From c3ea399db6156112eeb919a67190b287bb9767fe Mon Sep 17 00:00:00 2001 From: Merlin1809 Date: Tue, 22 Jul 2025 13:01:54 +0200 Subject: [PATCH] merge xonks latest commit --- shaders/dimensions/composite5.fsh | 32 ++++++++++++++++++------------- shaders/dimensions/deferred1.fsh | 2 +- shaders/lib/TAA_jitter.glsl | 2 +- shaders/lib/settings.glsl | 1 + shaders/lib/specular.glsl | 2 +- shaders/shaders.properties | 4 ++-- 6 files changed, 25 insertions(+), 18 deletions(-) diff --git a/shaders/dimensions/composite5.fsh b/shaders/dimensions/composite5.fsh index 184ec07..c60bb00 100644 --- a/shaders/dimensions/composite5.fsh +++ b/shaders/dimensions/composite5.fsh @@ -317,7 +317,8 @@ vec3 closestToCamera5taps_DH(vec2 texcoord, sampler2D depth, sampler2D dhDepth, vec4 computeTAA(vec2 texcoord, bool hand){ vec2 jitter = offsets[framemod8]*texelSize*0.5; - vec2 adjTC = clamp(texcoord*RENDER_SCALE, vec2(0.0), RENDER_SCALE - texelSize*2.0); + vec2 adjTC = clamp(texcoord*RENDER_SCALE - texelSize*0.5, vec2(0.0), RENDER_SCALE- texelSize*1.5); + vec2 adjTC_noJitter = adjTC + jitter; // get previous frames position stuff for UV //use velocity from the nearest texel from camera in a 3x3 box in order to improve edge quality in motion @@ -344,8 +345,11 @@ vec4 computeTAA(vec2 texcoord, bool hand){ previousPosition.xy = texcoord + (hand ? vec2(0.0) : velocity); // sample current frame, and make sure it is de-jittered - // vec3 currentFrame = smoothfilter(colortex3, adjTC + jitter).rgb; - vec3 currentFrame = texelFetch2D(colortex3, ivec2((adjTC + jitter)/texelSize), 0).rgb; + #ifdef TAA_UPSCALING + vec3 currentFrame = smoothfilter(colortex3, adjTC_noJitter).rgb; + #else + vec3 currentFrame = texelFetch2D(colortex3, ivec2(adjTC_noJitter/texelSize), 0).rgb; + #endif //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); @@ -357,14 +361,14 @@ vec4 computeTAA(vec2 texcoord, bool hand){ #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 = currentFrame; // can use this because its the center sample. - vec3 col1 = texture2D(colortex3, adjTC + vec2( texelSize.x, texelSize.y)).rgb; - vec3 col2 = texture2D(colortex3, adjTC + vec2( texelSize.x, -texelSize.y)).rgb; - vec3 col3 = texture2D(colortex3, adjTC + vec2(-texelSize.x, -texelSize.y)).rgb; - vec3 col4 = texture2D(colortex3, adjTC + vec2(-texelSize.x, texelSize.y)).rgb; - vec3 col5 = texture2D(colortex3, adjTC + vec2( 0.0, texelSize.y)).rgb; - vec3 col6 = texture2D(colortex3, adjTC + vec2( 0.0, -texelSize.y)).rgb; - vec3 col7 = texture2D(colortex3, adjTC + vec2(-texelSize.x, 0.0)).rgb; - vec3 col8 = texture2D(colortex3, adjTC + vec2( texelSize.x, 0.0)).rgb; + vec3 col1 = texture2D(colortex3, adjTC_noJitter + vec2( texelSize.x, texelSize.y)).rgb; + vec3 col2 = texture2D(colortex3, adjTC_noJitter + vec2( texelSize.x, -texelSize.y)).rgb; + vec3 col3 = texture2D(colortex3, adjTC_noJitter + vec2(-texelSize.x, -texelSize.y)).rgb; + vec3 col4 = texture2D(colortex3, adjTC_noJitter + vec2(-texelSize.x, texelSize.y)).rgb; + vec3 col5 = texture2D(colortex3, adjTC_noJitter + vec2( 0.0, texelSize.y)).rgb; + vec3 col6 = texture2D(colortex3, adjTC_noJitter + vec2( 0.0, -texelSize.y)).rgb; + vec3 col7 = texture2D(colortex3, adjTC_noJitter + vec2(-texelSize.x, 0.0)).rgb; + vec3 col8 = texture2D(colortex3, adjTC_noJitter + vec2( texelSize.x, 0.0)).rgb; vec3 colMax = max(col0,max(col1,max(col2,max(col3, max(col4, max(col5, max(col6, max(col7, col8)))))))); vec3 colMin = min(col0,min(col1,min(col2,min(col3, min(col4, min(col5, min(col6, min(col7, col8)))))))); @@ -384,7 +388,9 @@ vec4 computeTAA(vec2 texcoord, bool hand){ float blendingFactor = BLEND_FACTOR; - if(hand) blendingFactor = clamp(length(velocity/texelSize),blendingFactor,1.0); + float cameraMovement = length(velocity/texelSize); + blendingFactor = clamp(cameraMovement, blendingFactor, BLEND_FACTOR_DURING_MOVEMENT); + if(hand) blendingFactor = clamp(cameraMovement, blendingFactor, 1.0); ////// Increases blending factor when far from AABB, reduces ghosting blendingFactor = clamp(blendingFactor + luma(abs(clampedframeHistory - frameHistory)/clampedframeHistory),0.0,1.0); @@ -420,7 +426,7 @@ void main() { bool hand = abs(dataUnpacked-0.75) < 0.01 && texture2D(depthtex1,taauTC).x < 1.0; - vec4 color = computeTAA(smoothfilterUV(texcoord), hand); + vec4 color = computeTAA(texcoord, hand); #ifdef SCREENSHOT_MODE gl_FragData[0] = clamp(color, 0.0, 65000.0); diff --git a/shaders/dimensions/deferred1.fsh b/shaders/dimensions/deferred1.fsh index a2c7e80..08125c5 100644 --- a/shaders/dimensions/deferred1.fsh +++ b/shaders/dimensions/deferred1.fsh @@ -74,7 +74,7 @@ void main() { // sky if (newTex == 1.0 && QuarterResDepth == 1.0) { #ifdef CLOUD_SSR - gl_FragData[0] = vec4(oldTex, 130000.0); + gl_FragData[0] = vec4(oldTex, 120000.0); #else gl_FragData[0] = vec4(oldTex, 650000.0); #endif diff --git a/shaders/lib/TAA_jitter.glsl b/shaders/lib/TAA_jitter.glsl index fa590a1..0046166 100644 --- a/shaders/lib/TAA_jitter.glsl +++ b/shaders/lib/TAA_jitter.glsl @@ -1,5 +1,5 @@ // swap out jitter pattern to be a 4 frame pattern instead of an 8 frame halton sequence -#if (defined RESPONSIVE_TAA || defined DH_TAA_OVERRIDE) && !defined TAA_UPSCALING +#if defined RESPONSIVE_TAA || defined DH_TAA_OVERRIDE const vec2[4] offsets = vec2[4]( vec2(-0.125, -0.875), vec2( 0.875, -0.125), diff --git a/shaders/lib/settings.glsl b/shaders/lib/settings.glsl index 932ecb1..4e753b2 100644 --- a/shaders/lib/settings.glsl +++ b/shaders/lib/settings.glsl @@ -570,6 +570,7 @@ uniform int moonPhase; // #define SCREENSHOT_MODE #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 0.16 // [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] ///////////////////////////////////////////////// diff --git a/shaders/lib/specular.glsl b/shaders/lib/specular.glsl index 0348ddf..f4fa351 100644 --- a/shaders/lib/specular.glsl +++ b/shaders/lib/specular.glsl @@ -156,7 +156,7 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, boo return vec3(1.1); } -#ifdef DISTANT_HORIZONS +#if defined DISTANT_HORIZONS && defined DH_SCREENSPACE_REFLECTIONS uniform vec4 combined_projection_matrix_0; uniform vec4 combined_projection_matrix_1; uniform vec4 