Compositing sky for no reason

yarhar
This commit is contained in:
Xonk 2023-06-07 14:21:38 -04:00
parent 9448fb105a
commit da2177cfe9
4 changed files with 34 additions and 57 deletions

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@ -216,7 +216,7 @@ void main() {
#ifdef Variable_Penumbra_Shadows #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; vec3 p3 = mat3(gbufferModelViewInverse) * fragpos + gbufferModelViewInverse[3].xyz;

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@ -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){ vec3 SubsurfaceScattering_sun(vec3 albedo, float Scattering, float Density, float lightPos){
// #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){
float labcurve = pow(Density,LabSSS_Curve); float labcurve = pow(Density,LabSSS_Curve);
float density = sqrt(30 - labcurve*15); float density = sqrt(30 - labcurve*15);
@ -838,6 +802,8 @@ void main() {
float SkySSS = 0.0; float SkySSS = 0.0;
vec3 filtered = vec3(1.412,1.0,0.0); vec3 filtered = vec3(1.412,1.0,0.0);
if (!hand) filtered = texture2D(colortex3,texcoord).rgb; if (!hand) filtered = texture2D(colortex3,texcoord).rgb;
vec3 ambientCoefs = normal/dot(abs(normal),vec3(1.)); vec3 ambientCoefs = normal/dot(abs(normal),vec3(1.));
float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmap.y,0.0,1.0); float lightleakfix = clamp(eyeBrightness.y/240.0 + lightmap.y,0.0,1.0);
@ -850,6 +816,11 @@ void main() {
float cloudShadow = 1.0; float cloudShadow = 1.0;
if ( z >= 1.) { //sky if ( z >= 1.) { //sky
#ifdef Compositing_Sky
gl_FragData[0].rgb = vec3(CompSky_R, CompSky_G, CompSky_B);
#else
vec3 background = vec3(0.0); vec3 background = vec3(0.0);
background += stars(vec3(np3.x,abs(np3.y),np3.z)) * 5.0 ; background += stars(vec3(np3.x,abs(np3.y),np3.z)) * 5.0 ;
@ -870,16 +841,16 @@ void main() {
background = background*cloud.a + cloud.rgb; background = background*cloud.a + cloud.rgb;
gl_FragData[0].rgb = clamp(fp10Dither(background ,triangularize(noise)),0.0,65000.); gl_FragData[0].rgb = clamp(fp10Dither(background ,triangularize(noise)),0.0,65000.);
#endif
}else{//land }else{//land
////// ----- direct ----- ////// ////// ----- direct ----- //////
vec3 Direct_lighting = vec3(1.0); vec3 Direct_lighting = vec3(1.0);
float Shadows = clamp(1.0 - filtered.b,0.0,1.0);
float NdotL = dot(slopednormal,WsunVec); float NdotL = dot(slopednormal,WsunVec);
NdotL = clamp((-15 + NdotL*255.0) / 240.0 ,0.0,1.0); 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); if (abs(filtered.y-0.1) < 0.0004 && !iswater) Shadows = clamp((lightmap.y-0.85)*25,0,1);
float SHADOWBLOCKERDEPTBH = filtered.y; float SHADOWBLOCKERDEPTBH = filtered.y;
@ -900,16 +871,16 @@ void main() {
//apply distortion //apply distortion
float distortFactor = calcDistort(projectedShadowPosition.xy); float distortFactor = calcDistort(projectedShadowPosition.xy);
projectedShadowPosition.xy *= distortFactor; projectedShadowPosition.xy *= distortFactor;
// Shadows = 0.0;
vec3 shadew = projectedShadowPosition.xyz;
//do shadows only if on shadow map //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; float diffthresh = 0.0;
// if(hand && eyeBrightness.y/240. > 0.0) diffthresh = 0.0003; // if(hand && eyeBrightness.y/240. > 0.0) diffthresh = 0.0003;
projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5); projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
Shadows = 0.0; Shadows = 0.0;
float rdMul = filtered.x*distortFactor*d0*k/shadowMapResolution; float rdMul = filtered.x*distortFactor*d0*k/shadowMapResolution;
for(int i = 0; i < SHADOW_FILTER_SAMPLE_COUNT; i++){ 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); 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 weight = 1.0+(i+noise)*rdMul/SHADOW_FILTER_SAMPLE_COUNT*shadowMapResolution;
float isShadow = shadow2D(shadow,vec3(projectedShadowPosition + vec3(rdMul*offsetS,-diffthresh*weight))).x; float isShadow = shadow2D(shadow,vec3(projectedShadowPosition + vec3(rdMul*offsetS,-diffthresh*weight))).x;
Shadows += isShadow/SHADOW_FILTER_SAMPLE_COUNT; Shadows += isShadow/SHADOW_FILTER_SAMPLE_COUNT;
} }
} }
@ -926,7 +896,7 @@ void main() {
#ifdef Sub_surface_scattering #ifdef Sub_surface_scattering
#ifdef Variable_Penumbra_Shadows #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 // if (isEyeInWater == 0) SSS *= lightleakfix; // light leak fix
#endif #endif
@ -944,7 +914,7 @@ void main() {
screenShadow *= screenShadow ; screenShadow *= screenShadow ;
#ifdef Variable_Penumbra_Shadows #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); if (abs(filtered.y-0.1) < 0.0004 ) SSS *= vec3(Shadows);
#endif #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)); 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 = TESTS; if(z >= 1) gl_FragData[0].rgb = vec3(0.5);
// gl_FragData[0].rgb = SubsurfaceScattering_sky(albedo, SkySSS, 1.0); // if (abs(filtered.b-0.1) < 0.0004 ) gl_FragData[0].rgb = vec3(0,1,0);
// gl_FragData[0].rgb = clamp(1-exp( fragpos.z*fragpos.z / -50),0,1)* vec3(1);
/* DRAWBUFFERS:3 */ /* DRAWBUFFERS:3 */
} }

