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https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 17:47:34 +08:00
added advanced color grading
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2c2f910850
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@ -98,6 +98,19 @@ void applyColorCurve(inout vec3 color, vec4 darks, vec4 brights){
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}
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vec3 colorGrading(vec3 color) {
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float grade_luma = dot(color, vec3(1.0 / 3.0));
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float shadows_amount = saturate(-2.0 * grade_luma + 1.0);
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float mids_amount = saturate(-abs(2.0 * grade_luma - 1.0) + 1.0);
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float highlights_amount = saturate(2.0 * grade_luma - 1.0);
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vec3 graded_shadows = color * SHADOWS_TARGET * SHADOWS_GRADE_MUL * 1.7320508076;
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vec3 graded_mids = color * MIDS_TARGET * MIDS_GRADE_MUL * 1.7320508076;
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vec3 graded_highlights = color * HIGHLIGHTS_TARGET * HIGHLIGHTS_GRADE_MUL * 1.7320508076;
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return saturate(graded_shadows * shadows_amount + graded_mids * mids_amount + graded_highlights * highlights_amount);
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}
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#ifdef HURT_AND_DEATH_EFFECT
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uniform float hurt;
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uniform float dying;
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@ -175,6 +188,10 @@ void main() {
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applyColorCurve(FINAL_COLOR, vec4(R_LOWER_CURVE, G_LOWER_CURVE, B_LOWER_CURVE, LOWER_CURVE), vec4(R_UPPER_CURVE, G_UPPER_CURVE, B_UPPER_CURVE, UPPER_CURVE));
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#endif
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#ifdef COLOR_GRADING_ENABLED
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FINAL_COLOR = colorGrading(FINAL_COLOR);
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#endif
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applyContrast(FINAL_COLOR, CONTRAST); // for fun
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gl_FragColor.rgb = FINAL_COLOR;
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@ -378,6 +378,20 @@ screen.Post_Processing = Post Processing
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option.BLEND_FACTOR = Blend Factor
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option.TAA_UPSCALING = Temporal Upscaling
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option.SCALE_FACTOR = Scale Factor
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screen.COLOR_GRADING = Color Grading
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option.COLOR_GRADING_ENABLED=Color Grading
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option.SHADOWS_GRADE_R = Shadows §cRed
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option.SHADOWS_GRADE_G = Shadows §aGreen
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option.SHADOWS_GRADE_B = Shadows §9Blue
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option.SHADOWS_GRADE_MUL = Shadows Brightness
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option.MIDS_GRADE_R = Midtones §cRed
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option.MIDS_GRADE_G = Midtones §aGreen
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option.MIDS_GRADE_B = Midtones §9Blue
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option.MIDS_GRADE_MUL = Midtones Brightness
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option.HIGHLIGHTS_GRADE_R = Highlights §cRed
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option.HIGHLIGHTS_GRADE_G = Highlights §aGreen
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option.HIGHLIGHTS_GRADE_B = Highlights §9Blue
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option.HIGHLIGHTS_GRADE_MUL = Highlights Brightness
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screen.LabPBR = Lab PBR
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@ -604,6 +618,8 @@ screen.Post_Processing.comment = Configure settings for all post processing effe
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option.BLEND_FACTOR.comment = Configure how much of frame history is used. high numbers means it relies less on frame history, so it may look flickery and noisy. low numbers rely more on frame history, so it may look less moisy, but more smudged with more trailing.
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option.TAA_UPSCALING.comment = Toggle temporal upscaling. This retains a good amount of quality from a lower resolution image when it upscales. so you can still have a high looking resolution compared to typical upsanpling and still have better performance.
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option.SCALE_FACTOR.comment = Configure from what fraction of your resolution to upscale from. Below 0.5 is not recommended at all i only have it as an option because it's funny :P
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screen.COLOR_GRADING.comment = Advanced color grading options
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option.COLOR_GRADING_ENABLED.comment = Enable color grading. The RGB sliders will not affect the brightness.
