mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
811 lines
52 KiB
Properties
811 lines
52 KiB
Properties
clouds=off
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stars=false
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vignette=false
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underwaterOverlay=false
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dynamicHandLight=true
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oldLighting=false
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separateAo = true
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rain.depth = false
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beacon.beam.depth = true
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oldHandLight=false
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supportsColorCorrection=true
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iris.features.optional = ENTITY_TRANSLUCENT REVERSED_CULLING COMPUTE_SHADERS CUSTOM_IMAGES BLOCK_EMISSION_ATTRIBUTE
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#ifdef LPV_ENABLED
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shadow.enabled = true
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shadow.culling = reversed
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voxelizeLightBlocks = true
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#endif
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#if ENTITY_SHADOW_AMOUNT < 1
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shadowBlockEntities = false
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shadowEntities = false
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#ifdef RENDER_PLAYER_SHADOWS
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shadowPlayer = true
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#else
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shadowPlayer = false
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#endif
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#endif
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#if RESOURCEPACK_SKY == 2 || RESOURCEPACK_SKY == 3
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sun=true
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moon=true
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#else
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sun=false
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moon=false
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#endif
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particles.ordering=mixed
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#if MC_VERSION < 260100
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#if defined IS_IRIS && defined TRANSLUCENT_ENTITIES
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separateEntityDraws = true
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program.world0/gbuffers_entities_translucent.enabled = true
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program.world0/gbuffers_block_translucent.enabled = true
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program.world-1/gbuffers_entities_translucent.enabled = true
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program.world-1/gbuffers_block_translucent.enabled = true
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program.world1/gbuffers_entities_translucent.enabled = true
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program.world1/gbuffers_block_translucent.enabled = true
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#else
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separateEntityDraws = false
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program.world0/gbuffers_entities_translucent.enabled = false
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program.world0/gbuffers_block_translucent.enabled = false
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program.world-1/gbuffers_entities_translucent.enabled = false
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program.world-1/gbuffers_block_translucent.enabled = false
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program.world1/gbuffers_entities_translucent.enabled = false
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program.world1/gbuffers_block_translucent.enabled = false
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#endif
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#else
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separateEntityDraws = true
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program.world0/gbuffers_entities_translucent.enabled = true
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program.world0/gbuffers_block_translucent.enabled = true
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program.world-1/gbuffers_entities_translucent.enabled = true
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program.world-1/gbuffers_block_translucent.enabled = true
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program.world1/gbuffers_entities_translucent.enabled = true
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program.world1/gbuffers_block_translucent.enabled = true
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#endif
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#if defined DISTANT_HORIZONS && defined IS_IRIS
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#if defined DISTANT_HORIZONS_SHADOWMAP
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dhShadow.enabled = true
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#else
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dhShadow.enabled = false
