mirror of
https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
surprise commit
new stuff reworked clouds, general lighting, end and nether shaders still WIP lighting is more balanced in general.
This commit is contained in:
@ -8,7 +8,7 @@ clouds=off
|
||||
stars=true
|
||||
vignette=false
|
||||
dynamicHandLight=true
|
||||
program.composite7.enabled=TAA_UPSCALING
|
||||
program.composite4.enabled=TAA_UPSCALING
|
||||
|
||||
#Get the correct alpha value : S_A*(1-DST_A)+DST_A
|
||||
blend.gbuffers_terrain = off
|
||||
@ -38,19 +38,15 @@ alphaTest.gbuffers_skytextured=false
|
||||
alphaTest.gbuffers_hand=true
|
||||
|
||||
|
||||
# profile.potato = shadowMapResolution=512 !Sub_surface_scattering !Variable_Penumbra_Shadows shadowDistance=32 VPS_Search_Samples=8 SHADOW_FILTER_SAMPLE_COUNT=8 !SCREENSPACE_CONTACT_SHADOWS !SSAO ambientOcclusionLevel=0.50 TAA_UPSCALING RENDER_SCALE_X=0.5 RENDER_SCALE_Y=0.5 SHARPENING= 1.0 !VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=-1 cloud_ShadowLevelOfDetail=-1 CLOUDS_QUALITY=0.2 minRayMarchSteps=20 maxRayMarchSteps=20 !High_Altitude_Clouds reflection_quality=10 Roughness_Strength=0 !Screen_Space_Reflections !Sky_reflection
|
||||
# profile.lower = shadowMapResolution=512 Sub_surface_scattering !Variable_Penumbra_Shadows shadowDistance=32 VPS_Search_Samples=8 SHADOW_FILTER_SAMPLE_COUNT=8 SCREENSPACE_CONTACT_SHADOWS !SSAO ambientOcclusionLevel=0.50 TAA_UPSCALING RENDER_SCALE_X=0.5 RENDER_SCALE_Y=0.5 SHARPENING= 1.0 !VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=-1 cloud_ShadowLevelOfDetail=-1 CLOUDS_QUALITY=0.2 minRayMarchSteps=20 maxRayMarchSteps=20 !High_Altitude_Clouds reflection_quality=10 Roughness_Strength=0 !Screen_Space_Reflections !Sky_reflection
|
||||
# profile.low = shadowMapResolution=512 Sub_surface_scattering Variable_Penumbra_Shadows shadowDistance=32 VPS_Search_Samples=8 SHADOW_FILTER_SAMPLE_COUNT=8 SCREENSPACE_CONTACT_SHADOWS !SSAO ambientOcclusionLevel=0.50 TAA_UPSCALING RENDER_SCALE_X=0.7 RENDER_SCALE_Y=0.7 SHARPENING= 0.5 VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=0 cloud_ShadowLevelOfDetail=0 CLOUDS_QUALITY=0.35 minRayMarchSteps=20 maxRayMarchSteps=20 High_Altitude_Clouds reflection_quality=10 Roughness_Strength=1 !Screen_Space_Reflections !Sky_reflection
|
||||
# profile.medium = shadowMapResolution=1024 Sub_surface_scattering Variable_Penumbra_Shadows shadowDistance=48 VPS_Search_Samples=15 SHADOW_FILTER_SAMPLE_COUNT=15 SCREENSPACE_CONTACT_SHADOWS SSAO ambientOcclusionLevel=0.15 TAA_UPSCALING RENDER_SCALE_X=0.7 RENDER_SCALE_Y=0.7 SHARPENING= 0.5 VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=1 cloud_ShadowLevelOfDetail=0 CLOUDS_QUALITY=0.5 minRayMarchSteps=20 maxRayMarchSteps=30 High_Altitude_Clouds reflection_quality=16 Roughness_Strength=2 Screen_Space_Reflections Sky_reflection
|
||||
