diff --git a/shaders/dimensions/composite5.fsh b/shaders/dimensions/composite5.fsh index eac5e42..dad9e5d 100644 --- a/shaders/dimensions/composite5.fsh +++ b/shaders/dimensions/composite5.fsh @@ -18,6 +18,8 @@ uniform vec2 texelSize; uniform float frameTimeCounter; uniform float viewHeight; uniform float viewWidth; +uniform bool windowResizeCheck; +uniform int frameCounter; uniform vec3 previousCameraPosition; uniform mat4 gbufferPreviousModelView; @@ -48,15 +50,18 @@ vec2 decodeVec2(float a){ float luma(vec3 color) { return dot(color,vec3(0.21, 0.72, 0.07)); } + float interleaved_gradientNoise(){ return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y)+tempOffsets); } + float triangularize(float dither) { float center = dither*2.0-1.0; dither = center*inversesqrt(abs(center)); return clamp(dither-fsign(center),0.0,1.0); } + vec4 fp10Dither(vec4 color ,float dither){ const vec3 mantissaBits = vec3(6.,6.,5.); vec3 exponent = floor(log2(color.rgb)); @@ -194,12 +199,12 @@ vec3 FastCatmulRom(sampler2D colorTex, vec2 texcoord, vec4 rtMetrics, float shar vec2 w12 = w1 + w2; vec2 tc12 = rtMetrics.xy * (centerPosition + w2 / w12); - vec3 centerColor = texture(colorTex, vec2(tc12.x, tc12.y)).rgb; vec2 tc0 = rtMetrics.xy * (centerPosition - 1.0); vec2 tc3 = rtMetrics.xy * (centerPosition + 2.0); + vec4 color = vec4(texture(colorTex, vec2(tc12.x, tc0.y )).rgb, 1.0) * (w12.x * w0.y ) + vec4(texture(colorTex, vec2(tc0.x, tc12.y)).rgb, 1.0) * (w0.x * w12.y) + - vec4(centerColor, 1.0) * (w12.x * w12.y) + + vec4(texture(colorTex, vec2(tc12.x, tc12.y)).rgb, 1.0) * (w12.x * w12.y) + vec4(texture(colorTex, vec2(tc3.x, tc12.y)).rgb, 1.0) * (w3.x * w12.y) + vec4(texture(colorTex, vec2(tc12.x, tc3.y )).rgb, 1.0) * (w12.x * w3.y ); @@ -212,11 +217,17 @@ vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth) vec2 du = vec2(texelSize.x*2., 0.0); vec2 dv = vec2(0.0, texelSize.y*2.); - vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture(depth, texcoord - dv - du).x); - vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture(depth, texcoord - dv + du).x); - vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture(depth, texcoord).x); - vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture(depth, texcoord + dv - du).x); - vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture(depth, texcoord + dv + du).x); + // vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture(depth, texcoord - dv - du).x); + // vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture(depth, texcoord - dv + du).x); + // vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture(depth, texcoord).x); + // vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture(depth, texcoord + dv - du).x); + // vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture(depth, texcoord + dv + du).x); + + vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texelFetch(depth, ivec2((texcoord - dv - du)/texelSize),0).x); + vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texelFetch(depth, ivec2((texcoord - dv + du)/texelSize),0).x); + vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texelFetch(depth, ivec2(texcoord/texelSize),0).x); + vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texelFetch(depth, ivec2((texcoord + dv - du)/texelSize),0).x); + vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texelFetch(depth, ivec2((texcoord + dv + du)/texelSize),0).x); vec3 dmin = dmc; dmin = dmin.z > dtr.z ? dtr : dmin; @@ -242,11 +253,17 @@ vec3 closestToCamera5taps_DH(vec2 texcoord, sampler2D depth, sampler2D dhDepth, vec3 dbl = vec3(texcoord,0.); vec3 dbr = vec3(texcoord,0.); - dtl += vec3(-texelSize, depthCheck ? texture(dhDepth, texcoord - dv - du).x : texture(depth, texcoord - dv - du).x); - dtr += vec3( texelSize.x, -texelSize.y, depthCheck ? texture(dhDepth, texcoord - dv + du).x : texture(depth, texcoord - dv + du).x); - dmc += vec3( 0.0, 0.0, depthCheck ? texture(dhDepth, texcoord).x : texture(depth, texcoord).x); - dbl += vec3(-texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv - du).x : texture(depth, texcoord + dv - du).x); - dbr += vec3( texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv + du).x : texture(depth, texcoord + dv + du).x); + // dtl += vec3(-texelSize, depthCheck ? texture(dhDepth, texcoord - dv - du).x : texture(depth, texcoord - dv - du).x); + // dtr += vec3( texelSize.x, -texelSize.y, depthCheck ? texture(dhDepth, texcoord - dv + du).x : texture(depth, texcoord - dv + du).x); + // dmc += vec3( 0.0, 0.0, depthCheck ? texture(dhDepth, texcoord).x : texture(depth, texcoord).x); + // dbl += vec3(-texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv - du).x : texture(depth, texcoord + dv - du).x); + // dbr += vec3( texelSize.x, texelSize.y, depthCheck ? texture(dhDepth, texcoord + dv + du).x : texture(depth, texcoord + dv + du).x); + + dtl += vec3(-texelSize, depthCheck ? texelFetch(dhDepth, ivec2((texcoord - dv - du)/texelSize),0).x : texture(depth, ivec2((texcoord - dv - du)/texelSize),0).x); + dtr += vec3( texelSize.x, -texelSize.y, depthCheck ? texelFetch(dhDepth, ivec2((texcoord - dv + du)/texelSize),0).x : texture(depth, ivec2((texcoord - dv + du)/texelSize),0).x); + dmc += vec3( 0.0, 0.0, depthCheck ? texelFetch(dhDepth, ivec2(texcoord/texelSize ),0).x : texture(depth, ivec2(texcoord/texelSize) ,0).x); + dbl += vec3(-texelSize.x, texelSize.y, depthCheck ? texelFetch(dhDepth, ivec2((texcoord + dv - du)/texelSize),0).x : texture(depth, ivec2((texcoord + dv - du)/texelSize),0).x); + dbr += vec3( texelSize.x, texelSize.y, depthCheck ? texelFetch(dhDepth, ivec2((texcoord + dv + du)/texelSize),0).x : texture(depth, ivec2((texcoord + dv + du)/texelSize),0).x); vec3 dmin = dmc; dmin = dmin.z > dtr.z ? dtr : dmin; @@ -260,12 +277,20 @@ vec3 closestToCamera5taps_DH(vec2 texcoord, sampler2D depth, sampler2D dhDepth, return dmin; } -uniform bool windowResizeCheck; -uniform int frameCounter; + +// TAA_TEXTURE_FILTERING_MODES +#define NEAREST_ONLY 0 +#define LIENAR_ONLY 1 +#define NEAREST_AND_LINEAR 2 vec4 computeTAA(vec2 texcoord, bool hand){ vec2 jitter = taaJitter*texelSize*0.5; - vec2 adjTC = clamp(texcoord*RENDER_SCALE - texelSize*0.5, vec2(0.0), RENDER_SCALE - texelSize*1.5); + vec2 adjTC = texcoord*RENDER_SCALE; + // when linear filtering is used, ensure it samples center of pixel + #if TAA_TEXTURE_FILTERING_MODE == LIENAR_ONLY || TAA_TEXTURE_FILTERING_MODE == NEAREST_AND_LINEAR + adjTC -= texelSize*0.5; + #endif + vec2 adjTC_noJitter = adjTC + jitter; // get previous frames position stuff for UV @@ -289,9 +314,7 @@ vec4 computeTAA(vec2 texcoord, bool hand){ #endif vec2 velocity = previousPosition.xy - closestToCamera.xy; - previousPosition.xy = texcoord + (hand ? vec2(0.0) : velocity); - float cameraMovement = length(velocity/texelSize); // adjust clamping radius when motion is detected to reduce ghosting further without needing to change blend factor @@ -302,25 +325,22 @@ vec4 computeTAA(vec2 texcoord, bool hand){ #endif // sample current frame, and make sure it is de-jittered - #if TAA_MODE == 3 + #if TAA_MODE == 3 || TAA_TEXTURE_FILTERING_MODE == LIENAR_ONLY vec3 currentFrame = smoothfilter(colortex3, adjTC_noJitter).rgb; #else vec3 currentFrame = texelFetch(colortex3, ivec2(adjTC_noJitter/texelSize), 0).rgb; #endif + //reject history if off-screen and early exit #if CRITICAL_DAMAGE_TAKEN_EFFECT_START > 0 if (CriticalDamageTaken < 0.001 && (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0)) return vec4(currentFrame, 1.0); #else - //reject history if off-screen and early exit if (previousPosition.x < 0.0 || previousPosition.y < 0.0 || previousPosition.x > 1.0 || previousPosition.y > 1.0) return vec4(currentFrame, 1.0); #endif - + // variance clip: https://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf #if TAA_MODE == 3 // Interpolating neighboorhood clampling boundaries between pixels - // vec3 colMax = texture(colortex0, adjTC_noJitter).rgb; - // vec3 colMin = texture(colortex6, adjTC_noJitter).rgb; - float tuner = 1.25; vec3 momentsA = texture(colortex0, adjTC_noJitter).rgb; vec3 momentsB = texture(colortex6, adjTC_noJitter).rgb; @@ -330,16 +350,28 @@ vec4 computeTAA(vec2 texcoord, bool hand){ vec3 colMax = momentsA + tuner*standardDev; #else //Assuming the history color is a blend of the 3x3 neighborhood, we clamp the history to the min and max of each channel in the 3x3 neighborhood - vec3 col0 = texture(colortex3, adjTC_noJitter).rgb; - vec3 col1 = texture(colortex3, adjTC_noJitter + vec2( texelSize.x, texelSize.y)*clampRadius).rgb; - vec3 col2 = texture(colortex3, adjTC_noJitter + vec2( texelSize.x, -texelSize.y)*clampRadius).rgb; - vec3 col3 = texture(colortex3, adjTC_noJitter + vec2(-texelSize.x, -texelSize.y)*clampRadius).rgb; - vec3 col4 = texture(colortex3, adjTC_noJitter + vec2(-texelSize.x, texelSize.y)*clampRadius).rgb; - vec3 col5 = texture(colortex3, adjTC_noJitter + vec2( 0.0, texelSize.y)*clampRadius).rgb; - vec3 col6 = texture(colortex3, adjTC_noJitter + vec2( 0.0, -texelSize.y)*clampRadius).rgb; - vec3 col7 = texture(colortex3, adjTC_noJitter + vec2(-texelSize.x, 0.0)*clampRadius).rgb; - vec3 col8 = texture(colortex3, adjTC_noJitter + vec2( texelSize.x, 0.0)*clampRadius).rgb; - + #if TAA_TEXTURE_FILTERING_MODE == LIENAR_ONLY || TAA_TEXTURE_FILTERING_MODE == NEAREST_AND_LINEAR + vec3 col0 = texture(colortex3, adjTC_noJitter).rgb; + vec3 col1 = texture(colortex3, adjTC_noJitter + vec2( texelSize.x, texelSize.y)*clampRadius).rgb; + vec3 col2 = texture(colortex3, adjTC_noJitter + vec2( texelSize.x, -texelSize.y)*clampRadius).rgb; + vec3 col3 = texture(colortex3, adjTC_noJitter + vec2(-texelSize.x, -texelSize.y)*clampRadius).rgb; + vec3 col4 = texture(colortex3, adjTC_noJitter + vec2(-texelSize.x, texelSize.y)*clampRadius).rgb; + vec3 col5 = texture(colortex3, adjTC_noJitter + vec2( 0.0, texelSize.y)*clampRadius).rgb; + vec3 col6 = texture(colortex3, adjTC_noJitter + vec2( 0.0, -texelSize.y)*clampRadius).rgb; + vec3 col7 = texture(colortex3, adjTC_noJitter + vec2(-texelSize.x, 0.0)*clampRadius).rgb; + vec3 col8 = texture(colortex3, adjTC_noJitter + vec2( texelSize.x, 0.0)*clampRadius).rgb; + #else + vec3 col0 = texelFetch(colortex3, ivec2(adjTC_noJitter/texelSize) ,0).rgb; + vec3 col1 = texelFetch(colortex3, ivec2((adjTC_noJitter + vec2( texelSize.x, texelSize.y)*clampRadius)/texelSize),0).rgb; + vec3 col2 = texelFetch(colortex3, ivec2((adjTC_noJitter + vec2( texelSize.x, -texelSize.y)*clampRadius)/texelSize),0).rgb; + vec3 col3 = texelFetch(colortex3, ivec2((adjTC_noJitter + vec2(-texelSize.x, -texelSize.y)*clampRadius)/texelSize),0).rgb; + vec3 col4 = texelFetch(colortex3, ivec2((adjTC_noJitter + vec2(-texelSize.x, texelSize.y)*clampRadius)/texelSize),0).rgb; + vec3 col5 = texelFetch(colortex3, ivec2((adjTC_noJitter + vec2( 0.0, texelSize.y)*clampRadius)/texelSize),0).rgb; + vec3 col6 = texelFetch(colortex3, ivec2((adjTC_noJitter + vec2( 0.0, -texelSize.y)*clampRadius)/texelSize),0).rgb; + vec3 col7 = texelFetch(colortex3, ivec2((adjTC_noJitter + vec2(-texelSize.x, 0.0)*clampRadius)/texelSize),0).rgb; + vec3 col8 = texelFetch(colortex3, ivec2((adjTC_noJitter + vec2( texelSize.x, 0.0)*clampRadius)/texelSize),0).rgb; + #endif + float tuner = 1.25; vec3 momentsA = (col0+col1+col2+col3+col4+col5+col6+col7+col8)/9.0; vec3 momentsB = (col0*col0+col1*col1+col2*col2+col3*col3+col4*col4+col5*col5+col6*col6+col7*col7+col8*col8)/9.0; @@ -348,7 +380,7 @@ vec4 computeTAA(vec2 texcoord, bool hand){ vec3 colMin = momentsA - tuner*standardDev; vec3 colMax = momentsA + tuner*standardDev; #endif - + #if CRITICAL_DAMAGE_TAKEN_EFFECT_START > 0 ////// when this triggers, use current frame UV to sample history, for a funny trailing effect. if(CriticalDamageTaken > 0.001) previousPosition.xy = mix(previousPosition.xy, texcoord, pow(CriticalDamageTaken,0.3)); @@ -361,12 +393,9 @@ vec4 computeTAA(vec2 texcoord, bool hand){ clampedframeHistory = mix(clampedframeHistory, momentsA, clamp(abs(clampedframeHistory - frameHistory)/clampedframeHistory,0.0,1.0)); float blendingFactor = BLEND_FACTOR; + // reduce history usage if the camera moves to reduce artifacts in motion. blendingFactor = clamp(cameraMovement, blendingFactor, BLEND_FACTOR_DURING_MOVEMENT); - - // #if NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT > 99 - // if(hand) blendingFactor = clamp(cameraMovement, blendingFactor, 1.0); - // #endif #if CRITICAL_DAMAGE_TAKEN_EFFECT_START > 0 if(CriticalDamageTaken > 0.001){ @@ -391,10 +420,9 @@ vec4 computeTAA(vec2 texcoord, bool hand){ return vec4(finalResult, 1.0); } - - void main() { /* RENDERTARGETS:5 */ + #if TAA_MODE > 0 // vec2 taauTC = clamp(texcoord*RENDER_SCALE, vec2(0.0), RENDER_SCALE - texelSize*2.0) + taaJitter*texelSize*0.5; vec2 taauTC = clamp(texcoord*RENDER_SCALE - texelSize*0.5, vec2(0.0), RENDER_SCALE - texelSize*1.5); diff --git a/shaders/lang/en_us.lang b/shaders/lang/en_us.lang index 0ef9803..514ec8b 100644 --- a/shaders/lang/en_us.lang +++ b/shaders/lang/en_us.lang @@ -443,6 +443,12 @@ screen.Post_Processing = Post Processing option.SCALE_FACTOR = Scale Factor §a(set TAA mode to "Temporal Upscaling") prefix.SCALE_FACTOR = §fUpscale from suffix.SCALE_FACTOR = x §fof the window resolution + + option.TAA_TEXTURE_FILTERING_MODE = Sampler Filter Mode + value.TAA_TEXTURE_FILTERING_MODE.0 = Nearest Neighbor §bⓘ Sharpest but Grainy§r + value.TAA_TEXTURE_FILTERING_MODE.1 = Linear §bⓘ Cleanest but slightly blurry§r + value.TAA_TEXTURE_FILTERING_MODE.2 = Nearest (current frame) + Linear (neighborhood sampling) + option.VARIANCE_CLIP_GAMMA_VAR = Variance Clip Tuning option.MOTION_BLUR_AMOUNT = Motion Blur Amount suffix.MOTION_BLUR_AMOUNT =% @@ -518,6 +524,9 @@ screen.Post_Processing = Post Processing option.MINOR_DAMAGE_TAKEN_EFFECT_START.comment = §bⓘ What is this?§r This is the flash of red color that happens when damage is taken. Configure what amount of sudden health loss needs to be had for this screen effect to activate. §a⚠ PERFORMANCE COST:§r very very low option.CRITICAL_DAMAGE_TAKEN_EFFECT_START.comment = §bⓘ What is this?§r This is the intense red colored trailing effect that happens when A LOT of damage is taken. Configure what amount of sudden health loss needs to be had for this screen effect to activate. §a⚠ PERFORMANCE COST:§r very very low + option.TAA_TEXTURE_FILTERING_MODE.comment = §bⓘ What is this?§r Configure the texture filtering used for TAA. §a⚠ PERFORMANCE COST:§r basically none + option.VARIANCE_CLIP_GAMMA_VAR.comment = §bⓘ What is this?§r Variance Clipping restrics TAA history to reduce ghosting or trailing motion artifacts. Low values have less trailing artifacts, but flicker more and are blurrier. High values have a cleaner and more stable image, but more trailing motion artifacts. §a⚠ PERFORMANCE COST:§r basically none + ###################################################### ↓↓↓ THIS SUBMENU'S LABELS screen.Color_Processing = Color Processing diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 9c46811..d605c94 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -219,6 +219,8 @@ #define BLEND_FACTOR 0.125 // [0.01 0.02 0.03 0.04 0.05 0.06 0.08 0.1 0.12 0.125 0.14 0.16 0.18 0.20 0.25 0.30 0.40 0.50 0.60 0.70 0.80 0.90 1.00] #define BLEND_FACTOR_DURING_MOVEMENT 0.125 // [0.01 0.02 0.03 0.04 0.05 0.06 0.08 0.1 0.12 0.125 0.14 0.16 0.18 0.20 0.25 0.30 0.40 0.50 0.60 0.70 0.80 0.90 1.00] #define NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT 100 // [0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100] + #define TAA_TEXTURE_FILTERING_MODE 0 // [0 1 2] + #define VARIANCE_CLIP_GAMMA_VAR 1.25 // [0.0 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 10.0] #endif #if defined POST_PROCESSING_RELATED_SETTINGS diff --git a/shaders/shaders.properties b/shaders/shaders.properties index ba6a446..3827edf 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -163,7 +163,7 @@ alphaTest.gbuffers_beaconbeam = false alphaTest.gbuffers_armor_glint = false -sliders = WIND_SYSTEM_MODE USE_CUSTOM_PALE_GARDEN_PROFILE CUSTOM_PALE_GARDEN_PROFILE_UNIFORM_FOG_DENSITY CUSTOM_PALE_GARDEN_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_R CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_G CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_B SCENE_CONTROLLER_TRANSITION_RATE RAINY_PROFILE_1_UNIFORM_FOG_DENSITY RAINY_PROFILE_1_CLUMPY_FOG_DENSITY RAINY_PROFILE_2_UNIFORM_FOG_DENSITY RAINY_PROFILE_2_CLUMPY_FOG_DENSITY RAINY_PROFILE_3_UNIFORM_FOG_DENSITY RAINY_PROFILE_3_CLUMPY_FOG_DENSITY RAINY_PROFILE_4_UNIFORM_FOG_DENSITY RAINY_PROFILE_4_CLUMPY_FOG_DENSITY RAINY_PROFILE_5_UNIFORM_FOG_DENSITY RAINY_PROFILE_5_CLUMPY_FOG_DENSITY RAINY_PROFILE_6_UNIFORM_FOG_DENSITY RAINY_PROFILE_6_CLUMPY_FOG_DENSITY DIRECT_SSS_BRIGHTNESS DIRECT_SSS_DENSITY_MULT DIRECT_SSS_ABSORBANCE_AMOUNT INDIRECT_SSS_ABSORBANCE_AMOUNT WATER_DEPTH_FREQUENCY_ALL_LIGHT MINIMUM_UNDERWATER_FOG_BRIGHTNESS WATER_DEPTH_FREQUENCY_DIRECTLIGHT WATER_DEPTH_FREQUENCY_INDIRECTLIGHT COLOR_KEY_R COLOR_KEY_G COLOR_KEY_B COLOR_KEY_RANGE COLOR_KEY_WIDTH HANDHELD_LIGHTSOURCE_FLICKER_MODE LIGHT_BLOCK_R LIGHT_BLOCK_G LIGHT_BLOCK_B CINEMATIC_BORDER_COVERAGE_VERTICAL CINEMATIC_BORDER_COVERAGE_HORIZONTAL MINOR_DAMAGE_TAKEN_EFFECT_START CRITICAL_DAMAGE_TAKEN_EFFECT_START WATER_ON_CAMERA_EFFECT_AMOUNT LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START PLANET_EXIT_ALTITUDE AERIAL_PERSPECTIVE_DENSITY PATCHY_WAVE_BLEND WAVES_A_RADIUS WAVES_B_RADIUS RAIN_SNOW_BRIGHTNESS RAIN_SNOW_BLOOMY_FOG FOLIAGE_ANIMATION_AMOUNT HANDHELD_LIGHTSOURCE_BRIGHTNESS LPV_SIZE HANDHELD_LIGHTSOURCE_SSRT_SHADOWS HANDHELD_LIGHTSOURCE_R HANDHELD_LIGHTSOURCE_G HANDHELD_LIGHTSOURCE_B HANDHELD_LIGHTSOURCE_MODE HANDHELD_LIGHTSOURCE_RANGE PIXEL_ZOOM AUTO_EXPOSURE_ADJUST_RATE ENTITY_SHADOW_AMOUNT FAKE_PLANET_START_HEIGHT FAKE_PLANET_GRADIENT_LENGTH NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT FILM_GRAIN_AMOUNT VIGNETTE_AMOUNT CHROMATIC_ABERRATION_AMOUNT MOTION_BLUR_AMOUNT ENCHANT_GLINT_BRIGHTNESS UNDERWATER_BLOOMY_FOG HOT_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_B HOT_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_B HOT_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_B CUSTOM_SWAMP_PROFILE_UNIFORM_FOG_DENSITY CUSTOM_SWAMP_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_SWAMP_PROFILE_FOG_COLOR_R CUSTOM_SWAMP_PROFILE_FOG_COLOR_G CUSTOM_SWAMP_PROFILE_FOG_COLOR_B CUSTOM_JUNGLE_PROFILE_UNIFORM_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_FOG_COLOR_R CUSTOM_JUNGLE_PROFILE_FOG_COLOR_G CUSTOM_JUNGLE_PROFILE_FOG_COLOR_B USE_CUSTOM_SWAMP_CATEGORY_PROFILE USE_CUSTOM_JUNGLE_CATEGORY_PROFILE USE_CUSTOM_HOT_BIOME_RAIN_PROFILE USE_CUSTOM_COLD_BIOME_RAIN_PROFILE DAILY_PROFILE_1_LAYER0_COVERAGE DAILY_PROFILE_1_LAYER0_DENSITY DAILY_PROFILE_1_LAYER1_COVERAGE DAILY_PROFILE_1_LAYER1_DENSITY DAILY_PROFILE_1_LAYER2_COVERAGE DAILY_PROFILE_1_LAYER2_DENSITY DAILY_PROFILE_2_LAYER0_COVERAGE DAILY_PROFILE_2_LAYER0_DENSITY DAILY_PROFILE_2_LAYER1_COVERAGE DAILY_PROFILE_2_LAYER1_DENSITY DAILY_PROFILE_2_LAYER2_COVERAGE DAILY_PROFILE_2_LAYER2_DENSITY DAILY_PROFILE_3_LAYER0_COVERAGE DAILY_PROFILE_3_LAYER0_DENSITY DAILY_PROFILE_3_LAYER1_COVERAGE DAILY_PROFILE_3_LAYER1_DENSITY DAILY_PROFILE_3_LAYER2_COVERAGE DAILY_PROFILE_3_LAYER2_DENSITY DAILY_PROFILE_4_LAYER0_COVERAGE DAILY_PROFILE_4_LAYER0_DENSITY DAILY_PROFILE_4_LAYER1_COVERAGE DAILY_PROFILE_4_LAYER1_DENSITY DAILY_PROFILE_4_LAYER2_COVERAGE DAILY_PROFILE_4_LAYER2_DENSITY DAILY_PROFILE_5_LAYER0_COVERAGE DAILY_PROFILE_5_LAYER0_DENSITY DAILY_PROFILE_5_LAYER1_COVERAGE DAILY_PROFILE_5_LAYER1_DENSITY DAILY_PROFILE_5_LAYER2_COVERAGE DAILY_PROFILE_5_LAYER2_DENSITY DAILY_PROFILE_6_LAYER0_COVERAGE DAILY_PROFILE_6_LAYER0_DENSITY DAILY_PROFILE_6_LAYER1_COVERAGE DAILY_PROFILE_6_LAYER1_DENSITY DAILY_PROFILE_6_LAYER2_COVERAGE DAILY_PROFILE_6_LAYER2_DENSITY RAINY_PROFILE_1_LAYER0_COVERAGE RAINY_PROFILE_1_LAYER0_DENSITY RAINY_PROFILE_1_LAYER1_COVERAGE RAINY_PROFILE_1_LAYER1_DENSITY