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#endif
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program.world0/dh_terrain.enabled = true
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program.world0/dh_water.enabled = true
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program.world1/dh_terrain.enabled = true
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program.world1/dh_water.enabled = true
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program.world-1/dh_terrain.enabled = true
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program.world-1/dh_water.enabled = true
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blend.dh_terrain = off
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blend.dh_water = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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#else
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dhShadow.enabled = false
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program.world0/dh_terrain.enabled = false
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program.world0/dh_water.enabled = false
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program.world1/dh_terrain.enabled = false
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program.world1/dh_water.enabled = false
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program.world-1/dh_terrain.enabled = false
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program.world-1/dh_water.enabled = false
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#endif
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#if TAA_MODE == 3
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program.world0/composite4.enabled = true
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program.world1/composite4.enabled = true
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program.world-1/composite4.enabled = true
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#endif
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#if RESOURCEPACK_SKY == 0
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program.world0/deferred2.enabled = false
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program.world1/deferred2.enabled = false
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program.world-1/deferred2.enabled = false
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#endif
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# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE ZERO
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# SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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#Get the correct alpha value : S_A*(1-DST_A)+DST_A
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# terrible blending for shadows on purpose
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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_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_basic = 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_block_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_entities_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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blend.gbuffers_lightning = ONE ONE ONE ZERO
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blend.gbuffers_spidereyes = ONE ONE ONE ONE
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blend.gbuffers_armor_glint = ONE ONE ONE ZERO
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blend.gbuffers_skytextured = SRC_ALPHA ONE ONE ONE
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blend.shadow = ONE ZERO ONE ZERO
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blend.gbuffers_particles_translucent = SRC_ALPHA ONE_MINUS_SRC_ALPHA ONE_MINUS_DST_ALPHA ONE
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# Disable blending
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blend.gbuffers_terrain = off
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blend.gbuffers_hand = off
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blend.gbuffers_block = off
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blend.gbuffers_entities = off
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blend.gbuffers_damagedblock = off
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blend.gbuffers_beaconbeam = off
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blend.gbuffers_particles = off
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# this is important for refraction and glass tint to work correctly
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blend.gbuffers_water.colortex11 = off
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blend.gbuffers_hand_water.colortex11 = off
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blend.gbuffers_basic.colortex11 = off
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blend.gbuffers_entities_translucent.colortex11 = off
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blend.gbuffers_water.colortex14 = off
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# blend.colortex4 = off
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blend.composite.colortex5 = off
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blend.composite.colortex12 = off
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blend.composite.colortex13 = off
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blend.composite.colortex14 = off
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# Alpha test
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alphaTest.gbuffers_water = false
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alphaTest.gbuffers_block_translucent = false
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alphaTest.gbuffers_skybasic = false
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alphaTest.gbuffers_skytextured = false
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alphaTest.gbuffers_lightning = false
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alphaTest.gbuffers_spidereyes = false
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alphaTest.gbuffers_beaconbeam = false
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alphaTest.gbuffers_armor_glint = false
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sliders = 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_1_UNIFORM_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_R CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_G CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_B CUSTOM_JUNGLE_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_R CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_G CUSTOM_JUNGLE_PROFILE_1_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 sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW CloudLayer0_height CloudLayer1_height CloudLayer2_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT 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
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screen.columns=2
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screen = \
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[Direct_Light] [World] \
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[Ambient_light] [Fog] \
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[Resource_Pack_Support] [Clouds] \
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[Post_Processing] [Water] \
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[Color_Processing] [Camera_Settings] \
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<empty> <empty> \
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[DEBUG_SETTINGS] [MOD_SETTINGS]
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######## LIGHTING
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# ### DIRECT LIGHT
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screen.Direct_Light.columns=1
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screen.Direct_Light = \
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SCREENSPACE_CONTACT_SHADOWS \
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<empty> \
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[Filtering] \
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shadowMapResolution \
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shadowDistance \
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ENTITY_SHADOW_AMOUNT \
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RENDER_PLAYER_SHADOWS \
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TRANSLUCENT_COLORED_SHADOWS \
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LIGHTLEAKFIX_MODE \
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<empty> \
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[Sun_and_Moon_Colors] \
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sunPathRotation
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screen.Sun_and_Moon_Colors.columns = 2
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screen.Sun_and_Moon_Colors = \
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sunColorR moonColorR \
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sunColorG moonColorG \
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sunColorB moonColorB \
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colortype <empty> \
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Sun_temp Moon_temp \
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<empty> <empty> \
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sun_illuminance moon_illuminance \
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MOONPHASE_BASED_MOONLIGHT
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screen.Filtering.columns=1
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screen.Filtering = BASIC_SHADOW_FILTER SHADOW_FILTER_SAMPLE_COUNT Min_Shadow_Filter_Radius <empty> Variable_Penumbra_Shadows VPS_Search_Samples Max_Shadow_Filter_Radius Max_Filter_Depth
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### AMBIENT LIGHT
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screen.Ambient_light.columns=1
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screen.Ambient_light = \
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indirect_effect \
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[LPV] \
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<empty> \
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[INDIRECT_LIGHT_COLORS] \
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MINIMUM_OUTDOOR_LIGHT \
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MINIMUM_INDOOR_LIGHT \
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<empty> \
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HANDHELD_LIGHTSOURCE_MODE \
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[HANDHELD_LIGHTSOURCE_SETTINGS] \
|
|
<empty> \
|
|
AO_in_sunlight \
|
|
AO_Strength \
|
|
ambientOcclusionLevel \
|
|
GI_Strength \
|
|
LONG_RANGE_SSRT \
|
|
SKY_CONTRIBUTION_IN_SSRT \
|
|
UseQuarterResDepth
|
|
|
|
screen.INDIRECT_LIGHT_COLORS.columns=2
|
|
screen.INDIRECT_LIGHT_COLORS = \
|
|
ambient_brightness TORCH_AMOUNT \
|
|
AmbientLight_R TORCH_R \
|
|
AmbientLight_G TORCH_G \
|
|
AmbientLight_B TORCH_B \
|
|
<empty> <empty> \
|
|
HANDHELD_LIGHTSOURCE_BRIGHTNESS <empty> \