# profile.high = shadowMapResolution=2048 Sub_surface_scattering Variable_Penumbra_Shadows shadowDistance=69. VPS_Search_Samples=15 SHADOW_FILTER_SAMPLE_COUNT=15 SCREENSPACE_CONTACT_SHADOWS SSAO ambientOcclusionLevel=0.15 !TAA_UPSCALING RENDER_SCALE_X=0.7 RENDER_SCALE_Y=0.7 SHARPENING= 0.35 VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=1 cloud_ShadowLevelOfDetail=0 CLOUDS_QUALITY=0.5 minRayMarchSteps=20 maxRayMarchSteps=30 High_Altitude_Clouds reflection_quality=35 Roughness_Strength=3 Screen_Space_Reflections Sky_reflection
|
||||
# profile.ultra = shadowMapResolution=4096 Sub_surface_scattering Variable_Penumbra_Shadows shadowDistance=80 VPS_Search_Samples=15 SHADOW_FILTER_SAMPLE_COUNT=25 SCREENSPACE_CONTACT_SHADOWS SSAO ambientOcclusionLevel=0.15 !TAA_UPSCALING RENDER_SCALE_X=0.7 RENDER_SCALE_Y=0.7 SHARPENING= 0.2 VOLUMETRIC_CLOUDS rain_clouds=1.0 cloudCoverage=0.36 cloud_LevelOfDetail=2 cloud_ShadowLevelOfDetail=2 CLOUDS_QUALITY=0.5 minRayMarchSteps=20 maxRayMarchSteps=50 High_Altitude_Clouds reflection_quality=35 Roughness_Strength=3 Screen_Space_Reflections Sky_reflection
|
||||
sliders = Cumulus_coverage Cumulus_density Alto_coverage Alto_density 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 NetherFog_brightness WeatherDay 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 Cloud_Height Dynamic_sky_day ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B cloud_speed Rain_coverage override_R override_G override_B override_Cloudy_Fog_Density override_cloudyfog_fade override_fog override_Uniform_Fog_Density override_uniformfog_fade override_Bloomy_Fog override_Sun_Strength Moon_temp Haze_amount UniformFog_amount CloudyFog_amount TimeOfDayFog_multiplier RainFog_amount CaveFog_amount uniformfog_fade cloudyfog_fade cloudray_amount Swamp_cloudyfog_height Jungle_cloudyfog_fade Swamp_uniformfog_height Jungle_uniformfog_fade noise_mode Distant_shadow_quality ambient_temp Sun_temp Puddle_Size Cloud_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength Swamp_Sun_Strength Jungle_Sun_Strength Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_cloudyfog_Density Jungle_Cloudy_Fog_Density Swamp_UniformFog_Density Jungle_Uniform_Fog_Density Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_R Swamp_G Swamp_B Jungle_R Jungle_G Jungle_B Jungle_fog_strength Swamp_fog_strength Lush_fog_strength Snells_Window_Width self_shadow_samples Shadow_brightness Cloud_top_cutoff Cloud_base_cutoff Cloud_fade_amount BLOOMY_FOG FOG_RAIN_MULTIPLIER FOG_TOD_MULTIPLIER CLOUDY_FOG_AMOUNT BASE_FOG_AMOUNT WAVY_SPEED WAVY_STRENGTH ANTI_GHOSTING BLOOM_STRENGTH shadowDistance shadowDistanceRenderMul FinalR FinalG FinalB Ambient_Mult Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation SKY_BRIGHTNESS_DAY SKY_BRIGHTNESS_NIGHT BLEND_FACTOR FLICKER_REDUCTION MOTION_REJECTION VL_SAMPLES Exposure_Speed POM_MAP_RES POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL ATMOSPHERIC_DENSITY CLOUDS_SHADOWS_STRENGTH moon_illuminance moonColorR moonColorG moonColorB fog_mieg1 fog_mieg2 fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius SSAO_SAMPLES Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Mie_Phase Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK RENDER_SCALE_X RENDER_SCALE_Y 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 cloudDensity cloudCoverage fbmAmount fbmPower1 fbmPower2 cloudMieG cloudMieG2 cloudMie2Multiplier Strong_SSS_strength Medium_SSS_strength Weak_SSS_strength Shadow_brightness Roughness_Threshold Sun_specular_Strength reflection_quality Roughness_Strength SSS_mode DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS
|
||||
|
||||
sliders = WeatherDay 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 Cloud_Height Dynamic_sky_day ambient_brightness AmbientLight_R AmbientLight_G AmbientLight_B cloud_speed Rain_coverage override_R override_G override_B override_Cloudy_Fog_Density override_cloudyfog_fade override_fog override_Uniform_Fog_Density override_uniformfog_fade override_Bloomy_Fog override_Sun_Strength Moon_temp Haze_amount UniformFog_amount CloudyFog_amount TimeOfDayFog_multiplier RainFog_amount CaveFog_amount uniformfog_fade cloudyfog_fade cloudray_amount Swamp_cloudyfog_height Jungle_cloudyfog_fade Swamp_uniformfog_height Jungle_uniformfog_fade noise_mode Distant_shadow_quality ambient_temp Sun_temp Puddle_Size Cloud_Size LabSSS_Curve Emissive_Curve Emissive_Brightness AO_Strength Swamp_Sun_Strength Jungle_Sun_Strength Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_cloudyfog_Density Jungle_Cloudy_Fog_Density Swamp_UniformFog_Density Jungle_Uniform_Fog_Density Swamp_Bloomy_Fog Jungle_Bloomy_Fog Swamp_Mie Jungle_Mie Swamp_R Swamp_G Swamp_B Jungle_R Jungle_G Jungle_B Jungle_fog_strength Swamp_fog_strength Lush_fog_strength Snells_Window_Width self_shadow_samples Shadow_brightness Cloud_top_cutoff Cloud_base_cutoff Cloud_fade_amount BLOOMY_FOG FOG_RAIN_MULTIPLIER FOG_TOD_MULTIPLIER CLOUDY_FOG_AMOUNT BASE_FOG_AMOUNT WAVY_SPEED WAVY_STRENGTH ANTI_GHOSTING BLOOM_STRENGTH shadowDistance shadowDistanceRenderMul FinalR FinalG FinalB Ambient_Mult Sky_Brightness fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB sun_illuminance sunColorG sunColorB sunColorR sky_mieg sky_coefficientMieB sky_coefficientMieG sky_coefficientMieR sky_coefficientRayleighB sky_coefficientRayleighG sky_coefficientRayleighR CLOUDS_QUALITY EXPOSURE_MULTIPLIER MIN_LIGHT_AMOUNT TORCH_R TORCH_G TORCH_B TORCH_AMOUNT shadowMapResolution sunPathRotation SKY_BRIGHTNESS_DAY SKY_BRIGHTNESS_NIGHT BLEND_FACTOR FLICKER_REDUCTION MOTION_REJECTION VL_SAMPLES Exposure_Speed POM_MAP_RES POM_DEPTH MAX_ITERATIONS MAX_DIST SSR_STEPS ambientOcclusionLevel SEA_LEVEL ATMOSPHERIC_DENSITY CLOUDS_SHADOWS_STRENGTH moon_illuminance moonColorR moonColorG moonColorB fog_mieg1 fog_mieg2 fog_coefficientRayleighR fog_coefficientRayleighG SATURATION Manual_exposure_value focal aperture MANUAL_FOCUS SHADOW_FILTER_SAMPLE_COUNT Max_Filter_Depth VPS_Search_Samples Min_Shadow_Filter_Radius Max_Shadow_Filter_Radius SSAO_SAMPLES Water_Top_Layer fog_coefficientRayleighB SHARPENING rayMarchSampleCount Dirt_Mie_Phase Dirt_Amount Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Texture_MipMap_Bias DoF_Adaptation_Speed Purkinje_Multiplier CROSSTALK RENDER_SCALE_X RENDER_SCALE_Y 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 cloudDensity cloudCoverage fbmAmount fbmPower1 fbmPower2 cloudMieG cloudMieG2 cloudMie2Multiplier Strong_SSS_strength Medium_SSS_strength Weak_SSS_strength Shadow_brightness Roughness_Threshold Sun_specular_Strength reflection_quality Roughness_Strength SSS_mode DOF_QUALITY DOF_ANAMORPHIC_RATIO AEROCHROME_PINKNESS