combined_projection_matrix_2; diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 4ad321c..ecdad98 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -174,7 +174,7 @@ alphaTest.gbuffers_water = false alphaTest.gbuffers_skybasic = false alphaTest.gbuffers_skytextured = false -sliders = CloudLayer0_detail CloudLayer1_detail LPV_VL_FOG_ILLUMINATION MIN_LIGHT_AMOUNT_INSIDE CUMULONIMBUS_FADE_TIME CUMULONIMBUS NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF WAVE_DETAIL DH_CHUNK_FADING CLOUD_MOVEMENT_TYPE LIGHTLEAKFIX_MODE RAIN_AMBIENT_LIGHT_MODIFIER EMISSIVE_ORES_STRENGTH RIPPLE_STRENGTH RIPPLE_INTENSITY CUSTOM_LIGHTNING_SCALE CUSTOM_LIGHTNING_R CUSTOM_LIGHTNING_G CUSTOM_LIGHTNING_B CUSTOM_LIGHTNING_TEX CUSTOM_LIGHTNING_POS_X CUSTOM_LIGHTNING_POS_Y CUSTOM_LIGHTNING_POS_Z CUMULONIMBUS_LIGHTNING_BRIGHTNESS CUMULONIMBUS_LIGHTNING_DELAY ShaderSnow ShaderSnowStrength BorderFogIntensity CAVE_DETECTION ON_FIRE_DISTORT_EFFECT_STRENGTH 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 CloudLayer3_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING VIGNETTE_STRENGTH CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE CHROMATIC_ABERRATION_STRENGTH SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps MOTION_BLUR_STRENGTH OVERDRAW_MAX_DISTANCE DAY0_l3_coverage DAY0_l3_density DAY1_l3_coverage DAY1_l3_density DAY2_l3_coverage DAY2_l3_density DAY3_l3_coverage DAY3_l3_density DAY4_l3_coverage DAY4_l3_density DAY5_l3_coverage DAY5_l3_density DAY6_l3_coverage DAY6_l3_density DAY7_l3_coverage DAY7_l3_density DAY8_l3_coverage DAY8_l3_density DAY9_l3_coverage DAY9_l3_density DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DAY3_l0_coverage DAY3_l1_coverage DAY3_l2_coverage DAY3_ufog_density DAY3_l0_density DAY3_l1_density DAY3_l2_density DAY3_cfog_density DAY4_l0_coverage DAY4_l1_coverage DAY4_l2_coverage DAY4_ufog_density DAY4_l0_density DAY4_l1_density DAY4_l2_density DAY4_cfog_density DAY5_l0_coverage DAY5_l1_coverage DAY5_l2_coverage DAY5_ufog_density DAY5_l0_density DAY5_l1_density DAY5_l2_density DAY5_cfog_density DAY6_l0_coverage DAY6_l1_coverage DAY6_l2_coverage DAY6_ufog_density DAY6_l0_density DAY6_l1_density DAY6_l2_density DAY6_cfog_density DAY7_l0_coverage DAY7_l1_coverage DAY7_l2_coverage DAY7_ufog_density DAY7_l0_density DAY7_l1_density DAY7_l2_density DAY7_cfog_density DAY8_l0_coverage DAY8_l1_coverage DAY8_l2_coverage DAY8_ufog_density DAY8_l0_density DAY8_l1_density DAY8_l2_density DAY8_cfog_density DAY9_l0_coverage DAY9_l1_coverage DAY9_l2_coverage DAY9_ufog_density DAY9_l0_density DAY9_l1_density DAY9_l2_density DAY9_cfog_density sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height CloudLayer3_coverage CloudLayer3_density CloudLayer3_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed Cloud_Speed_Rain Cloud_Speed_Thunder ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Thunder_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size Puddle_Reflection_Strength LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL LPV_SATURATION LPV_TINT_SATURATION LPV_NORMAL_STRENGTH +sliders = BLEND_FACTOR_DURING_MOVEMENT