|
|
HANDHELD_LIGHTSOURCE_R <empty> \
|
|
HANDHELD_LIGHTSOURCE_G <empty> \
|
|
HANDHELD_LIGHTSOURCE_B
|
|
|
|
screen.HANDHELD_LIGHTSOURCE_SETTINGS.columns=1
|
|
screen.HANDHELD_LIGHTSOURCE_SETTINGS = HANDHELD_LIGHTSOURCE_RANGE HANDHELD_LIGHTSOURCE_SSRT_SHADOWS HANDHELD_LIGHTSOURCE_SPECULAR <empty> HANDHELD_LIGHTSOURCE_FLICKER_MODE HANDHELD_LIGHTSOURCE_BRIGHTNESS HANDHELD_LIGHTSOURCE_R HANDHELD_LIGHTSOURCE_G HANDHELD_LIGHTSOURCE_B <empty> FLASHLIGHT_BOUNCED_INDIRECT FLASHLIGHT_FOG_ILLUMINATION FLASHLIGHT_BRIGHTNESS_MULT FLASHLIGHT_SIZE FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT
|
|
|
|
######## FloodFill
|
|
screen.LPV.columns = 2
|
|
screen.LPV = \
|
|
LPV_ENABLED LPV_SIZE \
|
|
LPV_VL_FOG_ILLUMINATION LPV_VL_FOG_ILLUMINATION_BRIGHTNESS \
|
|
<empty> <empty> \
|
|
LPV_SATURATION LPV_COLORED_CANDLES \
|
|
LPV_TINT_SATURATION LPV_REDSTONE_LIGHTS \
|
|
LPV_NORMAL_STRENGTH LPV_ENTITY_LIGHTS \
|
|
<empty> <empty> \
|
|
VANILLA_LIGHTMAP_MASK LPV_NOSHADOW_HACK \
|
|
TORCH_LIGHTMAP_EMISSION_WORKAROUND [FLOODFILL_COLORS] \
|
|
DOORS_BLOCK_LIGHT TRAPDOORS_BLOCK_LIGHT \
|
|
|
|
screen.FLOODFILL_COLORS.columns = 2
|
|
screen.FLOODFILL_COLORS = \
|
|
LIGHT_BLOCK_R TORCH_R \
|
|
LIGHT_BLOCK_G TORCH_G \
|
|
LIGHT_BLOCK_B TORCH_B \
|
|
|
|
######## RESOURCE PACK SUPPORT
|
|
profile.labPBR = EMISSIVE_TYPE=3 SSS_TYPE=3 DEFERRED_SPECULAR:true
|
|
profile.built_in = EMISSIVE_TYPE=1 SSS_TYPE=1 DEFERRED_SPECULAR:false
|
|
|
|
screen.Resource_Pack_Support.columns = 1
|
|
screen.Resource_Pack_Support = <profile> [SPECULAR] [Emissives] [Subsurface_Scattering] [POM] [WETNESS] [Refraction] MATERIAL_AO <empty> RESOURCEPACK_SKY NORMAL_MAP_MULT
|
|
|
|
screen.SPECULAR.columns=1
|
|
screen.SPECULAR = \
|
|
SUN_SPECULAR_MULT \
|
|
ROUGHNESS_TRESHOLD \
|
|
<empty> \
|
|
DEFERRED_SPECULAR \
|
|
DEFERRED_SSR_QUALITY \
|
|
DEFERRED_BACKGROUND_REFLECTION \
|
|
DEFERRED_ROUGH_REFLECTION \
|
|
<empty> \
|
|
FORWARD_SPECULAR \
|
|
FORWARD_SSR_QUALITY \
|
|
FORWARD_BACKGROUND_REFLECTION \
|
|
FORWARD_ROUGH_REFLECTION
|
|
|
|
screen.Subsurface_Scattering.columns=1
|
|
screen.Subsurface_Scattering = SSS_TYPE sss_density_multiplier sss_absorbance_multiplier LabSSS_Curve <empty> MISC_BLOCK_SSS MOB_SSS <empty> Ambient_SSS ambientsss_brightness SCREENSPACE_DIRECT_SSS_BLENDING
|
|
|
|
screen.Emissives.columns = 1
|
|
screen.Emissives = EMISSIVE_TYPE Emissive_Brightness Emissive_Curve
|
|
|
|
screen.POM.columns=1
|
|
screen.POM = POM POM_DEPTH MAX_ITERATIONS MAX_DIST <empty> Adaptive_Step_length DEPTH_WRITE_POM POM_OFFSET_SHADOW_BIAS Horrible_slope_normals
|
|
|
|
screen.WETNESS.columns = 1
|
|
screen.WETNESS = LABEL_0 PUDDLE_MODE Puddle_Size
|
|
|
|
screen.Refraction.columns = 1
|
|
screen.Refraction = FAKE_REFRACTION_AMOUNT FAKE_DISPERSION_AMOUNT REFRACTION_SMUDGE_AMOUNT SNELLS_WINDOW [Water]
|
|
|
|
|
|
######## WORLD
|
|
screen.World.columns=1
|
|
screen.World = [BIOME_EFFECTS] [Seasons] <empty> FOLIAGE_ANIMATION_AMOUNT WAVY_SPEED CURVATURE_AMOUNT <empty> [Sky_coefficients] SKY_GROUND AERIAL_PERSPECTIVE_TEST AERIAL_PERSPECTIVE_DENSITY <empty> AEROCHROME_MODE AEROCHROME_PINKNESS AEROCHROME_WOOL_ENABLED <empty> FAKE_PLANET FAKE_PLANET_START_HEIGHT FAKE_PLANET_GRADIENT_LENGTH
|
|
|
|
######## CLIMATE
|
|
screen.Seasons.columns=1
|
|
screen.Seasons = Seasons Season_Length Start_Season Snowy_Winter <empty> [Summer_colors] [Fall_colors] [Winter_colors] [Spring_colors]
|
|
screen.Summer_colors.columns=1
|
|
screen.Summer_colors = Summer_R Summer_G Summer_B <empty> Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B
|
|
screen.Fall_colors.columns=1
|
|
screen.Fall_colors = Fall_R Fall_G Fall_B <empty> Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B
|
|
screen.Winter_colors.columns=1
|
|
screen.Winter_colors = Winter_R Winter_G Winter_B <empty> Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B
|
|
screen.Spring_colors.columns=1
|
|
screen.Spring_colors = Spring_R Spring_G Spring_B <empty> 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
|
|
|
|
screen.Clouds.columns=2
|
|
screen.Clouds = USE_CUSTOM_DAILY_WEATHER_PROFILE USE_CUSTOM_DAILY_RAIN_PROFILE \
|
|
[DAILY_WEATHER] [RAINY_WEATHER] \
|
|
<empty> <empty> \
|
|
VL_RENDERING_RESOLUTION_SCALE CLOUD_SHADOW_AMOUNT \
|
|
Cloud_Speed <empty> \
|
|
<empty> <empty> \
|
|
CloudLayer0 [CloudLayer0_config] \
|
|
CloudLayer1 [CloudLayer1_config] \
|
|
CloudLayer2 [CloudLayer2_config] \
|
|
|
|
screen.CloudLayer0_config.columns=1
|
|
screen.CloudLayer0_config = CloudLayer0 CloudLayer0_height CloudLayer0_tallness CloudLayer0_scale
|
|
screen.CloudLayer1_config.columns=1
|
|
screen.CloudLayer1_config = CloudLayer1 CloudLayer1_height CloudLayer1_tallness CloudLayer1_scale
|
|
screen.CloudLayer2_config.columns=1
|
|
screen.CloudLayer2_config = CloudLayer2 CloudLayer2_height CloudLayer2_scale
|
|
|
|
screen.RAINY_WEATHER.columns=1
|
|
screen.RAINY_WEATHER = USE_CUSTOM_DAILY_RAIN_PROFILE [RAINY_WEATHER_PROFILE_1] [RAINY_WEATHER_PROFILE_2] [RAINY_WEATHER_PROFILE_3] [RAINY_WEATHER_PROFILE_4] [RAINY_WEATHER_PROFILE_5] [RAINY_WEATHER_PROFILE_6]
|
|
screen.RAINY_WEATHER_PROFILE_1.columns=3
|
|
screen.RAINY_WEATHER_PROFILE_1 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_1_LAYER0_COVERAGE RAINY_PROFILE_1_LAYER1_COVERAGE RAINY_PROFILE_1_LAYER2_COVERAGE RAINY_PROFILE_1_LAYER0_DENSITY RAINY_PROFILE_1_LAYER1_DENSITY RAINY_PROFILE_1_LAYER2_DENSITY
|
|
|
|
screen.RAINY_WEATHER_PROFILE_2.columns=3
|
|
screen.RAINY_WEATHER_PROFILE_2 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_2_LAYER0_COVERAGE RAINY_PROFILE_2_LAYER1_COVERAGE RAINY_PROFILE_2_LAYER2_COVERAGE RAINY_PROFILE_2_LAYER0_DENSITY RAINY_PROFILE_2_LAYER1_DENSITY RAINY_PROFILE_2_LAYER2_DENSITY
