mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2024-12-22 09:38:52 +08:00
parent
92943470f4
commit
a9be7b0da5
@ -6,7 +6,7 @@
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const bool colortex5MipmapEnabled = true;
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// const bool colortex4MipmapEnabled = true;
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\
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const bool shadowHardwareFiltering = true;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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flat varying vec3 ambientUp;
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@ -20,7 +20,7 @@ flat varying vec3 WsunVec;
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flat varying vec2 TAA_Offset;
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flat varying float tempOffsets;
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uniform int hideGUI;
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/*
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const int colortex12Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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const int colortex11Format = RGBA16F; //Final output, transparencies id (gbuffer->composite4)
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@ -151,7 +151,6 @@ vec3 viewToWorld(vec3 viewPosition) {
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#include "lib/volumetricClouds.glsl"
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#include "lib/waterBump.glsl"
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#include "lib/specular.glsl"
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#include "lib/bokeh.glsl"
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// #include "/lib/climate_settings.glsl"
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@ -806,9 +805,7 @@ void GriAndEminShadowFix(
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}
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}
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mat2 rotate(float angle){
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return mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -835,29 +832,11 @@ void main() {
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float z0 = texture2D(depthtex0,texcoord).x;
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float z = texture2D(depthtex1,texcoord).x;
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vec3 fragpos = toScreenSpace(vec3(texcoord/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
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vec3 p3 = mat3(gbufferModelViewInverse) * fragpos;
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vec3 np3 = normVec(p3);
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p3 += gbufferModelViewInverse[3].xyz;
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#ifdef DOF_JITTER
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vec2 jitter = jitter_offsets[1024 - (frameCounter % 1024)];
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jitter = rotate(frameTimeCounter) * jitter;
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jitter.y *= aspectRatio;
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jitter.xy *= 0.004 * JITTER_STRENGTH;
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vec3 fragpos_DOF = toScreenSpace(vec3((texcoord + jitter)/RENDER_SCALE-vec2(tempOffset)*texelSize*0.5,z));
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vec3 p3_DOF = mat3(gbufferModelViewInverse) * fragpos_DOF;
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vec3 np3_DOF = normVec(p3_DOF);
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p3_DOF += gbufferModelViewInverse[3].xyz;
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#else
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vec2 jitter = vec2(0.0);
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vec3 p3_DOF = p3;
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vec3 np3_DOF = np3;
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#endif
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float iswaterstuff = texture2D(colortex7,texcoord).a ;
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bool iswater = iswaterstuff > 0.99;
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vec4 SpecularTex = texture2D(colortex8,texcoord);
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@ -910,24 +889,22 @@ void main() {
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vec3 color = vec3(0.0);
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vec3 skyTEX = skyFromTex(np3_DOF,colortex4)/150. ;
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vec3 skyTEX = skyFromTex(np3,colortex4)/150. ;
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float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmap.y,0.0,1.0);
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if ( z >= 1.) { //sky