|
||||
# screen=[Atmospherics] [TAA_OPTIONS] [Lighting] [Camera] [Shading] [Wavy_stuff] [Water_and_transparencies] [Xonk_settings]
|
||||
screen.columns=2
|
||||
screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds] [Misc_Settings] [Climate]
|
||||
|
||||
|
||||
screen.columns=1
|
||||
screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing] [Climate] [Misc_Settings]
|
||||
# screen = [Direct_Light] [World]
|
||||
# [Ambient_light] [Fog]
|
||||
# [Post_Processing] [Clouds]
|
||||
# [Misc_Settings] [Climate]
|
||||
|
||||
######## LIGHTING
|
||||
### DIRECT LIGHT
|
||||
@ -68,7 +64,7 @@ screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing]
|
||||
|
||||
### AMBIENT LIGHT
|
||||
screen.Ambient_light.columns=1
|
||||
screen.Ambient_light = [Torch] [Ambient] [ambientlight_colors] <skip> indirect_effect HQ_SSGI AO_Strength GI_Strength
|
||||
screen.Ambient_light = [Torch] [Ambient] [ambientlight_colors] <skip> indirect_effect HQ_SSGI AO_Strength GI_Strength AO_in_sunlight
|
||||
|
||||
screen.ambientlight_colors.columns=1
|
||||
screen.ambientlight_colors = ambient_brightness ambient_colortype ambient_temp <skip> AmbientLight_R AmbientLight_G AmbientLight_B
|
||||
@ -91,13 +87,22 @@ screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing]
|
||||
screen.Waving_Stuff = WAVY_STRENGTH WAVY_SPEED WAVY_PLANTS
|
||||
## POM
|
||||
screen.POM.columns=1
|
||||
screen.POM = POM MAX_ITERATIONS POM_DEPTH MAX_DIST Horrible_slope_normals
|
||||
screen.POM = POM MAX_ITERATIONS POM_DEPTH MAX_DIST Adaptive_Step_length Horrible_slope_normals
|
||||
|
||||
|
||||
|
||||
######## CLIMATE
|
||||
screen.Climate.columns=1
|
||||
screen.Climate = [Seasons] [Weather] [Biome_Fog]
|
||||
screen.Climate = [Weather] [Biome_Fog] [Seasons]
|
||||
|
||||
## DAILY WEATHER
|
||||
screen.Weather.columns=1
|
||||
screen.Weather = Daily_Weather WeatherDay
|
||||
|
||||
## BIOME SPECIFICS
|
||||
screen.Biome_Fog.columns=1
|
||||
screen.Biome_Fog = Biome_specific_environment
|
||||
|
||||
|
||||
## SEASONS
|
||||
screen.Seasons.columns=1
|
||||
@ -115,27 +120,11 @@ screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing]
|
||||
screen.Spring_colors.columns=1
|
||||
screen.Spring_colors = Spring_R Spring_G Spring_B <skip> Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B
|
||||
|
||||
## DAILY WEATHER
|
||||
screen.Weather.columns=1
|
||||
screen.Weather = Daily_Weather WeatherDay
|
||||
|
||||
## BIOME SPECIFICS
|
||||
screen.Biome_Fog.columns=1
|
||||
screen.Biome_Fog = Biome_specific_environment <skip> Jungle_fog_strength [Jungle_Settings] Swamp_fog_strength [Swamp_Settings] override_fog [Override_Settings]
|
||||
|
||||
screen.Jungle_Settings.columns=1
|
||||
screen.Jungle_Settings = Jungle_R Jungle_G Jungle_B Jungle_Cloudy_Fog_Density Jungle_cloudyfog_fade Jungle_Uniform_Fog_Density Jungle_uniformfog_fade Jungle_Bloomy_Fog Jungle_Sun_Strength
|
||||
|
||||
screen.Swamp_Settings.columns=1
|
||||
screen.Swamp_Settings = Swamp_R Swamp_G Swamp_B Swamp_cloudyfog_Density Swamp_cloudyfog_height Swamp_UniformFog_Density Swamp_uniformfog_height Swamp_Bloomy_Fog Swamp_Sun_Strength
|
||||
|
||||
screen.Override_Settings.columns=1
|
||||
screen.Override_Settings = override_R override_G override_B override_Cloudy_Fog_Density override_cloudyfog_fade override_Uniform_Fog_Density override_uniformfog_fade override_Bloomy_Fog override_Sun_Strength
|
||||
|
||||
|
||||
######## ATMOSPHERICS
|
||||
screen.Atmospherics.columns=1
|
||||
screen.Atmospherics = [Sky] [Fog] [Biome_Fog] [Clouds] High_Altitude_Clouds Cumulus_Clouds Allow_Vanilla_sky CLOUDS_SHADOWS VL_CLOUDS_SHADOWS
|
||||
screen.Atmospherics = [Sky] [Fog] [Biome_Fog] [Clouds] Altostratus Cumulus_Clouds Allow_Vanilla_sky
|
||||
|
||||
### SKY
|
||||
screen.Sky.columns=1
|
||||
screen.Sky = [Sky_coefficients] [Sun_and_Moon_Colors] sunPathRotation
|
||||
@ -145,17 +134,22 @@ screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing]
|
||||
|
||||
### CLOUDS
|
||||
screen.Clouds.columns=2
|
||||
screen.Clouds = VOLUMETRIC_CLOUDS Dynamic_Sky cloud_LevelOfDetail cloud_ShadowLevelOfDetail CLOUDS_QUALITY cloudDensity cloudCoverage Rain_coverage cloud_speed fbmAmount fbmPower1 fbmPower2 Cloud_top_cutoff Cloud_base_cutoff Shadow_brightness self_shadow_samples
|
||||
# screen.Clouds = VOLUMETRIC_CLOUDS Altostratus cloud_LevelOfDetail cloud_ShadowLevelOfDetail CLOUDS_QUALITY cloudDensity cloudCoverage Rain_coverage cloud_speed fbmAmount fbmPower1 fbmPower2 Cloud_top_cutoff Cloud_base_cutoff Shadow_brightness self_shadow_samples CLOUDS_SHADOWS VL_CLOUDS_SHADOWS
|
||||
screen.Clouds = VOLUMETRIC_CLOUDS CLOUDS_QUALITY Cumulus Altostratus Cumulus_coverage Alto_coverage Cumulus_density Alto_density CLOUDS_SHADOWS
|
||||
|
||||
### FOG
|
||||
screen.Fog.columns=1
|
||||
screen.Fog = [Biome_Fog] [cave_fog] [Fog_Densities] VL_RENDER_RESOLUTION VL_SAMPLES BLOOMY_FOG VL_Clouds_Shadows fog_selfShadowing
|
||||
screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES BLOOMY_FOG Haze_amount RainFog_amount [TOD_fog] [Biome_Fog] [Cave_Fog] BorderFog
|
||||
|
||||
screen.Fog_Densities.columns=1
|
||||
screen.Fog_Densities = Haze_amount UniformFog_amount CloudyFog_amount TimeOfDayFog_multiplier RainFog_amount CaveFog_amount uniformfog_fade cloudyfog_fade
|
||||
screen.TOD_fog.columns=2
|
||||
screen.TOD_fog = TOD_Fog_mult <skip> 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 CaveFog_amount CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B
|
||||
|
||||
screen.Fog_Color.columns=1
|
||||
screen.Fog_Color = fog_mieg1 fog_mieg2 fog_coefficientRayleighR fog_coefficientRayleighG fog_coefficientRayleighB fog_coefficientMieR fog_coefficientMieG fog_coefficientMieB
|
||||
|
||||
### WATER
|
||||
screen.Water.columns=1
|
||||
screen.Water = Refraction Vanilla_like_water Dirt_Amount Dirt_Mie_Phase rayMarchSampleCount SCREENSPACE_REFLECTIONS SSR_STEPS USE_QUARTER_RES_DEPTH SUN_MICROFACET_SPECULAR Water_Top_Layer lightMapDepthEstimation [Water_fog_color]
|
||||
@ -184,7 +178,10 @@ screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing]
|
||||
|
||||
######## MISC SETTINGS
|
||||
screen.Misc_Settings.columns=1
|
||||
screen.Misc_Settings =end_shadows WhiteWorld ambientLight_only Cloud_Size Cloud_Height BorderFog Texture_MipMap_Bias Glass_Tint display_LUT DISABLE_ALPHA_MIPMAPS
|
||||
screen.Misc_Settings = [the_orb] WhiteWorld ambientLight_only Glass_Tint display_LUT DISABLE_ALPHA_MIPMAPS
|
||||
|
||||
screen.the_orb.columns = 1
|
||||
screen.the_orb = THE_ORB ORB_X ORB_Y ORB_Z ORB_ColMult ORB_R ORB_G ORB_B
|
||||
|
||||
screen.LabPBR.columns = 1
|
||||
screen.LabPBR = [Reflections] [Subsurface_Scattering] [Emissives] [POM] [Porosity]
|
||||
@ -199,7 +196,6 @@ screen = [Direct_Light] [Ambient_light] [World] [Atmospherics] [Post_Processing]
|
||||
screen.Sun_and_Moon_Colors = sunColorR sunColorG sunColorB moonColorR moonColorG moonColorB colortype Sun_temp Moon_temp
|
||||
|
||||
screen.Advanced = Dirt_Scatter_R Dirt_Scatter_G Dirt_Scatter_B Dirt_Absorb_R Dirt_Absorb_G Dirt_Absorb_B Water_Absorb_R Water_Absorb_G Water_Absorb_B
|
||||
screen.cave_fog = Cave_fog CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B
|
||||
|
||||
######## moonphase based weather
|
||||
|
||||
@ -260,11 +256,19 @@ uniform.float.isCrimsonForest = smooth(12, if(in(biome,53), 1,0), 5, 5)
|
||||
uniform.float.isSoulValley = smooth(13, if(in(biome,54), 1,0), 5, 5)
|
||||
uniform.float.isBasaltDelta = smooth(14, if(in(biome,55), 1,0), 5, 5)
|
||||
|
||||
|
||||
|
||||
# uniform.float.ifEndBoss = smooth(if(bossBattle == 2, 1, 0 ), 1, 1)
|
||||
|
||||
# uniform.float.EndSequence1 = smooth(if(hideGUI == 1, 1.0, 0.0), 30, 0)
|
||||
|
||||
# uniform.float.EndSequence2 = smooth(if(EndSequence1 > 0.95, 1.0, 0.0), 1.25, 0)
|
||||
|
||||
# uniform.float.Winter = smooth(14, if( worldDay > 0 && worldDay < 10), 5, 5)
|
||||
|
||||
|
||||
# thank you sixthsurge!
|
||||
uniform.float.lightningFlash = smooth(if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0, 0.5)
|
||||
# uniform.float.lightningFlash = smooth(if(equals(skyColor.r, skyColor.g, 0.01) && skyColor.r > 0.3, 1.0, 0.0), 0, 0.5)
|
||||
|
||||
texture.noise=texture/noises.png
|
||||
texture.composite.colortex6=texture/blueNoise.png
|
||||
@ -327,3 +331,11 @@ variable.float.shSunZ = (shadowModelView.0.2 * wSunX + shadowModelView.1.2 * wSu
|
||||
uniform.vec3.shadowLightVec = vec3(lightSign*shSunX, lightSign*shSunY, lightSign*shSunZ)
|
||||
|
||||
uniform.float.shadowMaxProj = 150.0/abs(sunPosY)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
# photon shit
|
||||
uniform.vec2.view_res = vec2(viewWidth, viewHeight)
|
||||
uniform.vec2.view_pixel_size = vec2(1.0 / viewWidth, 1.0 / viewHeight)
|
Reference in New Issue
Block a user