From da2177cfe990cd28f47f3c7d4f47bbc9fb7cda2e Mon Sep 17 00:00:00 2001 From: Xonk Date: Wed, 7 Jun 2023 14:21:38 -0400 Subject: [PATCH] Compositing sky for no reason yarhar --- shaders/composite.fsh | 4 +-- shaders/composite1.fsh | 69 ++++++++++---------------------------- shaders/lib/settings.glsl | 10 +++++- shaders/shaders.properties | 8 +++-- 4 files changed, 34 insertions(+), 57 deletions(-) diff --git a/shaders/composite.fsh b/shaders/composite.fsh index cc94702..e9c7f54 100644 --- a/shaders/composite.fsh +++ b/shaders/composite.fsh @@ -216,7 +216,7 @@ void main() { #ifdef Variable_Penumbra_Shadows - if (NdotL > 0.0 || LabSSS > 0.0) { + if (NdotL > 0.001 || LabSSS > 0.0) { vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz; @@ -227,7 +227,7 @@ void main() { float distortFactor = calcDistort(projectedShadowPosition.xy); projectedShadowPosition.xy *= distortFactor; //do shadows only if on shadow map - if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){ + if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){ const float threshMul = max(2048.0/shadowMapResolution*shadowDistance/128.0,0.95); float distortThresh = (sqrt(1.0-NdotL*NdotL)/NdotL+0.7)/distortFactor; float diffthresh = distortThresh/6000.0*threshMul; diff --git a/shaders/composite1.fsh b/shaders/composite1.fsh index 8be0560..91ad3ad 100644 --- a/shaders/composite1.fsh +++ b/shaders/composite1.fsh @@ -589,43 +589,7 @@ void rtGI(inout vec3 lighting, vec3 normal,vec2 noise,vec3 fragpos, float lightm } -void SubsurfaceScattering(inout float SSS, float Scattering, float Density, float LabDenisty){ - // #ifdef LabPBR_subsurface_scattering - float labcurve = pow(LabDenisty,LabSSS_Curve); - // beers law - SSS = clamp(exp( Scattering * -(10 - LabDenisty*7)), 0.0, labcurve); - if (abs(Scattering-0.1) < 0.0004 ) SSS = labcurve; - // #else - // // beers law - // SSS = clamp(exp(Scattering * -Density), 0.0, 1.0); - // if (abs(Scattering-0.1) < 0.0004 ) SSS = 1.0; - // #endif -} - -vec3 SubsurfaceScattering_2(vec3 albedo, float Scattering, float Density, float LabDenisty, float lightPos, bool yeSSS){ - // if(!yeSSS) return vec3(0.0); - - float labcurve = pow(LabDenisty,LabSSS_Curve); - float density = sqrt(30 - labcurve*15); - // #endif - - vec3 absorbed = max(1.0 - albedo,0.0) * density; - // absorbed = vec3(1.); - - vec3 scatter = exp(-sqrt(Scattering * absorbed)) * exp(Scattering * -density); - // float gloop = (1.0-exp(sqrt(Scattering) * -density)); - // vec3 scatter = mix(vec3(1.0), max(albedo - gloop * (1-labcurve),0.0), gloop) * exp(Scattering * -density); - - // #ifdef LabPBR_subsurface_scattering - scatter *= labcurve; - // #endif - - scatter *= 0.5 + CustomPhase(lightPos, 1.0,30.0)*20; - - return scatter; -} - -vec3 SubsurfaceScattering_3(vec3 albedo, float Scattering, float Density, float lightPos){ +vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos){ float labcurve = pow(Density,LabSSS_Curve); float density = sqrt(30 - labcurve*15); @@ -838,6 +802,8 @@ void main() { float SkySSS = 0.0; vec3 filtered = vec3(1.412,1.0,0.0); if (!hand) filtered = texture2D(colortex3,texcoord).rgb; + + vec3 ambientCoefs = normal/dot(abs(normal),vec3(1.)); float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmap.y,0.0,1.0); @@ -850,6 +816,11 @@ void main() { float cloudShadow = 1.0; if ( z >= 1.) { //sky + #ifdef Compositing_Sky + gl_FragData[0].rgb = vec3(CompSky_R, CompSky_G, CompSky_B); + #else + + vec3 background = vec3(0.0); background += stars(vec3(np3.x,abs(np3.y),np3.z)) * 5.0 ; @@ -870,16 +841,16 @@ void main() { background = background*cloud.a + cloud.rgb; gl_FragData[0].rgb = clamp(fp10Dither(background ,triangularize(noise)),0.0,65000.); - + #endif }else{//land ////// ----- direct ----- ////// vec3 Direct_lighting = vec3(1.0); + float Shadows = clamp(1.0 - filtered.b,0.0,1.0); float NdotL = dot(slopednormal,WsunVec); NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0); - float Shadows = clamp(1.0 - filtered.b,0.0,1.0); if (abs(filtered.y-0.1) < 0.0004 && !iswater) Shadows = clamp((lightmap.y-0.85)*25,0,1); float SHADOWBLOCKERDEPTBH = filtered.y; @@ -900,16 +871,16 @@ void main() { //apply distortion float distortFactor = calcDistort(projectedShadowPosition.xy); projectedShadowPosition.xy *= distortFactor; - + // Shadows = 0.0; + vec3 shadew = projectedShadowPosition.xyz; //do shadows only if on shadow map - if (abs(projectedShadowPosition.x) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.y) < 1.0-1.5/shadowMapResolution && abs(projectedShadowPosition.z) < 6.0){ + if (abs(shadew.x) < 1.0-1.5/shadowMapResolution && abs(shadew.y) < 1.0-1.5/shadowMapResolution && abs(shadew.z) < 6.0){ float diffthresh = 0.0; // if(hand && eyeBrightness.y/240. > 0.0) diffthresh = 0.0003; projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5); Shadows = 0.0; - float rdMul = filtered.x*distortFactor*d0*k/shadowMapResolution; for(int i = 0; i < SHADOW_FILTER_SAMPLE_COUNT; i++){ @@ -917,7 +888,6 @@ void main() { vec2 offsetS = tapLocation(i,SHADOW_FILTER_SAMPLE_COUNT,1.618,noise,0.0); float weight = 1.0+(i+noise)*rdMul/SHADOW_FILTER_SAMPLE_COUNT*shadowMapResolution; float isShadow = shadow2D(shadow,vec3(projectedShadowPosition + vec3(rdMul*offsetS,-diffthresh*weight))).x; - Shadows += isShadow/SHADOW_FILTER_SAMPLE_COUNT; } } @@ -926,7 +896,7 @@ void main() { #ifdef Sub_surface_scattering #ifdef Variable_Penumbra_Shadows - SSS = SubsurfaceScattering_3(albedo, SHADOWBLOCKERDEPTBH, LabSSS, clamp(dot(np3, WsunVec),0.0,1.0)) ; + SSS = SubsurfaceScattering_sun(albedo, SHADOWBLOCKERDEPTBH, LabSSS, clamp(dot(np3, WsunVec),0.0,1.0)) ; // if (isEyeInWater == 0) SSS *= lightleakfix; // light leak fix #endif @@ -944,7 +914,7 @@ void main() { screenShadow *= screenShadow ; #ifdef Variable_Penumbra_Shadows - Shadows = min(screenShadow, Shadows); + Shadows = min(screenShadow, Shadows + luma(SSS)); if (abs(filtered.y-0.1) < 0.0004 ) SSS *= vec3(Shadows); #endif @@ -1143,12 +1113,9 @@ void main() { if (isEyeInWater == 0) waterVolumetrics(gl_FragData[0].rgb, fragpos0, fragpos, estimatedDepth , estimatedSunDepth, Vdiff, noise, totEpsilon, scatterCoef, ambientColVol, lightColVol, dot(np3, WsunVec)); } - // phasefunc = phaseg(clamp(dot(np3, WsunVec),0.0,1.0), 0.5)*10; - - // if(z < 1) gl_FragData[0].rgb = Custom_GGX(normal, -np3, WsunVec, SpecularTex.r, SpecularTex.g) * vec3(1.0); - // gl_FragData[0].rgb = SubsurfaceScattering_sky(albedo, SkySSS, 1.0); - - // gl_FragData[0].rgb = clamp(1-exp( fragpos.z*fragpos.z / -50),0,1)* vec3(1); + + // gl_FragData[0].rgb = TESTS; if(z >= 1) gl_FragData[0].rgb = vec3(0.5); + // if (abs(filtered.b-0.1) < 0.0004 ) gl_FragData[0].rgb = vec3(0,1,0); /* DRAWBUFFERS:3 */ } \ No newline at end of file diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 8ca93ef..6fd39c1 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -358,4 +358,12 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF #define ORB_R 1.0 // [0.00 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] #define ORB_G 1.0 // [0.00 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] #define ORB_B 1.0 // [0.00 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] -#define ORB_ColMult 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 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 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 9.9 10.0 ] \ No newline at end of file +#define ORB_ColMult 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 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 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 5.9 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 7.8 7.9 8.0 8.1 8.2 8.3 8.4 8.5 8.6 8.7 8.8 8.9 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 9.9 10.0 ] + + +// -- RANDOM SHIT --- + +// #define Compositing_Sky // make the sky some color to make compositing a sky in some photoediting software easier. +#define CompSky_R 0.0 // [ 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 ] +#define CompSky_G 0.0 // [ 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 ] +#define CompSky_B 0.0 // [ 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 ] \ No newline at end of file diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 3c3568c..2b53ae5 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -43,7 +43,7 @@ alphaTest.gbuffers_skytextured=false alphaTest.gbuffers_hand=true -sliders =ambientsss_brightness SSS_TYPE Cloud_Speed Cumulus_height Cumulus_coverage Cumulus_density Alto_coverage Alto_density 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 NetherFog_brightness 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 +sliders =CompSky_R CompSky_G CompSky_B ambientsss_brightness SSS_TYPE Cloud_Speed Cumulus_height Cumulus_coverage Cumulus_density Alto_coverage Alto_density 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 NetherFog_brightness 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.columns=2 screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] [Misc_Settings] [Climate] @@ -162,7 +162,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] ######## POST screen.Post_Processing.columns=1 - screen.Post_Processing = [TAA_OPTIONS] [Purkinje_effect] [Tonemapping] [Exposure] [DepthOfField] SHARPENING BLOOM_STRENGTH BLOOM_QUALITY + screen.Post_Processing = [TAA_OPTIONS] [Purkinje_effect] [Tonemapping] [Exposure] [DepthOfField] [Editing] SHARPENING BLOOM_STRENGTH BLOOM_QUALITY ### TAA screen.TAA_OPTIONS.columns = 1 screen.TAA_OPTIONS= SCREENSHOT_MODE SPLIT_RENDER TAA BLEND_FACTOR TAA_UPSCALING RENDER_SCALE_X RENDER_SCALE_Y @@ -178,7 +178,9 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] ### PURKINJE screen.Purkinje_effect.columns = 1 screen.Purkinje_effect = Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier - + + screen.Editing.columns = 1 + screen.Editing = Compositing_Sky CompSky_R CompSky_G CompSky_B ######## MISC SETTINGS screen.Misc_Settings.columns=1 screen.Misc_Settings = [the_orb] WhiteWorld ambientLight_only Glass_Tint display_LUT DISABLE_ALPHA_MIPMAPS ambientSSS_view