clouds=off stars=false vignette=false underwaterOverlay=false dynamicHandLight=true oldLighting=false separateAo = true rain.depth = false beacon.beam.depth = true iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES BLOCK_EMISSION_ATTRIBUTE #if RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3 sun=true moon=true #else sun=false moon=false #endif #ifdef LPV_ENABLED shadow.enabled = true shadow.culling = reversed voxelizeLightBlocks = true #endif #ifndef RENDER_ENTITY_SHADOWS shadowBlockEntities = false shadowEntities = false #ifdef RENDER_PLAYER_SHADOWS shadowPlayer = true #endif #endif #if defined TRANSLUCENT_ENTITIES && defined IS_IRIS separateEntityDraws = true #else separateEntityDraws = false #endif program.world0/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS program.world0/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS program.world-1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS program.world-1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS program.world1/gbuffers_entities_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS program.world1/gbuffers_block_translucent.enabled = TRANSLUCENT_ENTITIES && IS_IRIS #if defined DISTANT_HORIZONS && defined IS_IRIS #if defined DISTANT_HORIZONS_SHADOWMAP dhShadow.enabled = true #else dhShadow.enabled = false #endif program.world0/dh_terrain.enabled = true program.world0/dh_water.enabled = true program.world1/dh_terrain.enabled = true program.world1/dh_water.enabled = true program.world-1/dh_terrain.enabled = true program.world-1/dh_water.enabled = true blend.dh_terrain = off blend.dh_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE #else dhShadow.enabled = false program.world0/dh_terrain.enabled = false program.world0/dh_water.enabled = false program.world1/dh_terrain.enabled = false program.world1/dh_water.enabled = false program.world-1/dh_terrain.enabled = false program.world-1/dh_water.enabled = false #endif #ifdef CLOUDS_INTERSECT_TERRAIN program.world0/deferred2.enabled = false program.world0/deferred2.enabled = false program.world1/deferred2.enabled = false program.world1/deferred2.enabled = false program.world-1/deferred2.enabled = false program.world-1/deferred2.enabled = false #endif program.world0/composite11.enabled = false program.world0/composite5.enabled = TAA_UPSCALING program.world1/composite5.enabled = TAA_UPSCALING program.world-1/composite5.enabled = TAA_UPSCALING # SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO # SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE #Get the correct alpha value : S_A*(1-DST_A)+DST_A # terrible blending for shadows on purpose blend.gbuffers_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_armor_glint = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_hand_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_textured = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_textured_lit = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_basic = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_weather = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_block_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_beaconbeam = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_entities_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE blend.gbuffers_spidereyes = ONE ONE ONE ONE blend.gbuffers_skytextured = ONE ONE ONE ZERO