RAINY_PROFILE_1_LAYER2_COVERAGE RAINY_PROFILE_1_LAYER2_DENSITY RAINY_PROFILE_2_LAYER0_COVERAGE RAINY_PROFILE_2_LAYER0_DENSITY RAINY_PROFILE_2_LAYER1_COVERAGE RAINY_PROFILE_2_LAYER1_DENSITY RAINY_PROFILE_2_LAYER2_COVERAGE RAINY_PROFILE_2_LAYER2_DENSITY RAINY_PROFILE_3_LAYER0_COVERAGE RAINY_PROFILE_3_LAYER0_DENSITY RAINY_PROFILE_3_LAYER1_COVERAGE RAINY_PROFILE_3_LAYER1_DENSITY RAINY_PROFILE_3_LAYER2_COVERAGE RAINY_PROFILE_3_LAYER2_DENSITY RAINY_PROFILE_4_LAYER0_COVERAGE RAINY_PROFILE_4_LAYER0_DENSITY RAINY_PROFILE_4_LAYER1_COVERAGE RAINY_PROFILE_4_LAYER1_DENSITY RAINY_PROFILE_4_LAYER2_COVERAGE RAINY_PROFILE_4_LAYER2_DENSITY RAINY_PROFILE_5_LAYER0_COVERAGE RAINY_PROFILE_5_LAYER0_DENSITY RAINY_PROFILE_5_LAYER1_COVERAGE RAINY_PROFILE_5_LAYER1_DENSITY RAINY_PROFILE_5_LAYER2_COVERAGE RAINY_PROFILE_5_LAYER2_DENSITY RAINY_PROFILE_6_LAYER0_COVERAGE RAINY_PROFILE_6_LAYER0_DENSITY RAINY_PROFILE_6_LAYER1_COVERAGE RAINY_PROFILE_6_LAYER1_DENSITY RAINY_PROFILE_6_LAYER2_COVERAGE RAINY_PROFILE_6_LAYER2_DENSITY USE_CUSTOM_DAILY_WEATHER_PROFILE USE_CUSTOM_DAILY_RAIN_PROFILE CLOUD_SHADOW_AMOUNT TAA_MODE PUDDLE_MODE FAKE_REFRACTION_AMOUNT FAKE_DISPERSION_AMOUNT REFRACTION_SMUDGE_AMOUNT NORMAL_MAP_MULT DEFERRED_SSR_QUALITY FORWARD_SSR_QUALITY VORTEX_LIGHT_COL_R VORTEX_LIGHT_COL_G VORTEX_LIGHT_COL_B END_LIGHTNING_COL_R END_LIGHTNING_COL_G END_LIGHTNING_COL_B END_HAZE_DENSTIY NETHER_CEILING_SMOKE_DENSITY NETHER_HAZE_DENSITY WHITE_BALANCE BLEND_FACTOR_DURING_MOVEMENT MINIMUM_OUTDOOR_LIGHT MINIMUM_INDOOR_LIGHT LIGHTLEAKFIX_MODE SCREENSPACE_DIRECT_SSS_BLENDING ON_FIRE_DISTORT_EFFECT_AMOUNT USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS DIRECTLIGHT_DIFFUSE_R DIRECTLIGHT_DIFFUSE_G DIRECTLIGHT_DIFFUSE_B INDIRECTLIGHT_DIFFUSE_R INDIRECTLIGHT_DIFFUSE_G INDIRECTLIGHT_DIFFUSE_B DIRECTLIGHT_CLOUDS_R DIRECTLIGHT_CLOUDS_G DIRECTLIGHT_CLOUDS_B INDIRECTLIGHT_CLOUDS_R INDIRECTLIGHT_CLOUDS_G INDIRECTLIGHT_CLOUDS_B DIRECTLIGHT_FOG_R DIRECTLIGHT_FOG_G DIRECTLIGHT_FOG_B INDIRECTLIGHT_FOG_R INDIRECTLIGHT_FOG_G INDIRECTLIGHT_FOG_B SKY_GROUND_R SKY_GROUND_G SKY_GROUND_B DOF_DISPERSION_MULT FLASHLIGHT_BRIGHTNESS_MULT FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT FLASHLIGHT_RANGE FLASHLIGHT_SIZE FLASHLIGHT_R FLASHLIGHT_G FLASHLIGHT_B LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START CloudLayer2_scale CloudLayer0_scale CloudLayer1_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps OVERDRAW_MAX_DISTANCE MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW CloudLayer0_height CloudLayer1_height CloudLayer2_height PLANET_GROUND_BRIGHTNESS WATER_WAVE_STRENGTH 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_AMOUNT 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 Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED 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 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 ambientOcclusionLevel 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 fog_coefficientRayleighB SHARPENING_AMOUNT 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_AMOUNT PURKINJE_AMOUNT Purkinje_R Purkinje_G Purkinje_B DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDERING_RESOLUTION_SCALE RAY_COUNT ROUGHNESS_TRESHOLD SUN_SPECULAR_MULT 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 +sliders =TAA_TEXTURE_FILTERING_MODE TAA_TEXTURE_FILTERING_MODE WIND_SYSTEM_MODE USE_CUSTOM_PALE_GARDEN_PROFILE CUSTOM_PALE_GARDEN_PROFILE_UNIFORM_FOG_DENSITY CUSTOM_PALE_GARDEN_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_R CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_G CUSTOM_PALE_GARDEN_PROFILE_FOG_COLOR_B SCENE_CONTROLLER_TRANSITION_RATE RAINY_PROFILE_1_UNIFORM_FOG_DENSITY RAINY_PROFILE_1_CLUMPY_FOG_DENSITY RAINY_PROFILE_2_UNIFORM_FOG_DENSITY RAINY_PROFILE_2_CLUMPY_FOG_DENSITY RAINY_PROFILE_3_UNIFORM_FOG_DENSITY RAINY_PROFILE_3_CLUMPY_FOG_DENSITY RAINY_PROFILE_4_UNIFORM_FOG_DENSITY RAINY_PROFILE_4_CLUMPY_FOG_DENSITY RAINY_PROFILE_5_UNIFORM_FOG_DENSITY RAINY_PROFILE_5_CLUMPY_FOG_DENSITY