link == 'DATA' else 'OBJECT_DATA'
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                row.prop(slot, "link", icon=icon_link, icon_only=True)
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            if ob.mode == 'EDIT':
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                row = layout.row(align=True)
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                row.operator("object.material_slot_assign", text="Assign")
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                row.operator("object.material_slot_select", text="Select")
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                row.operator("object.material_slot_deselect", text="Deselect")
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        elif mat:
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            row.template_ID(space, "pin_id")
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def panel_node_draw(layout, ntree, output_type):
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    node = ntree.get_output_node('EEVEE')
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    if node:
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        input = find_node_input(node, 'Surface')
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        if input:
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            layout.template_node_view(ntree, node, input)
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        else:
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            layout.label(text="Incompatible output node")
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    else:
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        layout.label(text="No output node")
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class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
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    bl_label = "Surface"
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    bl_context = "material"
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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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        engine = context.engine
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        return context.material 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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        mat = context.material
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        layout.prop(mat, "use_nodes", icon='NODETREE')
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        layout.separator()
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        if mat.use_nodes:
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            panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL')
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        else:
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            layout.use_property_split = True
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            layout.prop(mat, "diffuse_color", text="Base Color")
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            layout.prop(mat, "metallic")
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            layout.prop(mat, "specular_intensity", text="Specular")
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            layout.prop(mat, "roughness")
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class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
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    bl_label = "Options"
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    bl_context = "material"
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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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        engine = context.engine
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        return context.material 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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        mat = context.material
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        layout.prop(mat, "blend_method")
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        if mat.blend_method != 'OPAQUE':
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            layout.prop(mat, "transparent_shadow_method")
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            row = layout.row()
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            row.active = ((mat.blend_method == 'CLIP') or (mat.transparent_shadow_method == 'CLIP'))
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            row.prop(mat, "alpha_threshold")
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        if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
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            layout.prop(mat, "show_transparent_backside")
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        layout.prop(mat, "use_screen_refraction")
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        layout.prop(mat, "refraction_depth")
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        layout.prop(mat, "use_sss_translucency")
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class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
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    bl_label = "Viewport Display"
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    bl_context = "material"
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    bl_options = {'DEFAULT_CLOSED'}
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    @classmethod
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    def poll(cls, context):
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        return context.material
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    def draw(self, context):
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        mat = context.material
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        layout = self.layout
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        layout.use_property_split = True
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        col = layout.column()
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        col.prop(mat, "diffuse_color")
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        col.prop(mat, "specular_color")
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        col.prop(mat, "roughness")
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classes = (
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    MATERIAL_MT_specials,
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    MATERIAL_UL_matslots,
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    MATERIAL_PT_preview,
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    EEVEE_MATERIAL_PT_context_material,
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    EEVEE_MATERIAL_PT_surface,
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    EEVEE_MATERIAL_PT_options,
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    MATERIAL_PT_viewport,
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    MATERIAL_PT_custom_props,
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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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