blend.shadow = ONE ZERO ONE ZERO # Disable blending blend.gbuffers_terrain = off blend.gbuffers_hand = off blend.gbuffers_block = off blend.gbuffers_entities = off blend.gbuffers_damagedblock = off # this is important for refraction and glass tint to work correctly blend.gbuffers_water.colortex11 = off blend.gbuffers_hand_water.colortex11 = off blend.gbuffers_entities_translucent.colortex11 = off blend.composite.colortex5 = off blend.composite.colortex12 = off blend.composite.colortex13 = off blend.composite.colortex14 = off # Alpha test alphaTest.gbuffers_terrain = GREATER 0.1 alphaTest.gbuffers_hand = GREATER 0.1 alphaTest.gbuffers_weather = false alphaTest.gbuffers_water = false alphaTest.gbuffers_skybasic = false alphaTest.gbuffers_skytextured = false sliders = CloudLayer2_scale CloudLayer0_scale CloudLayer1_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING VIGNETTE_STRENGTH CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE CHROMATIC_ABERRATION_STRENGTH SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps MOTION_BLUR_STRENGTH OVERDRAW_MAX_DISTANCE 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 DAY3_l0_coverage DAY3_l1_coverage DAY3_l2_coverage DAY3_ufog_density DAY3_l0_density DAY3_l1_density DAY3_l2_density DAY3_cfog_density DAY4_l0_coverage DAY4_l1_coverage DAY4_l2_coverage DAY4_ufog_density DAY4_l0_density DAY4_l1_density DAY4_l2_density DAY4_cfog_density DAY5_l0_coverage DAY5_l1_coverage DAY5_l2_coverage DAY5_ufog_density DAY5_l0_density DAY5_l1_density DAY5_l2_density DAY5_cfog_density DAY6_l0_coverage DAY6_l1_coverage DAY6_l2_coverage DAY6_ufog_density DAY6_l0_density DAY6_l1_density DAY6_l2_density DAY6_cfog_density DAY7_l0_coverage DAY7_l1_coverage DAY7_l2_coverage DAY7_ufog_density DAY7_l0_density DAY7_l1_density DAY7_l2_density DAY7_cfog_density DAY8_l0_coverage DAY8_l1_coverage DAY8_l2_coverage DAY8_ufog_density DAY8_l0_density DAY8_l1_density DAY8_l2_density DAY8_cfog_density DAY9_l0_coverage DAY9_l1_coverage DAY9_l2_coverage DAY9_ufog_density DAY9_l0_density DAY9_l1_density DAY9_l2_density DAY9_cfog_density sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS 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 UPPER_CURVE LOWER_CURVE EMISSIVE_TYPE SCALE_FACTOR 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 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 LPV_SATURATION LPV_TINT_SATURATION LPV_NORMAL_STRENGTH screen.columns=2 screen = \ SHADER_VERSION_LABEL \ \ [Direct_Light] [World] \ [Ambient_light] [Fog] \ [Post_Processing] [Clouds] \ [Resource_Pack_Support] [Climate] \ \ [Misc_Settings] [Mod_support] \ ######## LIGHTING ### DIRECT LIGHT screen.Direct_Light.columns=1 screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] OLD_LIGHTLEAK_FIX sunPathRotation sun_illuminance MOONPHASE_BASED_MOONLIGHT moon_illuminance screen.Shadows.columns=1 screen.Shadows = TRANSLUCENT_COLORED_SHADOWS SCREENSPACE_CONTACT_SHADOWS RENDER_ENTITY_SHADOWS RENDER_PLAYER_SHADOWS entityShadowDistanceMul [Filtering] shadowMapResolution shadowDistance OPTIMIZED_SHADOW_DISTANCE screen.Filtering.columns=1 screen.Filtering = BASIC_SHADOW_FILTER SHADOW_FILTER_SAMPLE_COUNT Min_Shadow_Filter_Radius Variable_Penumbra_Shadows VPS_Search_Samples Max_Shadow_Filter_Radius Max_Filter_Depth screen.Sun_and_Moon_Colors.columns = 1 screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp ### AMBIENT LIGHT screen.Ambient_light.columns=1 screen.Ambient_light = [LPV] [Torch_Colors] [Ambient_Colors] \ MIN_LIGHT_AMOUNT indirect_effect \ \ AO_Strength AO_in_sunlight GI_Strength \ ambientOcclusionLevel HQ_SSGI \ Hand_Held_lights SKY_CONTRIBUTION_IN_SSRT \ HANDHELD_LIGHT_RANGE UseQuarterResDepth screen.Torch_Colors.columns=1 screen.Torch_Colors = TORCH_AMOUNT Emissive_Brightness Emissive_Curve TORCH_R TORCH_G TORCH_B screen.Ambient_Colors.columns=1 screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT AmbientLight_R AmbientLight_G AmbientLight_B ### RESOURCE PACK SUPPORT screen.Resource_Pack_Support.columns = 1 screen.Resource_Pack_Support = [Reflections] [Emissives] [Subsurface_Scattering] [POM] [Porosity] MATERIAL_AO RESOURCEPACK_SKY screen.Reflections.columns=2 # screen.Reflections = Specular_Reflections Sun_specular_Strength Screen_Space_Reflections reflection_quality Rough_reflections Roughness_Threshold Sky_reflection Dynamic_SSR_quality screen.Reflections = \ DEFERRED_SPECULAR FORWARD_SPECULAR \ DEFERRED_ENVIORNMENT_REFLECTION FORWARD_ENVIORNMENT_REFLECTION \ DEFERRED_BACKGROUND_REFLECTION FORWARD_BACKGROUND_REFLECTION \ DEFERRED_ROUGH_REFLECTION FORWARD_ROUGH_REFLECTION \ Sun_specular_Strength Roughness_Threshold screen.Subsurface_Scattering.columns=1 screen.Subsurface_Scattering = SSS_TYPE sss_density_multiplier sss_absorbance_multiplier LabSSS_Curve MISC_BLOCK_SSS MOB_SSS Ambient_SSS ambientsss_brightness screen.Emissives.columns = 1 screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve screen.POM.columns=1 screen.POM = POM Adaptive_Step_length MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals screen.Porosity.columns = 1 screen.Porosity = Porosity Puddles Puddle_Size ### FloodFill screen.LPV.columns = 2 screen.LPV = LPV_ENABLED LPV_SIZE \ LPV_SATURATION LPV_COLORED_CANDLES \ LPV_TINT_SATURATION LPV_REDSTONE_LIGHTS \ LPV_NORMAL_STRENGTH LPV_ENTITY_LIGHTS \ LPV_NOSHADOW_HACK \ LPV_VL_FOG_ILLUMINATION LPV_VL_FOG_ILLUMINATION_BRIGHTNESS VANILLA_LIGHTMAP_MASK ######## WORLD screen.World.columns=1 screen.World = [Water] [Waving_Stuff] PLANET_CURVATURE CURVATURE_AMOUNT [Sky_coefficients] SKY_GROUND AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED ### WAVING STUFF screen.Waving_Stuff.columns=1 screen.Waving_Stuff = WAVY_PLANTS WAVY_STRENGTH WAVY_SPEED ######## CLIMATE screen.Climate.columns=1 screen.Climate = [Seasons] PER_BIOME_ENVIRONMENT [SWAMP] [JUNGLE] [DARKFOREST] SNOW_STORMS SAND_STORMS ## BIOME SPECIFICS screen.SWAMP.columns=1 screen.SWAMP = SWAMP_ENV SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B screen.JUNGLE.columns=1 screen.JUNGLE = JUNGLE_ENV JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B screen.DARKFOREST.columns=1 screen.DARKFOREST = DARKFOREST_ENV DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B ## SEASONS screen.Seasons.columns=1 screen.Seasons = Seasons Season_Length Start_Season Snowy_Winter [Summer_colors] [Fall_colors] [Winter_colors] [Spring_colors] screen.Summer_colors.columns=1 screen.Summer_colors = Summer_R Summer_G Summer_B Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B screen.Fall_colors.columns=1 screen.Fall_colors = Fall_R Fall_G Fall_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B screen.Winter_colors.columns=1 screen.Winter_colors = Winter_R Winter_G Winter_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B