RAINY_PROFILE_6_UNIFORM_FOG_DENSITY RAINY_PROFILE_6_CLUMPY_FOG_DENSITY DIRECT_SSS_BRIGHTNESS DIRECT_SSS_DENSITY_MULT DIRECT_SSS_ABSORBANCE_AMOUNT INDIRECT_SSS_ABSORBANCE_AMOUNT WATER_DEPTH_FREQUENCY_ALL_LIGHT MINIMUM_UNDERWATER_FOG_BRIGHTNESS WATER_DEPTH_FREQUENCY_DIRECTLIGHT WATER_DEPTH_FREQUENCY_INDIRECTLIGHT COLOR_KEY_R COLOR_KEY_G COLOR_KEY_B COLOR_KEY_RANGE COLOR_KEY_WIDTH HANDHELD_LIGHTSOURCE_FLICKER_MODE LIGHT_BLOCK_R LIGHT_BLOCK_G LIGHT_BLOCK_B CINEMATIC_BORDER_COVERAGE_VERTICAL CINEMATIC_BORDER_COVERAGE_HORIZONTAL MINOR_DAMAGE_TAKEN_EFFECT_START CRITICAL_DAMAGE_TAKEN_EFFECT_START WATER_ON_CAMERA_EFFECT_AMOUNT LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START PLANET_EXIT_ALTITUDE AERIAL_PERSPECTIVE_DENSITY PATCHY_WAVE_BLEND WAVES_A_RADIUS WAVES_B_RADIUS RAIN_SNOW_BRIGHTNESS RAIN_SNOW_BLOOMY_FOG FOLIAGE_ANIMATION_AMOUNT HANDHELD_LIGHTSOURCE_BRIGHTNESS LPV_SIZE HANDHELD_LIGHTSOURCE_SSRT_SHADOWS HANDHELD_LIGHTSOURCE_R HANDHELD_LIGHTSOURCE_G HANDHELD_LIGHTSOURCE_B HANDHELD_LIGHTSOURCE_MODE HANDHELD_LIGHTSOURCE_RANGE PIXEL_ZOOM AUTO_EXPOSURE_ADJUST_RATE ENTITY_SHADOW_AMOUNT FAKE_PLANET_START_HEIGHT FAKE_PLANET_GRADIENT_LENGTH NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT FILM_GRAIN_AMOUNT VIGNETTE_AMOUNT CHROMATIC_ABERRATION_AMOUNT MOTION_BLUR_AMOUNT ENCHANT_GLINT_BRIGHTNESS UNDERWATER_BLOOMY_FOG HOT_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_1_FOG_COLOR_B HOT_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_2_FOG_COLOR_B HOT_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_R HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_G HOT_BIOME_RAINY_PROFILE_3_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_1_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_1_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_2_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_2_FOG_COLOR_B COLD_BIOME_RAINY_PROFILE_3_UNIFORM_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_CLUMPY_FOG_DENSITY COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_R COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_G COLD_BIOME_RAINY_PROFILE_3_FOG_COLOR_B CUSTOM_SWAMP_PROFILE_UNIFORM_FOG_DENSITY CUSTOM_SWAMP_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_SWAMP_PROFILE_FOG_COLOR_R CUSTOM_SWAMP_PROFILE_FOG_COLOR_G CUSTOM_SWAMP_PROFILE_FOG_COLOR_B CUSTOM_JUNGLE_PROFILE_UNIFORM_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_CLUMPY_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_FOG_COLOR_R CUSTOM_JUNGLE_PROFILE_FOG_COLOR_G CUSTOM_JUNGLE_PROFILE_FOG_COLOR_B USE_CUSTOM_SWAMP_CATEGORY_PROFILE USE_CUSTOM_JUNGLE_CATEGORY_PROFILE USE_CUSTOM_HOT_BIOME_RAIN_PROFILE USE_CUSTOM_COLD_BIOME_RAIN_PROFILE DAILY_PROFILE_1_LAYER0_COVERAGE DAILY_PROFILE_1_LAYER0_DENSITY DAILY_PROFILE_1_LAYER1_COVERAGE DAILY_PROFILE_1_LAYER1_DENSITY DAILY_PROFILE_1_LAYER2_COVERAGE DAILY_PROFILE_1_LAYER2_DENSITY DAILY_PROFILE_2_LAYER0_COVERAGE DAILY_PROFILE_2_LAYER0_DENSITY DAILY_PROFILE_2_LAYER1_COVERAGE DAILY_PROFILE_2_LAYER1_DENSITY DAILY_PROFILE_2_LAYER2_COVERAGE DAILY_PROFILE_2_LAYER2_DENSITY DAILY_PROFILE_3_LAYER0_COVERAGE DAILY_PROFILE_3_LAYER0_DENSITY DAILY_PROFILE_3_LAYER1_COVERAGE DAILY_PROFILE_3_LAYER1_DENSITY DAILY_PROFILE_3_LAYER2_COVERAGE DAILY_PROFILE_3_LAYER2_DENSITY DAILY_PROFILE_4_LAYER0_COVERAGE DAILY_PROFILE_4_LAYER0_DENSITY DAILY_PROFILE_4_LAYER1_COVERAGE DAILY_PROFILE_4_LAYER1_DENSITY DAILY_PROFILE_4_LAYER2_COVERAGE DAILY_PROFILE_4_LAYER2_DENSITY DAILY_PROFILE_5_LAYER0_COVERAGE DAILY_PROFILE_5_LAYER0_DENSITY DAILY_PROFILE_5_LAYER1_COVERAGE DAILY_PROFILE_5_LAYER1_DENSITY DAILY_PROFILE_5_LAYER2_COVERAGE DAILY_PROFILE_5_LAYER2_DENSITY DAILY_PROFILE_6_LAYER0_COVERAGE DAILY_PROFILE_6_LAYER0_DENSITY DAILY_PROFILE_6_LAYER1_COVERAGE DAILY_PROFILE_6_LAYER1_DENSITY DAILY_PROFILE_6_LAYER2_COVERAGE DAILY_PROFILE_6_LAYER2_DENSITY RAINY_PROFILE_1_LAYER0_COVERAGE RAINY_PROFILE_1_LAYER0_DENSITY RAINY_PROFILE_1_LAYER1_COVERAGE RAINY_PROFILE_1_LAYER1_DENSITY RAINY_PROFILE_1_LAYER2_COVERAGE