CloudLayer0_detail CloudLayer1_detail LPV_VL_FOG_ILLUMINATION MIN_LIGHT_AMOUNT_INSIDE CUMULONIMBUS_FADE_TIME CUMULONIMBUS NOISE_RESOLUTION NOISE_INTENSITY NOISE_DROPOFF WAVE_DETAIL DH_CHUNK_FADING CLOUD_MOVEMENT_TYPE LIGHTLEAKFIX_MODE RAIN_AMBIENT_LIGHT_MODIFIER EMISSIVE_ORES_STRENGTH RIPPLE_STRENGTH RIPPLE_INTENSITY CUSTOM_LIGHTNING_SCALE CUSTOM_LIGHTNING_R CUSTOM_LIGHTNING_G CUSTOM_LIGHTNING_B CUSTOM_LIGHTNING_TEX CUSTOM_LIGHTNING_POS_X CUSTOM_LIGHTNING_POS_Y CUSTOM_LIGHTNING_POS_Z CUMULONIMBUS_LIGHTNING_BRIGHTNESS CUMULONIMBUS_LIGHTNING_DELAY ShaderSnow ShaderSnowStrength BorderFogIntensity CAVE_DETECTION ON_FIRE_DISTORT_EFFECT_STRENGTH 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 CloudLayer3_scale CloudLayer0_tallness CloudLayer1_tallness EXPOSURE_DARKENING EXPOSURE_BRIGHTENING VIGNETTE_STRENGTH CURVATURE_AMOUNT MINIMUM_WATER_ABSORBANCE CHROMATIC_ABERRATION_STRENGTH SELECT_BOX_COL_R SELECT_BOX_COL_G SELECT_BOX_COL_B LPV_VL_FOG_ILLUMINATION_BRIGHTNESS minRayMarchSteps MOTION_BLUR_STRENGTH OVERDRAW_MAX_DISTANCE DAY0_l3_coverage DAY0_l3_density DAY1_l3_coverage DAY1_l3_density DAY2_l3_coverage DAY2_l3_density DAY3_l3_coverage DAY3_l3_density DAY4_l3_coverage DAY4_l3_density DAY5_l3_coverage DAY5_l3_density DAY6_l3_coverage DAY6_l3_density DAY7_l3_coverage DAY7_l3_density DAY8_l3_coverage DAY8_l3_density DAY9_l3_coverage DAY9_l3_density DAY0_l0_coverage DAY0_l1_coverage DAY0_l2_coverage DAY0_ufog_density DAY0_l0_density DAY0_l1_density DAY0_l2_density DAY0_cfog_density DAY1_l0_coverage DAY1_l1_coverage DAY1_l2_coverage DAY1_ufog_density DAY1_l0_density DAY1_l1_density DAY1_l2_density DAY1_cfog_density DAY2_l0_coverage DAY2_l1_coverage DAY2_l2_coverage DAY2_ufog_density DAY2_l0_density DAY2_l1_density DAY2_l2_density DAY2_cfog_density DAY3_l0_coverage DAY3_l1_coverage DAY3_l2_coverage DAY3_ufog_density DAY3_l0_density DAY3_l1_density DAY3_l2_density DAY3_cfog_density DAY4_l0_coverage DAY4_l1_coverage DAY4_l2_coverage DAY4_ufog_density DAY4_l0_density DAY4_l1_density DAY4_l2_density DAY4_cfog_density DAY5_l0_coverage DAY5_l1_coverage DAY5_l2_coverage DAY5_ufog_density DAY5_l0_density DAY5_l1_density DAY5_l2_density DAY5_cfog_density DAY6_l0_coverage DAY6_l1_coverage DAY6_l2_coverage DAY6_ufog_density DAY6_l0_density DAY6_l1_density DAY6_l2_density DAY6_cfog_density DAY7_l0_coverage DAY7_l1_coverage DAY7_l2_coverage DAY7_ufog_density DAY7_l0_density DAY7_l1_density DAY7_l2_density DAY7_cfog_density DAY8_l0_coverage DAY8_l1_coverage DAY8_l2_coverage DAY8_ufog_density DAY8_l0_density DAY8_l1_density DAY8_l2_density DAY8_cfog_density DAY9_l0_coverage DAY9_l1_coverage DAY9_l2_coverage DAY9_ufog_density DAY9_l0_density DAY9_l1_density DAY9_l2_density DAY9_cfog_density sss_density_multiplier sss_absorbance_multiplier MOTION_AMOUNT TONEMAP WATER_WAVE_SPEED WATER_CAUSTICS_BRIGHTNESS WATER_CAUSTICS_POWER DEBUG_VIEW entityShadowDistanceMul HANDHELD_LIGHT_RANGE CLOUD_SHADOW_STRENGTH CloudLayer0_coverage CloudLayer0_density CloudLayer0_height CloudLayer1_coverage CloudLayer1_density CloudLayer1_height CloudLayer2_coverage CloudLayer2_density