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option.RESOURCEPACK_SKY.comment = Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
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option.SKY_GROUND = Atmosphere ground
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@ -546,6 +546,25 @@ uniform int moonPhase;
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#define B_UPPER_CURVE 0.0 // [-1.0 -0.9 -0.8 -0.7 -0.6 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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#define B_LOWER_CURVE 0.0 // [-1.0 -0.9 -0.8 -0.7 -0.6 -0.5 -0.4 -0.3 -0.2 -0.1 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0]
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// #define COLOR_GRADING_ENABLED
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#define SHADOWS_GRADE_R 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define SHADOWS_GRADE_G 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define SHADOWS_GRADE_B 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define SHADOWS_GRADE_MUL 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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const vec3 SHADOWS_TARGET = length(vec3(SHADOWS_GRADE_R, SHADOWS_GRADE_G, SHADOWS_GRADE_B)) < 0.001 ? vec3(0.0) : normalize(vec3(SHADOWS_GRADE_R, SHADOWS_GRADE_G, SHADOWS_GRADE_B));
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#define MIDS_GRADE_R 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define MIDS_GRADE_G 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define MIDS_GRADE_B 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define MIDS_GRADE_MUL 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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const vec3 MIDS_TARGET = length(vec3(MIDS_GRADE_R, MIDS_GRADE_G, MIDS_GRADE_B)) < 0.001 ? vec3(0.0) : normalize(vec3(MIDS_GRADE_R, MIDS_GRADE_G, MIDS_GRADE_B));
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#define HIGHLIGHTS_GRADE_R 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define HIGHLIGHTS_GRADE_G 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define HIGHLIGHTS_GRADE_B 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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#define HIGHLIGHTS_GRADE_MUL 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0]
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const vec3 HIGHLIGHTS_TARGET = length(vec3(HIGHLIGHTS_GRADE_R, HIGHLIGHTS_GRADE_G, HIGHLIGHTS_GRADE_B)) < 0.001 ? vec3(0.0) : normalize(vec3(HIGHLIGHTS_GRADE_R, HIGHLIGHTS_GRADE_G, HIGHLIGHTS_GRADE_B));
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#define CONTRAST 1.0 // [0.0 0.01 0.02 0.03 0.04 0.05 0.06 0.07 0.08 0.09 0.1 0.11 0.12 0.13 0.14 0.15 0.16 0.17 0.18 0.19 0.2 0.21 0.22 0.23 0.24 0.25 0.26 0.27 0.28 0.29 0.3 0.31 0.32 0.33 0.34 0.35 0.36 0.37 0.38 0.39 0.4 0.41 0.42 0.43 0.44 0.45 0.46 0.47 0.48 0.49 0.5 0.51 0.52 0.53 0.54 0.55 0.56 0.57 0.58 0.59 0.6 0.61 0.62 0.63 0.64 0.65 0.66 0.67 0.68 0.69 0.7 0.71 0.72 0.73 0.74 0.75 0.76 0.77 0.78 0.79 0.8 0.81 0.82 0.83 0.84 0.85 0.86 0.87 0.88 0.89 0.9 0.91 0.92 0.93 0.94 0.95 0.96 0.97 0.98 0.99 1.0 1.0 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.1 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.2 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.3 1.31 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.4 1.41 1.42 1.43 1.44 1.45 1.46 1.47 1.48 1.49 1.5 1.51 1.52 1.53 1.54 1.55 1.56 1.57 1.58 1.59 1.6 1.61 1.62 1.63 1.64 1.65 1.66 1.67 1.68 1.69 1.7 1.71 1.72 1.73 1.74 1.75 1.76 1.77 1.78 1.79 1.8 1.81 1.82 1.83 1.84 1.85 1.86 1.87 1.88 1.89 1.9 1.91 1.92 1.93 1.94 1.95 1.96 1.97 1.98 1.99 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 19.0 20.0 ]
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@ -93,7 +93,7 @@ alphaTest.gbuffers_skybasic=false
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alphaTest.gbuffers_skytextured=false
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sliders = TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_density DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS R_UPPER_CURVE R_LOWER_CURVE G_UPPER_CURVE G_LOWER_CURVE B_UPPER_CURVE B_LOWER_CURVE UPPER_CURVE LOWER_CURVE CONTRAST EMISSIVE_TYPE SCALE_FACTOR CompSky_R CompSky_G CompSky_B ambientsss_brightness SSS_TYPE Cloud_Speed ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance FinalR FinalG FinalB Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH
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sliders = TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_density DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS R_UPPER_CURVE R_LOWER_CURVE G_UPPER_CURVE G_LOWER_CURVE B_UPPER_CURVE B_LOWER_CURVE UPPER_CURVE LOWER_CURVE CONTRAST EMISSIVE_TYPE SCALE_FACTOR CompSky_R CompSky_G CompSky_B ambientsss_brightness SSS_TYPE Cloud_Speed ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance FinalR FinalG FinalB Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL
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screen.columns=2
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screen = \
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@ -104,7 +104,8 @@ BLISS_SHADERS <empty> \
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[Post_Processing] [Clouds] \
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[LabPBR] [Climate] \
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<empty> <empty> \
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[Misc_Settings] [DISTANT_HORIZONS_SETTINGS]
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[Misc_Settings] [DISTANT_HORIZONS_SETTINGS] \
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# screen = [Direct_Light] [World]
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# [Ambient_light] [Fog]
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@ -264,7 +265,7 @@ BLISS_SHADERS <empty> \
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######## POST
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screen.Post_Processing.columns=2
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screen.Post_Processing = [TAA_OPTIONS] [Tonemapping] [Exposure] [DepthOfField] [Purkinje_effect] [Editing] SHARPENING BLOOM_STRENGTH
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screen.Post_Processing = [TAA_OPTIONS] [Tonemapping] [Exposure] [DepthOfField] [Purkinje_effect] [Editing] [COLOR_GRADING] <empty> SHARPENING BLOOM_STRENGTH
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### TAA
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screen.TAA_OPTIONS.columns = 1
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screen.TAA_OPTIONS= SCREENSHOT_MODE <empty> TAA BLEND_FACTOR <empty> TAA_UPSCALING SCALE_FACTOR
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@ -283,8 +284,13 @@ BLISS_SHADERS <empty> \
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screen.Purkinje_effect.columns = 1
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screen.Purkinje_effect = Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier
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### EDITING
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screen.Editing.columns = 2
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screen.Editing = Compositing_Sky CONTRAST CompSky_R COLOR_CURVE CompSky_G UPPER_CURVE CompSky_B LOWER_CURVE <empty> <empty> R_LOWER_CURVE R_UPPER_CURVE G_LOWER_CURVE G_UPPER_CURVE B_LOWER_CURVE B_UPPER_CURVE
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### COLOR GRADING
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screen.COLOR_GRADING.columns = 3
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screen.COLOR_GRADING = COLOR_GRADING_ENABLED <empty> <empty> SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B <empty> <empty> <empty> SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL
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