RAINY_PROFILE_1_LAYER2_DENSITY RAINY_PROFILE_2_LAYER0_COVERAGE RAINY_PROFILE_2_LAYER0_DENSITY RAINY_PROFILE_2_LAYER1_COVERAGE RAINY_PROFILE_2_LAYER1_DENSITY RAINY_PROFILE_2_LAYER2_COVERAGE RAINY_PROFILE_2_LAYER2_DENSITY RAINY_PROFILE_3_LAYER0_COVERAGE RAINY_PROFILE_3_LAYER0_DENSITY RAINY_PROFILE_3_LAYER1_COVERAGE RAINY_PROFILE_3_LAYER1_DENSITY RAINY_PROFILE_3_LAYER2_COVERAGE RAINY_PROFILE_3_LAYER2_DENSITY RAINY_PROFILE_4_LAYER0_COVERAGE RAINY_PROFILE_4_LAYER0_DENSITY RAINY_PROFILE_4_LAYER1_COVERAGE RAINY_PROFILE_4_LAYER1_DENSITY RAINY_PROFILE_4_LAYER2_COVERAGE RAINY_PROFILE_4_LAYER2_DENSITY RAINY_PROFILE_5_LAYER0_COVERAGE RAINY_PROFILE_5_LAYER0_DENSITY RAINY_PROFILE_5_LAYER1_COVERAGE RAINY_PROFILE_5_LAYER1_DENSITY RAINY_PROFILE_5_LAYER2_COVERAGE RAINY_PROFILE_5_LAYER2_DENSITY RAINY_PROFILE_6_LAYER0_COVERAGE RAINY_PROFILE_6_LAYER0_DENSITY RAINY_PROFILE_6_LAYER1_COVERAGE RAINY_PROFILE_6_LAYER1_DENSITY RAINY_PROFILE_6_LAYER2_COVERAGE RAINY_PROFILE_6_LAYER2_DENSITY USE_CUSTOM_DAILY_WEATHER_PROFILE USE_CUSTOM_DAILY_RAIN_PROFILE CLOUD_SHADOW_AMOUNT TAA_MODE PUDDLE_MODE FAKE_REFRACTION_AMOUNT FAKE_DISPERSION_AMOUNT REFRACTION_SMUDGE_AMOUNT NORMAL_MAP_MULT DEFERRED_SSR_QUALITY FORWARD_SSR_QUALITY VORTEX_LIGHT_COL_R VORTEX_LIGHT_COL_G VORTEX_LIGHT_COL_B END_LIGHTNING_COL_R END_LIGHTNING_COL_G END_LIGHTNING_COL_B END_HAZE_DENSTIY NETHER_CEILING_SMOKE_DENSITY NETHER_HAZE_DENSITY WHITE_BALANCE BLEND_FACTOR_DURING_MOVEMENT MINIMUM_OUTDOOR_LIGHT MINIMUM_INDOOR_LIGHT LIGHTLEAKFIX_MODE SCREENSPACE_DIRECT_SSS_BLENDING ON_FIRE_DISTORT_EFFECT_AMOUNT USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS DIRECTLIGHT_DIFFUSE_R DIRECTLIGHT_DIFFUSE_G DIRECTLIGHT_DIFFUSE_B INDIRECTLIGHT_DIFFUSE_R INDIRECTLIGHT_DIFFUSE_G INDIRECTLIGHT_DIFFUSE_B DIRECTLIGHT_CLOUDS_R DIRECTLIGHT_CLOUDS_G DIRECTLIGHT_CLOUDS_B INDIRECTLIGHT_CLOUDS_R INDIRECTLIGHT_CLOUDS_G INDIRECTLIGHT_CLOUDS_B DIRECTLIGHT_FOG_R DIRECTLIGHT_FOG_G DIRECTLIGHT_FOG_B INDIRECTLIGHT_FOG_R INDIRECTLIGHT_FOG_G INDIRECTLIGHT_FOG_B SKY_GROUND_R SKY_GROUND_G SKY_GROUND_B DOF_DISPERSION_MULT FLASHLIGHT_BRIGHTNESS_MULT FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT FLASHLIGHT_RANGE FLASHLIGHT_SIZE FLASHLIGHT_R FLASHLIGHT_G FLASHLIGHT_B LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START CloudLayer2_scale CloudLayer0_scale CloudLayer1_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps OVERDRAW_MAX_DISTANCE MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW CloudLayer0_height CloudLayer1_height CloudLayer2_height PLANET_GROUND_BRIGHTNESS WATER_WAVE_STRENGTH 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_AMOUNT 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 Sun_temp Puddle_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED 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 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 ambientOcclusionLevel 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 fog_coefficientRayleighB SHARPENING_AMOUNT 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_AMOUNT PURKINJE_AMOUNT Purkinje_R Purkinje_G Purkinje_B DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDERING_RESOLUTION_SCALE RAY_COUNT ROUGHNESS_TRESHOLD SUN_SPECULAR_MULT 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 = \ @@ -485,7 +485,7 @@ screen = \ screen.Post_Processing = [TAA_OPTIONS] [GAMEPLAY_EFFECTS] [Purkinje_effect] BLOOM_STRENGTH SHARPENING_AMOUNT MOTION_BLUR_AMOUNT CHROMATIC_ABERRATION_AMOUNT VIGNETTE_AMOUNT FILM_GRAIN_AMOUNT screen.TAA_OPTIONS.columns = 1 - screen.TAA_OPTIONS= TAA_MODE SCALE_FACTOR BLEND_FACTOR BLEND_FACTOR_DURING_MOVEMENT NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT + screen.TAA_OPTIONS= TAA_MODE SCALE_FACTOR BLEND_FACTOR BLEND_FACTOR_DURING_MOVEMENT NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT VARIANCE_CLIP_GAMMA_VAR TAA_TEXTURE_FILTERING_MODE screen.Purkinje_effect.columns = 1 screen.Purkinje_effect = PURKINJE_AMOUNT Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier