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authorClément Foucault <foucault.clem@gmail.com>2020-02-19 03:44:52 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-02-19 03:57:06 +0300
commite82827bf6ed54a1d1552ac9176df9e309b4d29e2 (patch)
tree10b10084cc42f21d77ed7aca8cf0f424bc37c58f /release/scripts/startup/bl_ui/properties_render.py
parent77619f527403608a349b3037d18f71893d4484d1 (diff)
DRW: New High Quality Normal & Tangent extract
This patch adds a dedicated path to extract 16bit normals instead of packing them into 10bits/comp. The tangents are also packed to 10bits/comp if not using the new High Quality Normal option. Fix T61024 Degraded texture shading on dense meshes Reviewed By: brecht Differential Revision: https://developer.blender.org/D6614
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_render.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_render.py20
1 files changed, 20 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py
index b4c864c16cd..9c422b58ee5 100644
--- a/release/scripts/startup/bl_ui/properties_render.py
+++ b/release/scripts/startup/bl_ui/properties_render.py
@@ -524,6 +524,25 @@ class RENDER_PT_eevee_hair(RenderButtonsPanel, Panel):
layout.prop(rd, "hair_subdiv")
+class RENDER_PT_eevee_performance(RenderButtonsPanel, Panel):
+ bl_label = "Performance"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
+
+ @classmethod
+ def poll(cls, context):
+ return (context.engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+ scene = context.scene
+ rd = scene.render
+
+ layout.use_property_split = True
+
+ layout.prop(rd, "use_high_quality_normals")
+
+
class RENDER_PT_opengl_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@@ -674,6 +693,7 @@ classes = (
RENDER_PT_eevee_volumetric,
RENDER_PT_eevee_volumetric_lighting,
RENDER_PT_eevee_volumetric_shadows,
+ RENDER_PT_eevee_performance,
RENDER_PT_eevee_hair,
RENDER_PT_eevee_shadows,
RENDER_PT_eevee_indirect_lighting,