CloudLayer2_height CloudLayer3_coverage CloudLayer3_density CloudLayer3_height PLANET_GROUND_BRIGHTNESS FOG_START_HEIGHT WATER_WAVE_STRENGTH SWAMP_UNIFORM_DENSITY SWAMP_CLOUDY_DENSITY SWAMP_R SWAMP_G SWAMP_B JUNGLE_UNIFORM_DENSITY JUNGLE_CLOUDY_DENSITY JUNGLE_R JUNGLE_G JUNGLE_B DARKFOREST_UNIFORM_DENSITY DARKFOREST_CLOUDY_DENSITY DARKFOREST_R DARKFOREST_G DARKFOREST_B NETHER_PLUME_DENSITY END_STORM_DENSTIY LIT_PARTICLE_BRIGHTNESS UPPER_CURVE LOWER_CURVE EMISSIVE_TYPE SCALE_FACTOR ambientsss_brightness SSS_TYPE Cloud_Speed Cloud_Speed_Rain Cloud_Speed_Thunder ORB_ColMult ORB_X ORB_Y ORB_Z ORB_R ORB_G ORB_B TOD_Fog_mult Morning_Uniform_Fog Noon_Uniform_Fog Evening_Uniform_Fog Night_Uniform_Fog Morning_Cloudy_Fog Noon_Cloudy_Fog Evening_Cloudy_Fog Night_Cloudy_Fog Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B Summer_R Summer_G Summer_B Fall_R Fall_G Fall_B Winter_R Winter_G Winter_B Spring_R Spring_G Spring_B Season_Length CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B indirect_effect GI_Strength ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B Rain_coverage Thunder_coverage Moon_temp Haze_amount RainFog_amount Sun_temp Puddle_Size Puddle_Reflection_Strength LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength BLOOMY_FOG WAVY_SPEED WAVY_STRENGTH BLOOM_STRENGTH shadowDistance Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation BLEND_FACTOR VL_SAMPLES Exposure_Speed POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL moon_illuminance moonColorR moonColorG moonColorB fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK VL_RENDER_RESOLUTION BLOOM_QUALITY VL_RENDER_RESOLUTION RAY_COUNT STEPS STEP_LENGTH cloud_LevelOfDetail cloud_ShadowLevelOfDetail cloud_LevelOfDetailLQ cloud_ShadowLevelOfDetailLQ minRayMarchSteps maxRayMarchSteps minRayMarchStepsLQ maxRayMarchStepsLQ fbmAmount fbmPower1 fbmPower2 Roughness_Threshold Sun_specular_Strength reflection_quality DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS DOF_JITTER_FOCUS JITTER_STRENGTH SHADOWS_GRADE_R MIDS_GRADE_R HIGHLIGHTS_GRADE_R SHADOWS_GRADE_G MIDS_GRADE_G HIGHLIGHTS_GRADE_G SHADOWS_GRADE_B MIDS_GRADE_B HIGHLIGHTS_GRADE_B SHADOWS_GRADE_MUL MIDS_GRADE_MUL HIGHLIGHTS_GRADE_MUL LPV_SATURATION LPV_TINT_SATURATION LPV_NORMAL_STRENGTH screen.columns=2 screen = \ @@ -376,7 +376,7 @@ SHADER_VERSION_LABEL \ screen.Post_Processing = [TAA_OPTIONS] [Tonemapping] [Exposure] [DepthOfField] [Purkinje_effect] [COLOR_GRADING] [GAMEPLAY_EFFECTS] CAMERA_GRIDLINES BLOOM_STRENGTH SHARPENING MOTION_BLUR MOTION_BLUR_STRENGTH CHROMATIC_ABERRATION CHROMATIC_ABERRATION_STRENGTH VIGNETTE VIGNETTE_STRENGTH ### TAA screen.TAA_OPTIONS.columns = 1 - screen.TAA_OPTIONS= SCREENSHOT_MODE TAA RESPONSIVE_TAA BLEND_FACTOR TAA_UPSCALING SCALE_FACTOR + screen.TAA_OPTIONS= SCREENSHOT_MODE TAA RESPONSIVE_TAA BLEND_FACTOR BLEND_FACTOR_DURING_MOVEMENT TAA_UPSCALING SCALE_FACTOR ### DOF screen.DepthOfField.columns = 1 screen.DepthOfField = DOF_QUALITY DOF_ANAMORPHIC_RATIO focal aperture MANUAL_FOCUS DoF_Adaptation_Speed FAR_BLUR_ONLY REMOVE_HAND_BLUR [JITTER_DOF] DOF_DISPERSION_MULT