|
|
|
|
screen.RAINY_WEATHER_PROFILE_3.columns=3
|
|
screen.RAINY_WEATHER_PROFILE_3 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_3_LAYER0_COVERAGE RAINY_PROFILE_3_LAYER1_COVERAGE RAINY_PROFILE_3_LAYER2_COVERAGE RAINY_PROFILE_3_LAYER0_DENSITY RAINY_PROFILE_3_LAYER1_DENSITY RAINY_PROFILE_3_LAYER2_DENSITY
|
|
|
|
screen.RAINY_WEATHER_PROFILE_4.columns=3
|
|
screen.RAINY_WEATHER_PROFILE_4 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_4_LAYER0_COVERAGE RAINY_PROFILE_4_LAYER1_COVERAGE RAINY_PROFILE_4_LAYER2_COVERAGE RAINY_PROFILE_4_LAYER0_DENSITY RAINY_PROFILE_4_LAYER1_DENSITY RAINY_PROFILE_4_LAYER2_DENSITY
|
|
|
|
screen.RAINY_WEATHER_PROFILE_5.columns=3
|
|
screen.RAINY_WEATHER_PROFILE_5 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_5_LAYER0_COVERAGE RAINY_PROFILE_5_LAYER1_COVERAGE RAINY_PROFILE_5_LAYER2_COVERAGE RAINY_PROFILE_5_LAYER0_DENSITY RAINY_PROFILE_5_LAYER1_DENSITY RAINY_PROFILE_5_LAYER2_DENSITY
|
|
|
|
screen.RAINY_WEATHER_PROFILE_6.columns=3
|
|
screen.RAINY_WEATHER_PROFILE_6 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL RAINY_PROFILE_6_LAYER0_COVERAGE RAINY_PROFILE_6_LAYER1_COVERAGE RAINY_PROFILE_6_LAYER2_COVERAGE RAINY_PROFILE_6_LAYER0_DENSITY RAINY_PROFILE_6_LAYER1_DENSITY RAINY_PROFILE_6_LAYER2_DENSITY
|
|
|
|
screen.DAILY_WEATHER.columns=1
|
|
screen.DAILY_WEATHER = USE_CUSTOM_DAILY_WEATHER_PROFILE [DAILY_WEATHER_PROFILE_1] [DAILY_WEATHER_PROFILE_2] [DAILY_WEATHER_PROFILE_3] [DAILY_WEATHER_PROFILE_4] [DAILY_WEATHER_PROFILE_5] [DAILY_WEATHER_PROFILE_6]
|
|
screen.DAILY_WEATHER_PROFILE_1.columns=3
|
|
screen.DAILY_WEATHER_PROFILE_1 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_1_LAYER0_COVERAGE DAILY_PROFILE_1_LAYER1_COVERAGE DAILY_PROFILE_1_LAYER2_COVERAGE DAILY_PROFILE_1_LAYER0_DENSITY DAILY_PROFILE_1_LAYER1_DENSITY DAILY_PROFILE_1_LAYER2_DENSITY
|
|
|
|
screen.DAILY_WEATHER_PROFILE_2.columns=3
|
|
screen.DAILY_WEATHER_PROFILE_2 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_2_LAYER0_COVERAGE DAILY_PROFILE_2_LAYER1_COVERAGE DAILY_PROFILE_2_LAYER2_COVERAGE DAILY_PROFILE_2_LAYER0_DENSITY DAILY_PROFILE_2_LAYER1_DENSITY DAILY_PROFILE_2_LAYER2_DENSITY
|
|
|
|
screen.DAILY_WEATHER_PROFILE_3.columns=3
|
|
screen.DAILY_WEATHER_PROFILE_3 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_3_LAYER0_COVERAGE DAILY_PROFILE_3_LAYER1_COVERAGE DAILY_PROFILE_3_LAYER2_COVERAGE DAILY_PROFILE_3_LAYER0_DENSITY DAILY_PROFILE_3_LAYER1_DENSITY DAILY_PROFILE_3_LAYER2_DENSITY
|
|
|
|
screen.DAILY_WEATHER_PROFILE_4.columns=3
|
|
screen.DAILY_WEATHER_PROFILE_4 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_4_LAYER0_COVERAGE DAILY_PROFILE_4_LAYER1_COVERAGE DAILY_PROFILE_4_LAYER2_COVERAGE DAILY_PROFILE_4_LAYER0_DENSITY DAILY_PROFILE_4_LAYER1_DENSITY DAILY_PROFILE_4_LAYER2_DENSITY
|
|
|
|
screen.DAILY_WEATHER_PROFILE_5.columns=3
|
|
screen.DAILY_WEATHER_PROFILE_5 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_5_LAYER0_COVERAGE DAILY_PROFILE_5_LAYER1_COVERAGE DAILY_PROFILE_5_LAYER2_COVERAGE DAILY_PROFILE_5_LAYER0_DENSITY DAILY_PROFILE_5_LAYER1_DENSITY DAILY_PROFILE_5_LAYER2_DENSITY
|
|
|
|
screen.DAILY_WEATHER_PROFILE_6.columns=3
|
|
screen.DAILY_WEATHER_PROFILE_6 =SMALL_CUMULUS_LABEL LARGE_CUMULUS_LABEL ALTOSTRATUS_LABEL DAILY_PROFILE_6_LAYER0_COVERAGE DAILY_PROFILE_6_LAYER1_COVERAGE DAILY_PROFILE_6_LAYER2_COVERAGE DAILY_PROFILE_6_LAYER0_DENSITY DAILY_PROFILE_6_LAYER1_DENSITY DAILY_PROFILE_6_LAYER2_DENSITY
|
|
|
|
|
|
### FOG
|
|
screen.Fog.columns=2
|
|
screen.Fog = \
|
|
VL_RENDERING_RESOLUTION_SCALE VL_SAMPLES \
|
|
FOG_START_HEIGHT BLOOMY_FOG \
|
|
<empty> <empty> \
|
|
Haze_amount [TOD_fog] \
|
|
[Cave_Fog] [END_AND_NETHER_FOG] \
|
|
<empty> <empty> \
|
|
BorderFog UNDERWATER_BLOOMY_FOG RAIN_SNOW_BLOOMY_FOG
|
|
|
|
screen.TOD_fog.columns=2
|
|
screen.TOD_fog = TOD_FOG_AMOUNT <empty> 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 CAVE_FOG_DARKEN_SKY 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_LIGHTNING END_STORM_DENSTIY END_HAZE_DENSTIY <empty> NETHER_PLUME_DENSITY NETHER_CEILING_SMOKE_DENSITY NETHER_HAZE_DENSITY <empty> [FOG_LIGHTING_COLORS]
|
|
screen.FOG_LIGHTING_COLORS.columns=1
|
|
screen.FOG_LIGHTING_COLORS = VORTEX_LIGHT_COL_R VORTEX_LIGHT_COL_G VORTEX_LIGHT_COL_B <empty> END_LIGHTNING_COL_R END_LIGHTNING_COL_G END_LIGHTNING_COL_B
|
|
|
|
screen.BIOME_EFFECTS.columns=2
|
|
screen.BIOME_EFFECTS = USE_CUSTOM_HOT_BIOME_RAIN_PROFILE USE_CUSTOM_COLD_BIOME_RAIN_PROFILE \
|
|
[HOT_BIOME_RAINY_WEATHER_PROFILE_1] [COLD_BIOME_RAINY_WEATHER_PROFILE_1] \
|
|
[HOT_BIOME_RAINY_WEATHER_PROFILE_2] [COLD_BIOME_RAINY_WEATHER_PROFILE_2] \
|
|
[HOT_BIOME_RAINY_WEATHER_PROFILE_3] [COLD_BIOME_RAINY_WEATHER_PROFILE_3] \
|
|
<empty> <empty> \
|
|
USE_CUSTOM_SWAMP_CATEGORY_PROFILE USE_CUSTOM_JUNGLE_CATEGORY_PROFILE \
|
|
[CUSTOM_SWAMP_CATEGORY_PROFILE_1] [CUSTOM_JUNGLE_CATEGORY_PROFILE_1] \
|
|
|
|
screen.HOT_BIOME_RAINY_WEATHER_PROFILE_1.columns=1
|
|
screen.HOT_BIOME_RAINY_WEATHER_PROFILE_1 = 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
|
|
|
|
screen.HOT_BIOME_RAINY_WEATHER_PROFILE_2.columns=1
|
|
screen.HOT_BIOME_RAINY_WEATHER_PROFILE_2 = 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
|
|
|
|
screen.HOT_BIOME_RAINY_WEATHER_PROFILE_3.columns=1
|
|
screen.HOT_BIOME_RAINY_WEATHER_PROFILE_3 = 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
|
|
|
|
screen.COLD_BIOME_RAINY_WEATHER_PROFILE_1.columns=1
|
|
screen.COLD_BIOME_RAINY_WEATHER_PROFILE_1 = 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
|
|
|
|
screen.COLD_BIOME_RAINY_WEATHER_PROFILE_2.columns=1
|
|
screen.COLD_BIOME_RAINY_WEATHER_PROFILE_2 = 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
|
|
|
|