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@ -359,3 +359,11 @@ const float shadowDistanceRenderMul = -1.0; //[-1.0 1.0] THIS WILL BREAK SUBSURF
#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_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_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 ] #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 ]

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@ -43,7 +43,7 @@ alphaTest.gbuffers_skytextured=false
alphaTest.gbuffers_hand=true 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.columns=2
screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] [Misc_Settings] [Climate] 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 ######## POST
screen.Post_Processing.columns=1 screen.Post_Processing.columns=1
screen.Post_Processing = [TAA_OPTIONS] [Purkinje_effect] [Tonemapping] [Exposure] [DepthOfField] <skip> SHARPENING BLOOM_STRENGTH BLOOM_QUALITY screen.Post_Processing = [TAA_OPTIONS] [Purkinje_effect] [Tonemapping] [Exposure] [DepthOfField] [Editing] <skip> SHARPENING BLOOM_STRENGTH BLOOM_QUALITY
### TAA ### TAA
screen.TAA_OPTIONS.columns = 1 screen.TAA_OPTIONS.columns = 1
screen.TAA_OPTIONS= SCREENSHOT_MODE SPLIT_RENDER TAA BLEND_FACTOR <skip> TAA_UPSCALING RENDER_SCALE_X RENDER_SCALE_Y screen.TAA_OPTIONS= SCREENSHOT_MODE SPLIT_RENDER TAA BLEND_FACTOR <skip> TAA_UPSCALING RENDER_SCALE_X RENDER_SCALE_Y
@ -179,6 +179,8 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
screen.Purkinje_effect.columns = 1 screen.Purkinje_effect.columns = 1
screen.Purkinje_effect = Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier 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 ######## MISC SETTINGS
screen.Misc_Settings.columns=1 screen.Misc_Settings.columns=1
screen.Misc_Settings = [the_orb] WhiteWorld ambientLight_only Glass_Tint display_LUT DISABLE_ALPHA_MIPMAPS ambientSSS_view screen.Misc_Settings = [the_orb] WhiteWorld ambientLight_only Glass_Tint display_LUT DISABLE_ALPHA_MIPMAPS ambientSSS_view