screen.Spring_colors.columns=1 screen.Spring_colors = Spring_R Spring_G Spring_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B ######## ATMOSPHERICS screen.Sky_coefficients.columns=1 screen.Sky_coefficients = Sky_Brightness sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB ### CLOUDS screen.Clouds.columns = 3 screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_SHADOWS Cloud_Speed \ CLOUDS_QUALITY CLOUD_SHADOW_STRENGTH Rain_coverage \ minRayMarchSteps maxRayMarchSteps [DAILY_WEATHER] \ CloudLayer0 CloudLayer1 CloudLayer2 \ CloudLayer0_coverage CloudLayer1_coverage CloudLayer2_coverage \ CloudLayer0_density CloudLayer1_density CloudLayer2_density \ CloudLayer0_height CloudLayer1_height CloudLayer2_height \ CloudLayer0_tallness CloudLayer1_tallness \ CloudLayer0_scale CloudLayer1_scale CloudLayer2_scale ### FOG screen.Fog.columns=2 screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES \ FOG_START_HEIGHT BLOOMY_FOG \ \ Haze_amount RainFog_amount \ [TOD_fog] [Cave_Fog] \ [END_AND_NETHER_FOG] \ \ BorderFog PER_BIOME_ENVIRONMENT \ RAYMARCH_CLOUDS_WITH_FOG screen.TOD_fog.columns=2 screen.TOD_fog = TOD_Fog_mult Morning_Uniform_Fog Morning_Cloudy_Fog Noon_Uniform_Fog Noon_Cloudy_Fog Evening_Uniform_Fog Evening_Cloudy_Fog Night_Uniform_Fog Night_Cloudy_Fog screen.Cave_Fog.columns=1 screen.Cave_Fog = CAVE_FOG CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B screen.Fog_Color.columns=1 screen.Fog_Color = fog_coefficientRayleighR fog_coefficientRayleighG fog_coefficientRayleighB fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB screen.END_AND_NETHER_FOG.columns=1 screen.END_AND_NETHER_FOG = END_STORM_DENSTIY NETHER_PLUME_DENSITY ### WATER screen.Water.columns=2 screen.Water = WATER_REFLECTIONS FAKE_REFRACTION_EFFECT \ WATER_SUN_SPECULAR Vanilla_like_water \ SCREENSPACE_REFLECTIONS SSR_STEPS \ WATER_BACKGROUND_SPECULAR Dirt_Amount \ MINIMUM_WATER_ABSORBANCE [Water_fog_color] \ Water_Top_Layer SNELLS_WINDOW \ WATER_WAVE_STRENGTH WATER_WAVE_SPEED \ screen.Water_fog_color.columns=1 screen.Water_fog_color = 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 ######## POST screen.Post_Processing.columns=2 screen.Post_Processing = [TAA_OPTIONS] [Tonemapping] [Exposure] [DepthOfField] [Purkinje_effect] [COLOR_GRADING] [GAMEPLAY_EFFECTS] CAMERA_GRIDLINES BLOOM_STRENGTH SHARPENING MOTION_BLUR MOTION_BLUR_STRENGTH CHROMATIC_ABERRATION CHROMATIC_ABERRATION_STRENGTH VIGNETTE VIGNETTE_STRENGTH ### TAA screen.TAA_OPTIONS.columns = 1 screen.TAA_OPTIONS= SCREENSHOT_MODE TAA RESPONSIVE_TAA BLEND_FACTOR TAA_UPSCALING SCALE_FACTOR ### DOF screen.DepthOfField.columns = 1 screen.DepthOfField = DOF_QUALITY DOF_ANAMORPHIC_RATIO focal aperture MANUAL_FOCUS DoF_Adaptation_Speed FAR_BLUR_ONLY [JITTER_DOF] screen.JITTER_DOF.columns=1 screen.JITTER_DOF = JITTER_STRENGTH FOCUS_LASER_COLOR SCREENSHOT_MODE ### EXPOSURE screen.Exposure.columns = 1 screen.Exposure = AUTO_EXPOSURE EXPOSURE_MULTIPLIER Exposure_Speed Manual_exposure_value EXPOSURE_DARKENING EXPOSURE_BRIGHTENING ### TONEMAPS screen.Tonemapping.columns = 1 screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK ### PURKINJE screen.Purkinje_effect.columns = 1 screen.Purkinje_effect = Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier ### COLOR GRADING screen.COLOR_GRADING.columns = 3 screen.COLOR_GRADING = \ LUMINANCE_CURVE LOWER_CURVE UPPER_CURVE \ \ COLOR_GRADING_ENABLED \ 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 ### COOL GAMEPLAY EFFECTS screen.GAMEPLAY_EFFECTS = MOTION_AMOUNT DAMAGE_TAKEN_EFFECT LOW_HEALTH_EFFECT WATER_ON_CAMERA_EFFECT ######## MOD SUPPORT SETTINGS screen.Mod_support = [DISTANT_HORIZONS_SETTINGS] screen.DISTANT_HORIZONS_SETTINGS.columns = 1 screen.DISTANT_HORIZONS_SETTINGS = DH_OVERDRAW_PREVENTION OVERDRAW_MAX_DISTANCE DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS DH_NOISE_TEXTURE DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution TOGGLE_VL_FOG VOLUMETRIC_CLOUDS ######## MISC SETTINGS screen.Misc_Settings = [EXPERIMENTAL_STUFF] DEBUG_VIEW [the_end_orb] display_LUT WhiteWorld SSS_view ambientLight_only LIGHTNING_FLASH DISABLE_ENCHANT_GLINT DISABLE_VANILLA_EMISSIVES PARTICLE_RENDERING_FIX TRANSLUCENT_ENTITIES LIGHTING_EFFECTS_BLUR_FILTER [selection_box_outline] screen.EXPERIMENTAL_STUFF = CLOUDS_INTERSECT_TERRAIN BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER HYPER_DETAILED_WAVES OLD_BLOOM PLANET_GROUND_BRIGHTNESS LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS OLD_CAVE_DETECTION FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT screen.the_end_orb.columns = 1 screen.the_end_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B screen.selection_box_outline.columns = 1 screen.selection_box_outline = SELECT_BOX SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B ##################################### ####### WEATHER RELATED STUFF ####### ##################################### screen.DAILY_WEATHER.columns = 2 screen.DAILY_WEATHER = Daily_Weather CHOOSE_RANDOM_WEATHER_PROFILE \ [DAY0_WEATHER] [DAY5_WEATHER] \ [DAY1_WEATHER] [DAY6_WEATHER] \ [DAY2_WEATHER] [DAY7_WEATHER] \ [DAY3_WEATHER] [DAY8_WEATHER] \ [DAY4_WEATHER] [DAY9_WEATHER] screen.DAY0_WEATHER.columns = 2 screen.DAY0_WEATHER = DAY0_l0_coverage DAY0_l0_density DAY0_l1_coverage DAY0_l1_density DAY0_l2_coverage DAY0_l2_density DAY0_ufog_density DAY0_cfog_density screen.DAY1_WEATHER.columns = 2 screen.DAY1_WEATHER = DAY1_l0_coverage DAY1_l0_density DAY1_l1_coverage DAY1_l1_density DAY1_l2_coverage DAY1_l2_density DAY1_ufog_density DAY1_cfog_density screen.DAY2_WEATHER.columns = 2 screen.DAY2_WEATHER = DAY2_l0_coverage DAY2_l0_density DAY2_l1_coverage DAY2_l1_density DAY2_l2_coverage DAY2_l2_density DAY2_ufog_density DAY2_cfog_density screen.DAY3_WEATHER.columns = 2 screen.DAY3_WEATHER = DAY3_l0_coverage DAY3_l0_density DAY3_l1_coverage DAY3_l1_density DAY3_l2_coverage DAY3_l2_density DAY3_ufog_density DAY3_cfog_density screen.DAY4_WEATHER.columns = 2 screen.DAY4_WEATHER = DAY4_l0_coverage DAY4_l0_density DAY4_l1_coverage DAY4_l1_density DAY4_l2_coverage DAY4_l2_density DAY4_ufog_density DAY4_cfog_density screen.DAY5_WEATHER.columns = 2 screen.DAY5_WEATHER = DAY5_l0_coverage DAY5_l0_density DAY5_l1_coverage DAY5_l1_density DAY5_l2_coverage DAY5_l2_density DAY5_ufog_density DAY5_cfog_density screen.DAY6_WEATHER.columns = 2 screen.DAY6_WEATHER = DAY6_l0_coverage DAY6_l0_density DAY6_l1_coverage DAY6_l1_density DAY6_l2_coverage DAY6_l2_density DAY6_ufog_density DAY6_cfog_density screen.DAY7_WEATHER.columns = 2 screen.DAY7_WEATHER = DAY7_l0_coverage DAY7_l0_density DAY7_l1_coverage DAY7_l1_density DAY7_l2_coverage DAY7_l2_density DAY7_ufog_density DAY7_cfog_density screen.DAY8_WEATHER.columns = 2 screen.DAY8_WEATHER = DAY8_l0_coverage DAY8_l0_density DAY8_l1_coverage DAY8_l1_density DAY8_l2_coverage DAY8_l2_density DAY8_ufog_density DAY8_cfog_density screen.DAY9_WEATHER.columns = 2 screen.DAY9_WEATHER = DAY9_l0_coverage DAY9_l0_density DAY9_l1_coverage DAY9_l1_density DAY9_l2_coverage DAY9_l2_density DAY9_ufog_density DAY9_cfog_density # thank you sixthsurge! #ifdef LIGHTNING_FLASH #ifdef IS_IRIS variable.float.lightningFlash = smooth(if(lightningBoltPosition.w > 0.0, 1.0, 0.0), 0.0, 0.0) #else variable.float.lightningFlash = smooth(if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0.0, 0.0) #endif #else variable.float.lightningFlash = 0.0 #endif uniform.vec3.lightningEffect = vec3(77.0 * lightningFlash, 153.0 * lightningFlash, 255.0 * lightningFlash) ################################### ####### BIOME RELATED STUFF ####### ################################### # in seconds variable.int.BiomeTransitionTime = 60 #ifdef SWAMP_ENV uniform.float.isSwamps = smooth(if(in(biome, 6, 52, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime) #else uniform.float.isSwamps = 0.0 #endif #ifdef JUNGLE_ENV uniform.float.isJungles = smooth(if(in(biome, 23, 24, 25), 1,0), BiomeTransitionTime, BiomeTransitionTime) #else uniform.float.isJungles = 0.0 #endif #ifdef DARKFOREST_ENV uniform.float.isDarkForests = smooth(if(in(biome, 11), 1,0), BiomeTransitionTime, BiomeTransitionTime) #else uniform.float.isDarkForests = 0.0 #endif #ifdef MANGROVE_ENV uniform.float.isMangroveSwamp = smooth(if(in(biome, 7), 1,0), BiomeTransitionTime, BiomeTransitionTime) #else uniform.float.isMangroveSwamp = 0.0 #endif #ifdef SNOW_STORMS uniform.float.snowStorm = smooth(if(in(biome, 31, 32, 33, 34), rainStrength, 0), 15,30) #else uniform.float.snowStorm = 0.0; #endif #ifdef SAND_STORMS #if defined IS_IRIS uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), thunderStrength, 0), 15,30) #else uniform.float.sandStorm = smooth(if(in(biome, 5, 26, 27, 28), rainStrength, 0), 15,30) #endif #else uniform.float.sandStorm = 0.0; #endif uniform.float.noPuddleAreas = smooth(if(in(biome, 3, 4, 16, 37, 39, 48, 49, 31, 32, 33, 34, 5, 17, 18, 26, 27, 28), 0,1), 15,15) ############################ ####### RANDOM STUFF ####### ############################ # force LUT accumulation to have a high blend factor after a certain amount of time uniform.float.dayChangeSmooth = smooth(if(abs(smooth(worldDay, 0.05, 0.05) - worldDay) > 0.01, 0.0, 1.0), 300.0, 0.0) uniform.bool.worldTimeChangeCheck = abs(smooth(sunAngle, 1.0, 1.0) - sunAngle) > 0.01 #if defined WATER_ON_CAMERA_EFFECT uniform.float.exitWater = smooth(if(isEyeInWater == 1,1,0),0.0,5.0) #endif #if defined LOW_HEALTH_EFFECT || defined DAMAGE_TAKEN_EFFECT #ifdef IS_IRIS variable.float.Currenthealth = currentPlayerHealth * maxPlayerHealth uniform.float.oneHeart = smooth(if(Currenthealth <= 2.0 && currentPlayerHealth > -1.0, 1,0), 0.0,1.0) uniform.float.threeHeart = smooth(if(Currenthealth <= 6.0 && currentPlayerHealth > -1.0, 1,0), 0.0,1.0) variable.float.interpolatedHealth = smooth(if(is_hurt, 0.0, Currenthealth), 0.0, 1.0) # detect over 5 hearts of damage taken variable.bool.largeHealthDifference = (interpolatedHealth - Currenthealth) >= 7.0 variable.bool.delayedCritDamage = smooth(if(largeHealthDifference, 1.0, 0.0), 0.0, 1.0) > 0.01 uniform.float.CriticalDamageTaken = smooth(if(delayedCritDamage && currentPlayerHealth > -1.0, 1.0, 0.0), 0.5, 3.0) # detect over 2 hearts of damage taken variable.bool.smallHealthDifference = (interpolatedHealth - Currenthealth) >= 3.0 uniform.float.MinorDamageTaken = smooth(if(smallHealthDifference && currentPlayerHealth > -1.0, 5.0, 0.0), 0.5, 1.0) #else uniform.bool.isDead = !is_alive #endif #endif #if defined OLD_CAVE_DETECTION variable.bool.inTheDarkTimer = smooth(if(eyeBrightness.y < 0.01, 1.0, 0.0), 10.0, 0.0) > 0.99 uniform.float.caveDetection = smooth(if(inTheDarkTimer, 1.0, 0.0), 3.0, 1.0) #else # the idea is to modulate the mood value between 0 - 1 # then check if the modulated value is non-zero. when it goes back to zero, it will have a very slowly deteriorating value. # that value immediately regenerates when it modulates to 1 again. this way, i can check if the mood is climbing by checking if the smoothed value is above zero. # doing this is just for readablity, not required. variable.float.playerMoodPercent = playerMood*100.0 + 1.0 # modulo 0 - 1 variable.float.modMood = playerMoodPercent - floor(playerMoodPercent) # check if mood is increasing. # and only activate when mood is above the threshold (5% mood) # make sure it degenerates slow enough that mood can reach 5% after the mood flips to 0% from 100% variable.bool.moodIsClimbing = smooth(if(modMood > 0.50 && playerMoodPercent > 4.0, 1.0, eyeBrightness.x/240.0), 0.0, 10.0) > 0.1 # add one more check to turn it off when lightlevels are not zero uniform.float.caveDetection = smooth(if(moodIsClimbing && eyeBrightness.y < 0.01, 1.0, 0.0), 3.0, 1.0) #endif uniform.float.wetnessAmount = smooth(if(rainStrength>0.01, 3.0, 0.0), 100.0, 100.0) # photon stuff uniform.vec2.view_res = vec2(viewWidth, viewHeight) uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight) texture.noise = texture/noises.png texture.composite.colortex6 = texture/blueNoise.png variable.float.texelSizeX = 1.0/viewWidth variable.float.texelSizeY = 1.0/viewHeight uniform.vec2.texelSize = vec2(texelSizeX,texelSizeY) #if defined RESPONSIVE_TAA uniform.int.framemod8 = frameCounter%4 #else uniform.int.framemod8 = frameCounter%8 #endif variable.float.sunPosXSTEUFF = sunPosition.x variable.float.sunPosYSTEUFF = sunPosition.y variable.float.sunPosZSTEUFF = sunPosition.z variable.float.normSunVec = sqrt(sunPosXSTEUFF*sunPosXSTEUFF+sunPosYSTEUFF*sunPosYSTEUFF+sunPosZSTEUFF*sunPosZSTEUFF) variable.float.normUpVec = sqrt(upPosition.x*upPosition.x+upPosition.y*upPosition.y+upPosition.z*upPosition.z) variable.float.sunPosX = (sunPosition.x/normSunVec) variable.float.sunPosY = (sunPosition.y/normSunVec) variable.float.sunPosZ = (sunPosition.z/normSunVec) uniform.vec3.sunVec=vec3(sunPosX,sunPosY,sunPosZ) variable.float.upPosX =(upPosition.x)/normUpVec variable.float.upPosY =(upPosition.y)/normUpVec variable.float.upPosZ =(upPosition.z)/normUpVec uniform.vec3.upVec=vec3(upPosX,upPosY,upPosZ) uniform.float.sunElevation = sunPosX*upPosX+sunPosY*upPosY+sunPosZ*upPosZ uniform.float.lightSign = clamp(sunElevation * 1000000000000000000, 0.0, 1.0) * 2.0 - 1.0 #Max angle at frustrum diagonal variable.float.maxAngle = atan(1.0 / gbufferProjection.1.1 * sqrt(1.0+(aspectRatio * aspectRatio))) uniform.float.cosFov = cos(maxAngle) variable.float.viewDirX = gbufferModelViewInverse.2.0 variable.float.viewDirY = gbufferModelViewInverse.2.1 variable.float.viewDirZ = gbufferModelViewInverse.2.2 