screen.COLD_BIOME_RAINY_WEATHER_PROFILE_3.columns=1
|
|
screen.COLD_BIOME_RAINY_WEATHER_PROFILE_3 = 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
|
|
|
|
screen.CUSTOM_SWAMP_CATEGORY_PROFILE_1.columns=1
|
|
screen.CUSTOM_SWAMP_CATEGORY_PROFILE_1 = CUSTOM_SWAMP_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_R CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_G CUSTOM_SWAMP_PROFILE_1_FOG_COLOR_B
|
|
|
|
screen.CUSTOM_JUNGLE_CATEGORY_PROFILE_1.columns=1
|
|
screen.CUSTOM_JUNGLE_CATEGORY_PROFILE_1 = CUSTOM_JUNGLE_PROFILE_1_UNIFORM_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_CLUMPY_FOG_DENSITY CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_R CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_G CUSTOM_JUNGLE_PROFILE_1_FOG_COLOR_B
|
|
|
|
### WATER
|
|
screen.Water.columns=2
|
|
screen.Water = \
|
|
Dirt_Amount [Water_fog_color] \
|
|
MINIMUM_WATER_ABSORBANCE SNELLS_WINDOW \
|
|
[Refraction] WATER_WAVE_SPEED \
|
|
WATER_WAVE_STRENGTH PATCHY_WAVE_BLEND \
|
|
WAVES_A_RADIUS WAVES_B_RADIUS \
|
|
|
|
screen.Water_fog_color.columns=1
|
|
screen.Water_fog_color = Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B <empty> Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B <empty> Water_Absorb_R Water_Absorb_G Water_Absorb_B
|
|
|
|
|
|
######## POST
|
|
screen.Post_Processing.columns=2
|
|
screen.Post_Processing = [TAA_OPTIONS] [GAMEPLAY_EFFECTS] [Purkinje_effect] <empty> <empty> <empty> 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 <empty> BLEND_FACTOR BLEND_FACTOR_DURING_MOVEMENT NEIGHBORHOOD_CLAMP_RADIUS_MULT_DURING_MOVEMENT
|
|
|
|
screen.Purkinje_effect.columns = 1
|
|
screen.Purkinje_effect = PURKINJE_AMOUNT Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier
|
|
|
|
screen.GAMEPLAY_EFFECTS.columns = 1
|
|
screen.GAMEPLAY_EFFECTS = MOTION_AMOUNT WATER_ON_CAMERA_EFFECT_AMOUNT ON_FIRE_DISTORT_EFFECT_AMOUNT <empty> MINOR_DAMAGE_TAKEN_EFFECT_START CRITICAL_DAMAGE_TAKEN_EFFECT_START LOW_HEALTH_EFFECT_START CRITICALLY_LOW_HEALTH_EFFECT_START
|
|
|
|
######## CAMERA AND COLOR
|
|
screen.Camera_Settings.columns = 1
|
|
screen.Camera_Settings = SCREENSHOT_MODE CAMERA_GRIDLINES WHITE_BALANCE CINEMATIC_BORDER_COVERAGE_VERTICAL CINEMATIC_BORDER_COVERAGE_HORIZONTAL [Exposure] [DepthOfField] [COLOR_KEYING_SETTINGS]
|
|
|
|
screen.COLOR_KEYING_SETTINGS.columns = 1
|
|
screen.COLOR_KEYING_SETTINGS = COLOR_KEYING <empty> COLOR_KEY_R COLOR_KEY_G COLOR_KEY_B <empty> COLOR_KEY_INVERT COLOR_KEY_RANGE COLOR_KEY_WIDTH
|
|
|
|
screen.Color_Processing.columns = 1
|
|
screen.Color_Processing = TONEMAP <empty> [Exposure] [COLOR_GRADING] SATURATION CROSSTALK WHITE_BALANCE
|
|
### TONEMAPS
|
|
screen.Tonemapping.columns = 1
|
|
screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK
|
|
### COLOR GRADING
|
|
screen.COLOR_GRADING.columns = 3
|
|
screen.COLOR_GRADING = \
|
|
LUMINANCE_CURVE LOWER_CURVE UPPER_CURVE \
|
|
<empty> <empty> <empty> \
|
|
COLOR_GRADING_ENABLED <empty> <empty> \
|
|
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
|
|
### EXPOSURE
|
|
screen.Exposure.columns = 1
|
|
screen.Exposure = Manual_exposure_value EXPOSURE_MULTIPLIER <empty> AUTO_EXPOSURE AUTO_EXPOSURE_ADJUST_RATE EXPOSURE_DARKENING EXPOSURE_BRIGHTENING
|
|
### DOF
|
|
screen.DepthOfField.columns = 1
|
|
screen.DepthOfField = DOF_QUALITY <empty> MANUAL_FOCUS focal aperture <empty> DoF_Adaptation_Speed DOF_ANAMORPHIC_RATIO DOF_DISPERSION_MULT FAR_BLUR_ONLY REMOVE_HAND_BLUR [JITTER_DOF]
|
|
screen.JITTER_DOF.columns=1
|
|
screen.JITTER_DOF = JITTER_STRENGTH FOCUS_LASER_COLOR SCREENSHOT_MODE
|
|
|
|
|
|
######## MOD SUPPORT SETTINGS
|
|
screen.MOD_SETTINGS.columns = 1
|
|
screen.MOD_SETTINGS = [DISTANT_HORIZONS_SETTINGS] [VOXY_SETTINGS] [PHYSICS_MOD_OCEAN]
|
|
|
|
screen.DISTANT_HORIZONS_SETTINGS.columns = 1
|
|
screen.DISTANT_HORIZONS_SETTINGS = DH_OVERDRAW_PREVENTION OVERDRAW_MAX_DISTANCE <empty> DH_AMBIENT_OCCLUSION DH_SUBSURFACE_SCATTERING DH_SCREENSPACE_REFLECTIONS DH_TAA_JITTER DH_NOISE_TEXTURE NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF <empty> DISTANT_HORIZONS_SHADOWMAP shadowDistance shadowMapResolution <empty> TOGGLE_VL_FOG TERRIBLE_SSR_LOD_FALLBACK
|
|
|
|
screen.VOXY_SETTINGS.columns = 1
|
|
screen.VOXY_SETTINGS = VOXY_SCREENSPACE_REFLECTIONS TERRIBLE_SSR_LOD_FALLBACK
|
|
|
|
screen.PHYSICS_MOD_OCEAN = <empty>
|
|
|
|
######## MISC SETTINGS
|
|
screen.DEBUG_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 [selection_box_outline] ISOLATE_RESOURCEPACK_SKY [scene_controller] SSR_SELF_REFLECT_FIX PIXEL_ZOOM INTEL_HANDHELDLIGHT_CRASH_FIX
|
|
|
|
screen.EXPERIMENTAL_STUFF = BLOOMY_PARTICLES ORIGINAL_CHOCAPIC_SKY BIOME_TINT_WATER HYPER_DETAILED_WAVES OLD_BLOOM PLANET_GROUND_BRIGHTNESS LIT_PARTICLE_BRIGHTNESS WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER OLD_CAVE_DETECTION FORCE_TRANSLUCENT_GLASS LARGE_WAVE_DISPLACEMENT ENCHANT_GLINT_BRIGHTNESS ARDACRAFT_HEIGHTMAP SCALE_MIPMAP_WITH_RESOLUTION RAIN_SNOW_BRIGHTNESS PLANET_EXIT_ALTITUDE
|
|
|
|
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
|
|
|
|
screen.scene_controller.columns = 4
|
|
screen.scene_controller = USE_CUSTOM_DIFFUSE_LIGHTING_COLORS USE_CUSTOM_CLOUD_LIGHTING_COLORS USE_CUSTOM_FOG_LIGHTING_COLORS USE_CUSTOM_SKY_GROUND_LIGHTING_COLORS DIRECTLIGHT_DIFFUSE_R DIRECTLIGHT_CLOUDS_R DIRECTLIGHT_FOG_R SKY_GROUND_R DIRECTLIGHT_DIFFUSE_G DIRECTLIGHT_CLOUDS_G DIRECTLIGHT_FOG_G SKY_GROUND_G DIRECTLIGHT_DIFFUSE_B DIRECTLIGHT_CLOUDS_B DIRECTLIGHT_FOG_B SKY_GROUND_B INDIRECTLIGHT_DIFFUSE_R INDIRECTLIGHT_CLOUDS_R INDIRECTLIGHT_FOG_R <empty> INDIRECTLIGHT_DIFFUSE_G INDIRECTLIGHT_CLOUDS_G INDIRECTLIGHT_FOG_G <empty> INDIRECTLIGHT_DIFFUSE_B INDIRECTLIGHT_CLOUDS_B INDIRECTLIGHT_FOG_B <empty>