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vec4 cloud = texture2D_bicubic(colortex0,texcoord*CLOUDS_QUALITY);
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vec4 cloud = texture2D_bicubic(colortex0,(texcoord+jitter)*CLOUDS_QUALITY);
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color += stars(np3_DOF);
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color += stars(np3);
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#ifndef ambientLight_only
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// #ifdef Allow_Vanilla_sky
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// vec3 SkyTextured = toLinear(texture2D(colortex12,texcoord).rgb);
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// color += SkyTextured * (lightCol.a == 1 ? lightCol.rgb : 0.75 + blackbody2(Moon_temp)) * sqrt(luma(SkyTextured));
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// #else
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color += drawSun(dot(lightCol.a * WsunVec, np3_DOF),0, lightCol.rgb/150.,vec3(0.0)) ; // sun
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color += drawSun(dot(lightCol.a * -WsunVec, np3_DOF),0, blackbody2(Moon_temp)/500.,vec3(0.0)); // moon
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color += drawSun(dot(lightCol.a * WsunVec, np3),0, lightCol.rgb/150.,vec3(0.0)) ; // sun
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color += drawSun(dot(lightCol.a * -WsunVec, np3),0, blackbody2(Moon_temp)/500.,vec3(0.0)); // moon
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// #endif
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#endif
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@ -1233,12 +1210,5 @@ void main() {
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if (isEyeInWater == 0) waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth, estimatedSunDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(np3, WsunVec));
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}
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#ifdef DOF_JITTER
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if( hideGUI < 1.0) gl_FragData[0].rgb += vec3(0,25,0) * pow( clamp( 1.0-abs(DOF_JITTER_FOCUS-abs(fragpos.z)) ,0,1),25) ;
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#endif
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/* RENDERTARGETS:3 */
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}
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@ -1,7 +1,6 @@
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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#ifndef USE_LUMINANCE_AS_HEIGHTMAP
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@ -54,12 +53,6 @@ flat varying vec4 TESTMASK;
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flat varying int lightningBolt;
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uniform int frameCounter;
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uniform float far;
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uniform float aspectRatio;
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uniform float viewHeight;
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uniform float viewWidth;
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uniform sampler2D colortex4;
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uniform mat4 gbufferModelView;
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uniform mat4 gbufferModelViewInverse;
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@ -136,9 +129,6 @@ vec3 blackbody2(float Temp)
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#define SEASONS_VSH
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#include "/lib/climate_settings.glsl"
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mat2 rotate(float angle){
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return mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -268,17 +258,5 @@ void main() {
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gl_Position.xy += offsets[framemod8] * gl_Position.w * texelSize;
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#endif
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#ifdef DOF_JITTER
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vec2 jitter = clamp(jitter_offsets[1024 - (frameCounter % 1024)] ,-1.0,1.0) ;
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jitter = rotate(frameTimeCounter) * jitter;
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jitter.y *= aspectRatio;
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float focus = DOF_JITTER_FOCUS;
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// vec2 coords = vec2(8.0/viewWidth, 256.0/viewHeight);
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// float focus = texture2D(colortex4, coords).r;
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// focus = pow(far + 1.0, focus) - 1.0;
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float distanceToFocus = gl_Position.z - focus;
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gl_Position.xy += (jitter * JITTER_STRENGTH) * distanceToFocus * 1e-2;
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#endif
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}
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@ -2,7 +2,6 @@
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#extension GL_EXT_gpu_shader4 : enable
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#include "lib/settings.glsl"
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#include "/lib/res_params.glsl"
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#include "/lib/bokeh.glsl"
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/*
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@ -35,12 +34,7 @@ varying vec4 tangent_other;
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flat varying vec4 lightCol; //main light source color (rgb),used light source(1=sun,-1=moon)
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uniform int frameCounter;
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uniform float frameTimeCounter;
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uniform float far;
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uniform float aspectRatio;
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uniform float viewHeight;
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uniform float viewWidth;
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uniform vec2 texelSize;
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uniform int framemod8;
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@ -57,9 +51,6 @@ uniform int framemod8;
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vec4 toClipSpace3(vec3 viewSpacePosition) {
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return vec4(projMAD(gl_ProjectionMatrix, viewSpacePosition),-viewSpacePosition.z);
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}
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mat2 rotate(float angle){
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return mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
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}
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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//////////////////////////////VOID MAIN//////////////////////////////
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@ -111,25 +102,9 @@ void main() {
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gl_Position.xy = gl_Position.xy * RENDER_SCALE + RENDER_SCALE * gl_Position.w - gl_Position.w;
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#endif
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#ifdef TAA
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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gl_Position.xy += offsets[framemod8] * gl_Position.w*texelSize;
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#endif
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#ifdef DOF_JITTER
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vec2 jitter = clamp(jitter_offsets[1024 - (frameCounter % 1024)] ,-1.0,1.0) ;
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jitter = rotate(frameTimeCounter) * jitter;
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jitter.y *= aspectRatio;
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float focus = DOF_JITTER_FOCUS;
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// vec2 coords = vec2(8.0/viewWidth, 256.0/viewHeight);
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// float focus = texture2D(colortex4, coords).r;
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// focus = pow(far + 1.0, focus) - 1.0;
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float distanceToFocus = gl_Position.z - focus;
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gl_Position.xy += (jitter * JITTER_STRENGTH) * distanceToFocus * 1e-2;
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#endif
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vec3 sc = texelFetch2D(colortex4,ivec2(6,37),0).rgb;
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@ -137,5 +112,4 @@ void main() {
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lightCol.rgb = sc;
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WsunVec = lightCol.a*normalize(mat3(gbufferModelViewInverse) *sunPosition);
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}
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File diff suppressed because it is too large
Load Diff
@ -54,9 +54,6 @@
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#define aperture 0.8 // Centimeters [0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.05 1.1 1.15 1.2 1.25 1.3 1.35 1.4 1.45 1.5 1.55 1.6 1.65 1.7 1.75 1.8 1.85 1.9 1.95 2.0 2.05 2.1 2.15 2.2 2.25 2.3 2.35 2.4 2.45 2.5 2.55 2.6 2.65 2.7 2.75 2.8 2.85 2.9 2.95 3.0 3.05 3.1 3.15 3.2 3.25 3.3 3.35 3.4 3.45 3.5 3.55 3.6 3.65 3.7 3.75 3.8 3.85 3.9 3.95 4.0 4.05 4.1 4.15 4.2 4.25 4.3 4.35 4.4 4.45 4.5 4.55 4.6 4.65 4.7 4.75 4.8 4.85 4.9 4.95 5.0 5.05 5.1 5.15 5.2 5.25 5.3 5.35 5.4 5.45 5.5 5.55 5.6 5.65 5.7 5.75 5.8 5.85 5.9 5.95 6.0 6.05 6.1 6.15 6.2 6.25 6.3 6.35 6.4 6.45 6.5 6.55 6.6 6.65 6.7 6.75 6.8 6.85 6.9 6.95 7.0 7.05 7.1 7.15 7.2 7.25 7.3 7.35 7.4 7.45 7.5 7.55 7.6 7.65 7.7 7.75 7.8 7.85 7.9 7.95 8.0 8.05 8.1 8.15 8.2 8.25 8.3 8.35 8.4 8.45 8.5 8.55 8.6 8.65 8.7 8.75 8.8 8.85 8.9 8.95 9.0 9.05 9.1 9.15 9.2 9.25 9.3 9.35 9.4 9.45 9.5 9.55 9.6 9.65 9.7 9.75 9.8 9.85 9.9 9.95 ]
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#define MANUAL_FOCUS 48.0 // If autofocus is turned off, sets the focus point (meters) [0.06948345122280154 0.07243975703425146 0.07552184450877376 0.07873506526686186 0.0820849986238988 0.08557746127787037 0.08921851740926011 0.09301448921066349 0.09697196786440505 0.10109782498721881 0.10539922456186433 0.10988363537639657 0.11455884399268773 0.11943296826671962 0.12451447144412296 0.129812176855438 0.1353352832366127 0.1410933807013415 0.1470964673929768 0.15335496684492847 0.1598797460796939 0.16668213447794653 0.17377394345044514 0.18116748694692214 0.18887560283756183 0.19691167520419406 0.20528965757990927 0.21402409717744744 0.22313016014842982 0.2326236579172927 0.2425210746356487 0.25283959580474646 0.26359713811572677 0.27481238055948964 0.2865047968601901 0.29869468928867837 0.3114032239145977 0.32465246735834974 0.3384654251067422 0.3528660814588489 0.36787944117144233 0.3835315728763107 0.39984965434484737 0.4168620196785084 0.4345982085070782 0.453089017280169 0.4723665527410147 0.49246428767540973 0.513417119032592 0.5352614285189903 0.5580351457700471 0.5817778142098083 0.6065306597126334 0.6323366621862497 0.6592406302004438 0.6872892787909722 0.7165313105737893 0.7470175003104326 0.7788007830714049 0.8119363461506349 0.8464817248906141 0.8824969025845955 0.9200444146293233 0.9591894571091382 1.0 1.0425469051899914 1.086904049521229 1.1331484530668263 1.1813604128656459 1.2316236423470497 1.2840254166877414 1.338656724353094 1.3956124250860895 1.4549914146182013 1.5168967963882134 1.5814360605671443 1.6487212707001282 1.7188692582893286 1.7920018256557555 1.8682459574322223 1.9477340410546757 2.030604096634748 2.117000016612675 2.2070718156067044 2.300975890892825 2.398875293967098 2.5009400136621287 2.6073472713092674 2.718281828459045 2.833936307694169 2.9545115270921065 3.080216848918031 3.211270543153561 3.347900166492527 3.4903429574618414 3.638846248353525 3.7936678946831774 3.955076722920577 4.123352997269821 4.298788906309526 4.4816890703380645 4.672371070304759 4.871165999245474 5.0784190371800815 5.29449005047003 5.51975421667673 5.754602676005731 5.999443210467818 6.254700951936329 6.5208191203301125 6.798259793203881 7.087504708082256 7.38905609893065 7.703437568215379 8.031194996067258 8.372897488127265 8.72913836372013 9.10053618607165 9.487735836358526 9.891409633455755 10.312258501325767 10.751013186076355 11.208435524800691 11.685319768402522 12.182493960703473 12.700821376227164 13.241202019156521 13.804574186067095 14.391916095149892 15.00424758475255 15.642631884188171 16.30817745988666 17.00203994009402 17.725424121461643 18.479586061009854 19.265835257097933 20.085536923187668 20.940114358348602 21.831051418620845 22.75989509352673 23.728258192205157 24.737822143832553 25.790339917193062 26.88763906446752 28.03162489452614 29.22428378123494 30.46768661252054 31.763992386181833 33.11545195869231 34.52441195350251 35.99331883562839 37.524723159600995 39.12128399815321 40.78577355933337 42.52108200006278 44.3302224444953 46.21633621589248 48.182698291098816 50.23272298708815 52.36996988945491 54.598150033144236 56.92113234615337 59.34295036739207 61.867809250367884 64.50009306485578 67.24437240923179 70.10541234668786 73.08818067910767 76.19785657297057 79.43983955226133 82.81975887399955 86.3434833026695 90.01713130052181 93.84708165144015 97.83998453682129 102.00277308269969 106.34267539816554 110.86722712598126 115.58428452718766 120.50203812241894 125.62902691361414 130.9741532108186 136.54669808981876 142.35633750745257 148.4131591025766 154.72767971186107 161.3108636308289 168.17414165184545 175.32943091211476 182.78915558614753 190.56626845863 198.67427341514983 ]
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#define DoF_Adaptation_Speed 1.00 // [0.20 0.21 0.23 0.24 0.25 0.27 0.29 0.30 0.32 0.34 0.36 0.39 0.41 0.43 0.46 0.49 0.52 0.55 0.59 0.62 0.66 0.70 0.74 0.79 0.84 0.89 0.94 1.00 1.06 1.13 1.20 1.27 1.35 1.43 1.52 1.61 1.71 1.82 1.93 2.05 2.18 2.31 2.45 2.60 2.76 2.93 3.11 3.30 3.51 3.72 3.95 4.19 4.45 4.73 5.02 5.33 5.65 6.00]
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// #define DOF_JITTER
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#define DOF_JITTER_FOCUS 48.0 // [1.0 2.0 4.0 8.0 16.0 32.0 48.0 64.0 96.0 128.0 192.0 256.0]
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#define JITTER_STRENGTH 1.0 // sorry [1.0 2.0 4.0 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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// --- TAA ---
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@ -42,7 +42,7 @@ float StableStarField( in vec2 vSamplePos, float fThreshhold )
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float stars(vec3 fragpos){
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float elevation = clamp(fragpos.y,0.,1.);
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vec2 uv = fragpos.xz/(2.0+elevation);
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vec2 uv = fragpos.xz/(1.5+elevation);
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return StableStarField(uv*1500.,0.999)*0.5*(0.3-0.3*rainStrength);
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}
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@ -176,14 +176,14 @@ vec3 Cloud_lighting(
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float ambientShading = exp(-SkyShadowing * 50. + powder)*powder ;
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vec3 ambientLighting = SkyColors * ambientShading;
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// if(cloudType == 1) ambientLighting = SkyColors * powder;
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vec3 sunLighting = exp(-SunShadowing)*sunContribution + exp(-SunShadowing * 0.2)*sunContributionMulti;
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sunLighting *= powder;
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vec3 moonLighting = exp(-MoonShadowing)*moonContribution + exp(-MoonShadowing * 0.2)*moonContributionMulti;
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moonLighting *= powder;
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vec3 moonLighting = ( exp2(-MoonShadowing * 2.0 )*moonContribution + exp(-MoonShadowing * 0.2 )*moonContributionMulti ) * powder;
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return ambientLighting + sunLighting + moonLighting;
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return ambientLighting + sunLighting ;
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@ -286,10 +286,10 @@ vec4 renderClouds(
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// float mieDay = mix(phaseg(SdotV,0.75), mieDayMulti,0.8)*3.14;
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float mieDayMulti = phaseg(SdotV, 0.35);
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float mieDay = phaseg(SdotV,0.75) + mieDayMulti;
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float mieDay = (phaseg(SdotV,0.75) + mieDayMulti)*2.0;
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float mieNightMulti = phaseg(-SdotV, 0.35);
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float mieNight = phaseg(-SdotV,0.75) + mieNightMulti;
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float mieNightMulti = phaseg(-SdotV, 0.35)*3.14;
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float mieNight = mix(phaseg(-SdotV,0.9), mieNightMulti,0.5)*3.14;
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vec3 sunContribution = mieDay*sunColor*3.14;
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vec3 sunContributionMulti = mieDayMulti*sunColor*3.14;
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@ -45,12 +45,12 @@ alphaTest.gbuffers_hand=true
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# profile.high = shadowMapResolution=2048 Sub_surface_scattering Variable_Penumbra_Shadows shadowDistance=69. VPS_Search_Samples=15 SHADOW_FILTER_SAMPLE_COUNT=15 SCREENSPACE_CONTACT_SHADOWS SSAO ambientOcclusionLevel=0.15 !TAA_UPSCALING RENDER_SCALE_X=0.7 RENDER_SCALE_Y=0.7 SHARPENING= 0.35 VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=1 cloud_ShadowLevelOfDetail=0 CLOUDS_QUALITY=0.5 minRayMarchSteps=20 maxRayMarchSteps=30 High_Altitude_Clouds reflection_quality=35 Roughness_Strength=3 Screen_Space_Reflections Sky_reflection
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# profile.ultra = shadowMapResolution=4096 Sub_surface_scattering Variable_Penumbra_Shadows shadowDistance=80 VPS_Search_Samples=15 SHADOW_FILTER_SAMPLE_COUNT=25 SCREENSPACE_CONTACT_SHADOWS SSAO ambientOcclusionLevel=0.15 !TAA_UPSCALING RENDER_SCALE_X=0.7 RENDER_SCALE_Y=0.7 SHARPENING= 0.2 VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=2 cloud_ShadowLevelOfDetail=2 CLOUDS_QUALITY=0.5 minRayMarchSteps=20 maxRayMarchSteps=50 High_Altitude_Clouds reflection_quality=35 Roughness_Strength=3 Screen_Space_Reflections Sky_reflection