variable.float.normView = sqrt(viewDirX*viewDirX + viewDirY*viewDirY + viewDirZ*viewDirZ) variable.float.shViewDirX = (shadowModelView.0.0 * viewDirX + shadowModelView.1.0 * viewDirY + shadowModelView.2.0 * viewDirZ)/normView variable.float.shViewDirY = (shadowModelView.0.1 * viewDirX + shadowModelView.1.1 * viewDirY + shadowModelView.2.1 * viewDirZ)/normView variable.float.shViewDirZ = (shadowModelView.0.2 * viewDirX + shadowModelView.1.2 * viewDirY + shadowModelView.2.2 * viewDirZ)/normView uniform.vec3.shadowViewDir = vec3(shViewDirX, shViewDirY, shViewDirZ) variable.float.shStartX = (shadowModelView.0.0 * gbufferModelViewInverse.3.0 + shadowModelView.1.0 * gbufferModelViewInverse.3.1 + shadowModelView.2.0 * gbufferModelViewInverse.3.2) variable.float.shStartY = (shadowModelView.0.1 * gbufferModelViewInverse.3.0 + shadowModelView.1.1 * gbufferModelViewInverse.3.1 + shadowModelView.2.1 * gbufferModelViewInverse.3.2) variable.float.shStartZ = (shadowModelView.0.2 * gbufferModelViewInverse.3.0 + shadowModelView.1.2 * gbufferModelViewInverse.3.1 + shadowModelView.2.2 * gbufferModelViewInverse.3.2) uniform.vec3.shadowCamera = vec3(shStartX + shadowModelView.3.0 + shViewDirX*2., shStartY + shadowModelView.3.1 + shViewDirY*2., shStartZ + shadowModelView.3.2 + shViewDirZ*2.0) variable.float.wSunX = (gbufferModelViewInverse.0.0 * sunPosX + gbufferModelViewInverse.1.0 * sunPosY + gbufferModelViewInverse.2.0 * sunPosZ) variable.float.wSunY = (gbufferModelViewInverse.0.1 * sunPosX + gbufferModelViewInverse.1.1 * sunPosY + gbufferModelViewInverse.2.1 * sunPosZ) variable.float.wSunZ = (gbufferModelViewInverse.0.2 * sunPosX + gbufferModelViewInverse.1.2 * sunPosY + gbufferModelViewInverse.2.2 * sunPosZ) variable.float.shSunX = (shadowModelView.0.0 * wSunX + shadowModelView.1.0 * wSunY + shadowModelView.2.0 * wSunZ) variable.float.shSunY = (shadowModelView.0.1 * wSunX + shadowModelView.1.1 * wSunY + shadowModelView.2.1 * wSunZ) variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSunY + shadowModelView.2.2 * wSunZ) uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ) uniform.float.shadowMaxProj = 150.0/abs(sunPosY) ############################### ####### FLOODFILL STUFF ####### ############################### #ifdef LPV_ENABLED image.imgBlockData = texBlockData RG_INTEGER RG32UI UNSIGNED_INT false false 2048 #if LPV_SIZE == 8 image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 256 256 256 image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 256 256 256 image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 256 256 256 #elif LPV_SIZE == 7 image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 128 128 128 image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 128 128 128 image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 128 128 128 #elif LPV_SIZE == 6 image.imgVoxelMask = none RED_INTEGER R16UI UNSIGNED_SHORT true false 64 64 64 image.imgLpv1 = texLpv1 RGB RGBA8 BYTE false false 64 64 64 image.imgLpv2 = texLpv2 RGB RGBA8 BYTE false false 64 64 64 #endif #else program.world1/setup.enabled = false program.world0/setup.enabled = false program.world-1/setup.enabled = false program.world1/shadow.enabled = false program.world-1/shadow.enabled = false program.world1/shadowcomp.enabled = false program.world0/shadowcomp.enabled = false program.world-1/shadowcomp.enabled = false #endif