import bpy import arm.material.mat_utils import arm.write_data import arm.assets import arm.make_renderpath import arm.make_state import arm.utils def on_make_renderpath(): arm.assets.add_shader_pass('max_luminance_pass') arm.assets.add_shader_pass('copy_mrt3_pass') arm.assets.add_shader_pass('copy_mrt4_pass') arm.assets.add(arm.utils.get_sdk_path() + '/armory/Assets/noise256.png') arm.assets.add_embedded_data('noise256.png') bpy.data.worlds['Arm'].world_defs += '_SMSizeUniform' bpy.data.worlds['Arm'].world_defs += '_CGrainStatic' if bpy.data.worlds['Arm'].arm_project_name == 'ArmorPaint': if arm.make_state.target.startswith('krom'): # krom, krom-windows,.. arm.material.mat_utils.add_mesh_contexts = ['voxel'] # Defaults to make_ao arm.write_data.add_compiledglsl = """ const ivec3 voxelgiResolution = ivec3(256, 256, 256); const vec3 voxelgiHalfExtents = vec3(2.0, 2.0, 2.0); """ else: arm.material.mat_utils.add_mesh_contexts = [] def register(): arm.make_renderpath.callback = on_make_renderpath