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122 lines
8.7 KiB
Properties
122 lines
8.7 KiB
Properties
#shaders/shaders.properties
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#Minecraft Settings
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oldLighting=false
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underwaterOverlay = false
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sun=false
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moon=true
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stars=false
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vignette=false
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dynamicHandLight=true
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#Get the correct alpha value : S_A*(1-DST_A)+DST_A
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blend.gbuffers_terrain=off
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blend.gbuffers_textured= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_textured_lit= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_weather= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_water= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_hand_water= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_entities = off
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blend.gbuffers_hand = off
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blend.gbuffers_block= off
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blend.gbuffers_basic= off
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blend.gbuffers_damagedblock= SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_skytextured=off
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alphaTest.gbuffers_entities=GREATER 0.1
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alphaTest.gbuffers_weather=false
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alphaTest.gbuffers_water=false
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alphaTest.gbuffers_skybasic=false
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alphaTest.gbuffers_skytextured=false
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sliders=BLOOMY_FOG FOG_RAIN_MULTIPLIER FOG_TOD_MULTIPLIER CLOUDY_FOG_AMOUNT BASE_FOG_AMOUNT WAVY_SPEED WAVY_STRENGTH ANTI_GHOSTING BLOOM_STRENGTH Underwater_Fog_Density 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 Purkinje_Multiplier CROSSTALK
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screen=[Atmospherics] [TAA_OPTIONS] [Lighting] [Camera] [Shading] [Wavy_stuff] [Water_and_transparencies]
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screen.Wavy_stuff = WAVY_STRENGTH WAVY_SPEED WAVY_PLANTS
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screen.Atmospherics= SEA_LEVEL VL_SAMPLES CLOUDS_QUALITY VOLUMETRIC_CLOUDS [Fog_Color] [Fog_Densities] BLOOMY_FOG
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screen.Fog_Densities = FOG_RAIN_MULTIPLIER FOG_TOD_MULTIPLIER CLOUDY_FOG_AMOUNT BASE_FOG_AMOUNT ATMOSPHERIC_DENSITY Underwater_Fog_Density
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screen.Fog_Color = fog_mieg1 fog_mieg2 fog_coefficientRayleighR fog_coefficientRayleighG fog_coefficientRayleighB fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB
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screen.Water_and_transparencies = Dirt_Amount Dirt_Mie_Phase rayMarchSampleCount SCREENSPACE_REFLECTIONS SSR_STEPS SUN_MICROFACET_SPECULAR Water_Top_Layer lightMapDepthEstimation [Advanced]
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screen.Advanced = 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
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screen.TAA_OPTIONS= TAA <empty> FLICKER_REDUCTION BLEND_FACTOR ANTI_GHOSTING MOTION_REJECTION CLOSEST_VELOCITY NO_CLIP
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screen.Lighting= [Torch] [Sky] [Ambient]
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screen.Torch = TORCH_R TORCH_G TORCH_B TORCH_AMOUNT
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screen.Sky=[Sky_coefficients] [Sun_and_Moon_Colors] sunPathRotation
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screen.Sky_coefficients = Sky_Brightness sky_mieg sky_coefficientRayleighR sky_coefficientRayleighG sky_coefficientRayleighB sky_coefficientMieR sky_coefficientMieG sky_coefficientMieB
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screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB sun_illuminance moonColorR moonColorG moonColorB moon_illuminance
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screen.Ambient = MIN_LIGHT_AMOUNT SEPARATE_AO ambientOcclusionLevel Ambient_Mult
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screen.Shading = DISABLE_ALPHA_MIPMAPS [Shadows] [POM] BICUBIC_UPSCALING CONTRAST_ADAPTATIVE_SHARPENING SHARPENING
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screen.Shadows = [Filtering] SCREENSPACE_CONTACT_SHADOWS shadowMapResolution CLOUDS_SHADOWS CLOUDS_SHADOWS_STRENGTH shadowDistanceRenderMul shadowDistance SHADOW_FRUSTRUM_CULLING CAVE_LIGHT_LEAK_FIX SSAO SSAO_SAMPLES SHADOW_DISABLE_ALPHA_MIPMAPS Stochastic_Transparent_Shadows
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screen.Filtering = Variable_Penumbra_Shadows VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Max_Filter_Depth SHADOW_FILTER_SAMPLE_COUNT
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screen.POM = POM_MAP_RES POM POM_DEPTH MAX_ITERATIONS MAX_DIST USE_LUMINANCE_AS_HEIGHTMAP
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screen.Camera = EXPOSURE_MULTIPLIER Exposure_Speed AUTO_EXPOSURE Manual_exposure_value BLOOM_STRENGTH FinalR FinalG FinalB [Tonemapping] [DepthOfField] [Purkinje_effect]
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screen.Purkinje_effect = Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier
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screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK
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screen.DepthOfField = DOF HQ_DOF HEXAGONAL_BOKEH AUTOFOCUS focal aperture MANUAL_FOCUS FAR_BLUR_ONLY
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texture.noise=texture/noises.png
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separateAo=true
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beacon.beam.depth=true
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rain.depth=false
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variable.float.texelSizeX = 1.0/viewWidth
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variable.float.texelSizeY = 1.0/viewHeight
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uniform.vec2.texelSize=vec2(texelSizeX,texelSizeY)
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uniform.int.framemod8 = frameCounter%8
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variable.float.normSunVec = sqrt(sunPosition.x*sunPosition.x+sunPosition.y*sunPosition.y+sunPosition.z*sunPosition.z)
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variable.float.normUpVec = sqrt(upPosition.x*upPosition.x+upPosition.y*upPosition.y+upPosition.z*upPosition.z)
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variable.float.sunPosX = sunPosition.x/normSunVec
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variable.float.sunPosY = sunPosition.y/normSunVec
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variable.float.sunPosZ = sunPosition.z/normSunVec
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uniform.vec3.sunVec=vec3(sunPosX,sunPosY,sunPosZ)
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variable.float.upPosX = upPosition.x/normUpVec
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variable.float.upPosY = upPosition.y/normUpVec
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variable.float.upPosZ = upPosition.z/normUpVec
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uniform.vec3.upVec=vec3(upPosX,upPosY,upPosZ)
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uniform.float.sunElevation = sunPosX*upPosX+sunPosY*upPosY+sunPosZ*upPosZ
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uniform.float.lightSign = clamp(sunElevation * 1000000000000000000, 0.0, 1.0) * 2.0 - 1.0
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#Max angle at frustrum diagonal
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variable.float.maxAngle = atan(1.0 / gbufferProjection.1.1 * sqrt(1.0+(aspectRatio * aspectRatio)))
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uniform.float.cosFov = cos(maxAngle)
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variable.float.viewDirX = gbufferModelViewInverse.2.0
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variable.float.viewDirY = gbufferModelViewInverse.2.1
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variable.float.viewDirZ = gbufferModelViewInverse.2.2
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variable.float.normView = sqrt(viewDirX*viewDirX + viewDirY*viewDirY + viewDirZ*viewDirZ)
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variable.float.shViewDirX = (shadowModelView.0.0 * viewDirX + shadowModelView.1.0 * viewDirY + shadowModelView.2.0 * viewDirZ)/normView
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variable.float.shViewDirY = (shadowModelView.0.1 * viewDirX + shadowModelView.1.1 * viewDirY + shadowModelView.2.1 * viewDirZ)/normView
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variable.float.shViewDirZ = (shadowModelView.0.2 * viewDirX + shadowModelView.1.2 * viewDirY + shadowModelView.2.2 * viewDirZ)/normView
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uniform.vec3.shadowViewDir = vec3(shViewDirX, shViewDirY, shViewDirZ)
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variable.float.shStartX = (shadowModelView.0.0 * gbufferModelViewInverse.3.0 + shadowModelView.1.0 * gbufferModelViewInverse.3.1 + shadowModelView.2.0 * gbufferModelViewInverse.3.2)
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variable.float.shStartY = (shadowModelView.0.1 * gbufferModelViewInverse.3.0 + shadowModelView.1.1 * gbufferModelViewInverse.3.1 + shadowModelView.2.1 * gbufferModelViewInverse.3.2)
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variable.float.shStartZ = (shadowModelView.0.2 * gbufferModelViewInverse.3.0 + shadowModelView.1.2 * gbufferModelViewInverse.3.1 + shadowModelView.2.2 * gbufferModelViewInverse.3.2)
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uniform.vec3.shadowCamera = vec3(shStartX + shadowModelView.3.0 + shViewDirX*2., shStartY + shadowModelView.3.1 + shViewDirY*2., shStartZ + shadowModelView.3.2 + shViewDirZ*2.0)
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variable.float.wSunX = (gbufferModelViewInverse.0.0 * sunPosX + gbufferModelViewInverse.1.0 * sunPosY + gbufferModelViewInverse.2.0 * sunPosZ)
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variable.float.wSunY = (gbufferModelViewInverse.0.1 * sunPosX + gbufferModelViewInverse.1.1 * sunPosY + gbufferModelViewInverse.2.1 * sunPosZ)
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variable.float.wSunZ = (gbufferModelViewInverse.0.2 * sunPosX + gbufferModelViewInverse.1.2 * sunPosY + gbufferModelViewInverse.2.2 * sunPosZ)
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variable.float.shSunX = (shadowModelView.0.0 * wSunX + shadowModelView.1.0 * wSunY + shadowModelView.2.0 * wSunZ)
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variable.float.shSunY = (shadowModelView.0.1 * wSunX + shadowModelView.1.1 * wSunY + shadowModelView.2.1 * wSunZ)
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variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSunY + shadowModelView.2.2 * wSunZ)
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uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ)
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uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
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