|
|
|
|
|
|
# thank you sixthsurge!
|
|
#ifdef LIGHTNING_FLASH
|
|
#ifdef IS_IRIS
|
|
variable.float.lightningFlash = smooth(if(lightningBoltPosition.w > 0.0, 3.145, 0.0), 0.5, 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)
|
|
uniform.vec3.lightningEffect = vec3(lightningFlash, lightningFlash, lightningFlash)
|
|
|
|
############################
|
|
####### 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 WATER_ON_CAMERA_EFFECT_AMOUNT > 0
|
|
variable.float.waterState = smooth(if(isEyeInWater == 1,1.0,0.0),0.1,0.1)
|
|
variable.float.lerptime = if((waterState < 0.1 || waterState > 0.9), 100000000000000.0, 0.0)
|
|
uniform.float.waterInteract = smooth(if(waterState < 0.1 || waterState > 0.9, 1.0, 0.0),5.0,0.0)
|
|
|
|
variable.vec3.velocity = vec3(cameraPosition.x-previousCameraPosition.x,cameraPosition.y-previousCameraPosition.y,cameraPosition.z-previousCameraPosition.z)
|
|
uniform.vec3.waterIntersectDir = vec3(smooth(velocity.x,lerptime,lerptime),smooth(velocity.y,lerptime,lerptime),smooth(velocity.z,lerptime,lerptime))
|
|
#endif
|
|
|
|
#if ON_FIRE_DISTORT_EFFECT_AMOUNT > 0
|
|
uniform.float.fireLavaInteract = smooth(if(isEyeInWater == 2 || is_burning,1,0),0.5,3.0)
|
|
#endif
|
|
|
|
#if LOW_HEALTH_EFFECT_START > 0 || CRITICALLY_LOW_HEALTH_EFFECT_START > 0 || MINOR_DAMAGE_TAKEN_EFFECT_START > 0 || CRITICAL_DAMAGE_TAKEN_EFFECT_START > 0
|
|
#ifdef IS_IRIS
|
|
variable.float.Currenthealth = currentPlayerHealth * maxPlayerHealth
|
|
uniform.float.oneHeart = smooth(if(Currenthealth <= CRITICALLY_LOW_HEALTH_EFFECT_START && currentPlayerHealth > -1.0, 1,0), 0.0,1.0)
|
|
uniform.float.threeHeart = smooth(if(Currenthealth <= max(LOW_HEALTH_EFFECT_START,CRITICALLY_LOW_HEALTH_EFFECT_START) && currentPlayerHealth > -1.0, 1,0), 0.0,1.0)
|
|
|
|
variable.float.lerptime2 = if(is_hurt, 1.0, 0.0)
|
|
variable.float.interpolatedHealth = smooth(Currenthealth, lerptime2, lerptime2)
|
|
variable.bool.largeHealthDifference = (interpolatedHealth - Currenthealth) >= CRITICAL_DAMAGE_TAKEN_EFFECT_START
|
|
|
|
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)
|
|
variable.bool.smallHealthDifference = (interpolatedHealth - Currenthealth) >= MINOR_DAMAGE_TAKEN_EFFECT_START
|
|
|
|
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, 0.0), 0.0, 10.0) > 0.1
|
|
uniform.float.caveDetection = smooth(if(moodIsClimbing, 1.0, 0.0), 3.0, 1.0)
|
|
|
|
# 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
|
|
|
|
|
|
|
|
#in(biome_category, CAT_ICY)
|
|
# in(biome_category, CAT_DESERT, CAT_SAVANNA, CAT_MESA)
|
|
uniform.bool.isInSnowFallEnviornment = biome_precipitation == 2
|
|
uniform.bool.isInRainFallEnviornment = biome_precipitation == 1
|
|
uniform.bool.isInNoRainFallEnviornment = biome_precipitation == 0
|
|
uniform.bool.isInColdArea = temperature < 0.4
|
|
uniform.bool.isInHotArea = temperature > 1.0
|
|
uniform.bool.isInJungleBiomes = in(biome_category, CAT_JUNGLE)
|
|
uniform.bool.isInSwampBiomes = in(biome_category, CAT_SWAMP)
|
|
|
|
uniform.float.wetnessAmount = smooth(if(rainStrength > 0.01 && biome_precipitation == 1, 3.0, 0.0), 100.0, 100.0)
|
|
variable.float.lightlevel = eyeBrightness.y/240.0
|
|
uniform.float.skyLightLevelSmooth = smooth(lightlevel,3.0,3.0)
|
|
|
|
uniform.bool.isInSpecialEnviornment = isInHotArea || isInColdArea
|
|
#isInColdBiomes || isInHotBiomes || isInJungleBiomes || isInSwampBiomes
|
|
|
|
# the idea is to record the altitude at which you entered a body of water.
|
|
# using the smooth() function to interpolate to the newest value of eyeAltitude over time, i can make it take a very long time to interpolate. essentially freezing/unfreezing the value in place at any time i need to.
