Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
441 lines
17 KiB
Python
441 lines
17 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 RenderLayerButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render_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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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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class RENDERLAYER_UL_renderlayers(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.SceneLayer)
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layer = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(layer, "name", text="", icon_value=icon, emboss=False)
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layout.prop(layer, "use", text="", index=index)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon)
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class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
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bl_label = "Layer List"
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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view_render = scene.view_render
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if view_render.engine == 'BLENDER_GAME':
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layout.label("Not available in the Game Engine")
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return
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row = layout.row()
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col = row.column()
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col.template_list("RENDERLAYER_UL_renderlayers", "", scene, "render_layers", scene.render_layers, "active_index", rows=2)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("scene.render_layer_add", icon='ZOOMIN', text="")
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sub.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
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col.prop(rd, "use_single_layer", icon_only=True)
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class RENDERLAYER_UL_renderviews(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.SceneRenderView)
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view = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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if view.name in {'left', 'right'}:
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layout.label(view.name, icon_value=icon + (not view.use))
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else:
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layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
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layout.prop(view, "use", text="", index=index)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon + (not view.use))
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class RENDERLAYER_PT_views(RenderLayerButtonsPanel, Panel):
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bl_label = "Views"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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bl_options = {'DEFAULT_CLOSED'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_multiview", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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rv = rd.views.active
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layout.active = rd.use_multiview
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basic_stereo = rd.views_format == 'STEREO_3D'
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row = layout.row()
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row.prop(rd, "views_format", expand=True)
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if basic_stereo:
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row = layout.row()
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row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
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row = layout.row()
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row.label(text="File Suffix:")
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row.prop(rv, "file_suffix", text="")
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else:
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row = layout.row()
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row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("scene.render_view_add", icon='ZOOMIN', text="")
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col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
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row = layout.row()
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row.label(text="Camera Suffix:")
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row.prop(rv, "camera_suffix", text="")
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class RENDERLAYER_PT_clay_settings(RenderLayerButtonsPanel, Panel):
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bl_label = "Render Settings"
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COMPAT_ENGINES = {'BLENDER_CLAY'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_CLAY']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_CLAY']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "ssao_samples")
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class RENDERLAYER_PT_eevee_ambient_occlusion(RenderLayerButtonsPanel, Panel):
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bl_label = "Ambient Occlusion"
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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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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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self.layout.template_override_property(layer_props, scene_props, "gtao_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "gtao_use_bent_normals")
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col.template_override_property(layer_props, scene_props, "gtao_denoise")
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col.template_override_property(layer_props, scene_props, "gtao_bounce")
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col.template_override_property(layer_props, scene_props, "gtao_samples")
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col.template_override_property(layer_props, scene_props, "gtao_distance")
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col.template_override_property(layer_props, scene_props, "gtao_factor")
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col.template_override_property(layer_props, scene_props, "gtao_quality")
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class RENDERLAYER_PT_eevee_motion_blur(RenderLayerButtonsPanel, Panel):
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bl_label = "Motion Blur"
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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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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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self.layout.template_override_property(layer_props, scene_props, "motion_blur_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "motion_blur_samples")
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col.template_override_property(layer_props, scene_props, "motion_blur_shutter")
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class RENDERLAYER_PT_eevee_depth_of_field(RenderLayerButtonsPanel, Panel):
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bl_label = "Depth Of Field"
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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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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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self.layout.template_override_property(layer_props, scene_props, "dof_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "bokeh_max_size")
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col.template_override_property(layer_props, scene_props, "bokeh_threshold")
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class RENDERLAYER_PT_eevee_bloom(RenderLayerButtonsPanel, Panel):
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bl_label = "Bloom"
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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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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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self.layout.template_override_property(layer_props, scene_props, "bloom_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "bloom_threshold")
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col.template_override_property(layer_props, scene_props, "bloom_knee")
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col.template_override_property(layer_props, scene_props, "bloom_radius")
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col.template_override_property(layer_props, scene_props, "bloom_color")
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col.template_override_property(layer_props, scene_props, "bloom_intensity")
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col.template_override_property(layer_props, scene_props, "bloom_clamp")
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class RENDERLAYER_PT_eevee_volumetric(RenderLayerButtonsPanel, Panel):
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bl_label = "Volumetric"
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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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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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self.layout.template_override_property(layer_props, scene_props, "volumetric_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "volumetric_start")
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col.template_override_property(layer_props, scene_props, "volumetric_end")
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col.template_override_property(layer_props, scene_props, "volumetric_samples")
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col.template_override_property(layer_props, scene_props, "volumetric_sample_distribution")
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col.template_override_property(layer_props, scene_props, "volumetric_lights")
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col.template_override_property(layer_props, scene_props, "volumetric_light_clamp")
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col.template_override_property(layer_props, scene_props, "volumetric_shadows")
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col.template_override_property(layer_props, scene_props, "volumetric_shadow_samples")
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col.template_override_property(layer_props, scene_props, "volumetric_colored_transmittance")
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class RENDERLAYER_PT_eevee_screen_space_reflections(RenderLayerButtonsPanel, Panel):
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bl_label = "Screen Space Reflections"
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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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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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self.layout.template_override_property(layer_props, scene_props, "ssr_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "ssr_halfres")
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col.template_override_property(layer_props, scene_props, "ssr_refraction")
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col.template_override_property(layer_props, scene_props, "ssr_ray_count")
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col.template_override_property(layer_props, scene_props, "ssr_quality")
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col.template_override_property(layer_props, scene_props, "ssr_max_roughness")
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col.template_override_property(layer_props, scene_props, "ssr_thickness")
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col.template_override_property(layer_props, scene_props, "ssr_border_fade")
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col.template_override_property(layer_props, scene_props, "ssr_firefly_fac")
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class RENDERLAYER_PT_eevee_shadows(RenderLayerButtonsPanel, Panel):
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bl_label = "Shadows"
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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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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "shadow_method")
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col.template_override_property(layer_props, scene_props, "shadow_size")
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col.template_override_property(layer_props, scene_props, "shadow_high_bitdepth")
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class RENDERLAYER_PT_eevee_sampling(RenderLayerButtonsPanel, Panel):
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bl_label = "Sampling"
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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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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "taa_samples")
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class RENDERLAYER_PT_eevee_indirect_lighting(RenderLayerButtonsPanel, Panel):
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bl_label = "Indirect Lighting"
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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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scene = context.scene
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return scene and (scene.view_render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "gi_diffuse_bounces")
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classes = (
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RENDERLAYER_UL_renderlayers,
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RENDERLAYER_PT_layers,
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RENDERLAYER_UL_renderviews,
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RENDERLAYER_PT_views,
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RENDERLAYER_PT_clay_settings,
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RENDERLAYER_PT_eevee_sampling,
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RENDERLAYER_PT_eevee_shadows,
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RENDERLAYER_PT_eevee_indirect_lighting,
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RENDERLAYER_PT_eevee_screen_space_reflections,
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RENDERLAYER_PT_eevee_ambient_occlusion,
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RENDERLAYER_PT_eevee_volumetric,
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RENDERLAYER_PT_eevee_motion_blur,
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RENDERLAYER_PT_eevee_depth_of_field,
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RENDERLAYER_PT_eevee_bloom,
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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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