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sliders = JITTER_STRENGTH WeatherDay 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 Cloud_Height Dynamic_sky_day ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B cloud_speed Rain_coverage override_R override_G override_B override_Cloudy_Fog_Density override_cloudyfog_fade override_fog override_Uniform_Fog_Density override_uniformfog_fade override_Bloomy_Fog override_Sun_Strength Moon_temp Haze_amount UniformFog_amount CloudyFog_amount TimeOfDayFog_multiplier RainFog_amount CaveFog_amount uniformfog_fade cloudyfog_fade cloudray_amount Swamp_cloudyfog_height Jungle_cloudyfog_fade Swamp_uniformfog_height Jungle_uniformfog_fade noise_mode Distant_shadow_quality ambient_temp Sun_temp Puddle_Size Cloud_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength Swamp_Sun_Strength Jungle_Sun_Strength Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_cloudyfog_Density Jungle_Cloudy_Fog_Density Swamp_UniformFog_Density Jungle_Uniform_Fog_Density Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_R Swamp_G Swamp_B Jungle_R Jungle_G Jungle_B Jungle_fog_strength Swamp_fog_strength Lush_fog_strength Snells_Window_Width self_shadow_samples Shadow_brightness Cloud_top_cutoff Cloud_base_cutoff Cloud_fade_amount BLOOMY_FOG FOG_RAIN_MULTIPLIER FOG_TOD_MULTIPLIER CLOUDY_FOG_AMOUNT BASE_FOG_AMOUNT WAVY_SPEED WAVY_STRENGTH ANTI_GHOSTING BLOOM_STRENGTH shadowDistance shadowDistanceRenderMul FinalR FinalG FinalB Ambient_Mult 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 SKY_BRIGHTNESS_DAY SKY_BRIGHTNESS_NIGHT BLEND_FACTOR FLICKER_REDUCTION MOTION_REJECTION VL_SAMPLES Exposure_Speed POM_MAP_RES POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL ATMOSPHERIC_DENSITY CLOUDS_SHADOWS_STRENGTH moon_illuminance moonColorR moonColorG moonColorB fog_mieg1 fog_mieg2 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 SSAO_SAMPLES Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Mie_Phase 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 RENDER_SCALE_X RENDER_SCALE_Y 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 cloudDensity cloudCoverage fbmAmount fbmPower1 fbmPower2 cloudMieG cloudMieG2 cloudMie2Multiplier Strong_SSS_strength Medium_SSS_strength Weak_SSS_strength Shadow_brightness Roughness_Threshold Sun_specular_Strength reflection_quality Roughness_Strength SSS_mode DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS
|
||||
sliders = WeatherDay 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 Cloud_Height Dynamic_sky_day ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B cloud_speed Rain_coverage override_R override_G override_B override_Cloudy_Fog_Density override_cloudyfog_fade override_fog override_Uniform_Fog_Density override_uniformfog_fade override_Bloomy_Fog override_Sun_Strength Moon_temp Haze_amount UniformFog_amount CloudyFog_amount TimeOfDayFog_multiplier RainFog_amount CaveFog_amount uniformfog_fade cloudyfog_fade cloudray_amount Swamp_cloudyfog_height Jungle_cloudyfog_fade Swamp_uniformfog_height Jungle_uniformfog_fade noise_mode Distant_shadow_quality ambient_temp Sun_temp Puddle_Size Cloud_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength Swamp_Sun_Strength Jungle_Sun_Strength Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_cloudyfog_Density Jungle_Cloudy_Fog_Density Swamp_UniformFog_Density Jungle_Uniform_Fog_Density Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_R Swamp_G Swamp_B Jungle_R Jungle_G Jungle_B Jungle_fog_strength Swamp_fog_strength Lush_fog_strength Snells_Window_Width self_shadow_samples Shadow_brightness Cloud_top_cutoff Cloud_base_cutoff Cloud_fade_amount BLOOMY_FOG FOG_RAIN_MULTIPLIER FOG_TOD_MULTIPLIER CLOUDY_FOG_AMOUNT BASE_FOG_AMOUNT WAVY_SPEED WAVY_STRENGTH ANTI_GHOSTING BLOOM_STRENGTH shadowDistance shadowDistanceRenderMul FinalR FinalG FinalB Ambient_Mult 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 SKY_BRIGHTNESS_DAY SKY_BRIGHTNESS_NIGHT BLEND_FACTOR FLICKER_REDUCTION MOTION_REJECTION VL_SAMPLES Exposure_Speed POM_MAP_RES POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL ATMOSPHERIC_DENSITY CLOUDS_SHADOWS_STRENGTH moon_illuminance moonColorR moonColorG moonColorB fog_mieg1 fog_mieg2 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 SSAO_SAMPLES Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Mie_Phase 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 RENDER_SCALE_X RENDER_SCALE_Y 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 cloudDensity cloudCoverage fbmAmount fbmPower1 fbmPower2 cloudMieG cloudMieG2 cloudMie2Multiplier Strong_SSS_strength Medium_SSS_strength Weak_SSS_strength Shadow_brightness Roughness_Threshold Sun_specular_Strength reflection_quality Roughness_Strength SSS_mode DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS
|
||||
# screen=[Atmospherics] [TAA_OPTIONS] [Lighting] [Camera] [Shading] [Wavy_stuff] [Water_and_transparencies] [Xonk_settings]
|
||||
|
||||
|
||||
screen.columns=1
|
||||
screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings] DOF_JITTER DOF_JITTER_FOCUS JITTER_STRENGTH
|
||||
screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings]
|
||||
|
||||
######## LIGHTING
|
||||
### DIRECT LIGHT
|
||||
|
Loading…
Reference in New Issue
Block a user