|
|
|
|
# force water surface level to a fixed height if you entered the water from an area in low light levels (caves). if youre above the hardcoded y level, allow it use the current height
|
|
variable.float.waterEnteredLowLight = if(eyeBrightness.y < 0.004, max(eyeAltitude+16.0, 62.0), eyeAltitude)
|
|
|
|
variable.float.freezeTranstion = if(isEyeInWater == 1, 100000000000000.0, 0.0)
|
|
uniform.float.waterEnteredAltitude = smooth(waterEnteredLowLight, freezeTranstion, freezeTranstion)
|
|
|
|
# variable.float.freezeCameraPos = if(isInSpecialEnviornment, 0.0, 100000000000000.0)
|
|
# variable.float.exitedBiomePos_X = smooth(cameraPosition.x, freezeCameraPos, freezeCameraPos)
|
|
# variable.float.exitedBiomePos_Y = smooth(cameraPosition.y, freezeCameraPos, freezeCameraPos)
|
|
# variable.float.exitedBiomePos_Z = smooth(cameraPosition.z, freezeCameraPos, freezeCameraPos)
|
|
# variable.vec3.VARexitedBiomePos = vec3(exitedBiomePos_X, exitedBiomePos_Y, exitedBiomePos_Z)
|
|
|
|
# variable.float.distanceTreshold = 200.0
|
|
# variable.bool.checkDistanceEpislonFromExitPos = equals(cameraPosition.x, VARexitedBiomePos.x, distanceTreshold) && equals(cameraPosition.y, VARexitedBiomePos.y, distanceTreshold) && equals(cameraPosition.z, VARexitedBiomePos.z, distanceTreshold)
|
|
# uniform.float.fadeAwayLocalEffect = smooth(if(checkDistanceEpislonFromExitPos, 1.0, 0.0), 100.0,5.0)
|
|
|
|
# uniform.vec3.exitedBiomePos = VARexitedBiomePos
|
|
|
|
#if HANDHELD_LIGHTSOURCE_FLICKER_MODE > 0
|
|
variable.float.randomVal = random()
|
|
#if HANDHELD_LIGHTSOURCE_FLICKER_MODE == 1
|
|
variable.float.randomValBiased = smooth(randomVal,0.0,1.0)
|
|
uniform.float.flickerLight = mix(1.0, 0.5, smooth(randomValBiased*randomValBiased*randomValBiased,2.0,1.0) )
|
|
#elif HANDHELD_LIGHTSOURCE_FLICKER_MODE == 2
|
|
variable.bool.randomValBiased = randomVal*randomVal > 0.995
|
|
variable.float.flickerTrigger = smooth(if(smooth(if(randomValBiased,5.0,0.0),0.0,10.0) > 2.0,0.0,1.0),1.0,1.0)
|
|
uniform.float.flickerLight = mix(smooth(randomVal*randomVal*randomVal,0.5,1.0), 1.0, flickerTrigger)
|
|
#endif
|
|
#endif
|
|
|
|
# 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 TAA_MODE == 0
|
|
uniform.vec2.taaJitter = vec2(0.0, 0.0)
|
|
#else
|
|
#if TAA_MODE == 2
|
|
variable.int.frameMod = frameCounter%4
|
|
|
|
variable.float.taaJitter4_X = if( \
|
|
frameMod == 0, -0.125, \
|
|
frameMod == 1, 0.875, \
|
|
frameMod == 2, 0.125, \
|
|
-0.875 )
|
|
variable.float.taaJitter4_Y = if( \
|
|
frameMod == 0, -0.875, \
|
|
frameMod == 1, -0.125, \
|
|
frameMod == 2, 0.875, \
|
|
0.125 )
|
|
|
|
uniform.vec2.taaJitter = vec2(taaJitter4_X, taaJitter4_Y)
|
|
#else
|
|
variable.int.frameMod = frameCounter%8
|
|
|
|
variable.float.taaJitter8_X = if( \
|
|
frameMod == 0, 0.125, \
|
|
frameMod == 1, -0.125, \
|
|
frameMod == 2, 0.625, \
|
|
frameMod == 3, -0.125, \
|
|
frameMod == 4, -0.625, \
|
|
frameMod == 5, -0.875, \
|
|
frameMod == 6, 0.125, \
|
|
0.875 )
|
|
variable.float.taaJitter8_Y = if( \
|
|
frameMod == 0, -0.375, \
|
|
frameMod == 1, 0.375, \
|
|
frameMod == 2, 0.125, \
|
|
frameMod == 3, -0.625, \
|
|
frameMod == 4, 0.625, \
|
|
frameMod == 5, -0.125, \
|
|
frameMod == 6, 0.875, \
|
|
0.875 )
|
|
|
|
uniform.vec2.taaJitter = vec2(taaJitter8_X, taaJitter8_Y)
|
|
#endif
|
|
#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)
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variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSunY + shadowModelView.2.2 * wSunZ)
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|
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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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|
####### DISTANT HORIZONS/VOXY STUFF #######
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|
###########################################
|
|
|
|
#ifdef DISTANT_HORIZONS
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|
uniform.float.LOD_NEARPLANE = dhNearPlane
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|
uniform.float.LOD_FARPLANE = dhFarPlane
|
|
uniform.int.LOD_RENDERDISTANCE = dhRenderDistance
|
|
#endif
|
|
#ifdef VOXY
|
|
uniform.float.LOD_NEARPLANE = 16.0f
|
|
uniform.float.LOD_FARPLANE = 48000.0f
|
|
uniform.int.LOD_RENDERDISTANCE = vxRenderDistance * 16
|
|
#endif
|
|
|
|
#ifdef DISTANT_HORIZONS
|
|
# retract the radius of overdraw prevention as you move quicker to hide the hole.
|
|
variable.float.smoothVelocity_X = smooth(abs(previousCameraPosition.x-cameraPosition.x),0.5,5.0)
|
|
variable.float.smoothVelocity_Y = smooth(abs(previousCameraPosition.y-cameraPosition.y),0.5,5.0)
|
|
variable.float.smoothVelocity_Z = smooth(abs(previousCameraPosition.z-cameraPosition.z),0.5,5.0)
|
|
uniform.vec3.OVERDRAW_PREVENTION_SCALE = vec3(smoothVelocity_X,smoothVelocity_Y,smoothVelocity_Z)
|
|
#endif
|
|
|
|
###############################
|
|
####### 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 |