LIGHTNIGN, FLASHES TOO.. max cloudy fog height,

This commit is contained in:
Xonk
2023-06-22 21:00:42 -04:00
parent 90c92973b7
commit 84a3d8148e
10 changed files with 99 additions and 43 deletions

View File

@ -57,7 +57,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
screen.Direct_Light = [Shadows] [Subsurface_Scattering] [Sun_and_Moon_Colors] sunPathRotation sun_illuminance moon_illuminance
screen.Shadows.columns=1
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS Stochastic_Transparent_Shadows SHADOW_FRUSTRUM_CULLING CAVE_LIGHT_LEAK_FIX <skip> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
screen.Shadows = SCREENSPACE_CONTACT_SHADOWS Stochastic_Transparent_Shadows SHADOW_FRUSTRUM_CULLING CAVE_LIGHT_LEAK_FIX <empty> [Filtering] shadowMapResolution shadowDistance shadowDistanceRenderMul
screen.Subsurface_Scattering.columns=1
screen.Subsurface_Scattering = Variable_Penumbra_Shadows Ambient_SSS <empty> SSS_TYPE LabSSS_Curve <empty> mob_SSS misc_block_SSS ambientsss_brightness
@ -67,13 +67,13 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
### AMBIENT LIGHT
screen.Ambient_light.columns=1
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] <skip> Ambient_SSS indirect_effect AO_Strength GI_Strength ambientOcclusionLevel HQ_SSGI ambientsss_brightness Hand_Held_lights
screen.Ambient_light = [Torch_Colors] [Ambient_Colors] MIN_LIGHT_AMOUNT indirect_effect <empty> <empty> AO_Strength GI_Strength Ambient_SSS ambientOcclusionLevel HQ_SSGI ambientsss_brightness Hand_Held_lights
screen.Torch_Colors.columns=1
screen.Torch_Colors = TORCH_AMOUNT Emissive_Brightness Emissive_Curve <skip> TORCH_R TORCH_G TORCH_B
screen.Torch_Colors = TORCH_AMOUNT Emissive_Brightness Emissive_Curve <empty> TORCH_R TORCH_G TORCH_B
screen.Ambient_Colors.columns=1
screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT ambient_colortype ambient_temp <skip> AmbientLight_R AmbientLight_G AmbientLight_B
screen.Ambient_Colors = ambient_brightness MIN_LIGHT_AMOUNT ambient_colortype ambient_temp <empty> AmbientLight_R AmbientLight_G AmbientLight_B
@ -103,19 +103,19 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
## SEASONS
screen.Seasons.columns=1
screen.Seasons = Seasons Season_Length Snowy_Winter <skip> [Summer_colors] [Fall_colors] [Winter_colors] [Spring_colors]
screen.Seasons = Seasons Season_Length 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 <skip> Summer_Leaf_R Summer_Leaf_G Summer_Leaf_B
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 <skip> Fall_Leaf_R Fall_Leaf_G Fall_Leaf_B
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 <skip> Winter_Leaf_R Winter_Leaf_G Winter_Leaf_B
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 <skip> Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B
screen.Spring_colors = Spring_R Spring_G Spring_B <empty> Spring_Leaf_R Spring_Leaf_G Spring_Leaf_B
######## ATMOSPHERICS
@ -139,7 +139,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
screen.Fog = VL_RENDER_RESOLUTION VL_SAMPLES BLOOMY_FOG Haze_amount RainFog_amount [TOD_fog] [Biome_Fog] [Cave_Fog] BorderFog Cloud_Fog
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.TOD_fog = TOD_Fog_mult <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 CaveFogFallOff CaveFogColor_R CaveFogColor_G CaveFogColor_B
@ -156,10 +156,10 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
######## POST
screen.Post_Processing.columns=1
screen.Post_Processing = [TAA_OPTIONS] [Purkinje_effect] [Tonemapping] [Exposure] [DepthOfField] [Editing] <skip> SHARPENING BLOOM_STRENGTH BLOOM_QUALITY
screen.Post_Processing = [TAA_OPTIONS] [Purkinje_effect] [Tonemapping] [Exposure] [DepthOfField] [Editing] <empty> SHARPENING BLOOM_STRENGTH BLOOM_QUALITY
### TAA
screen.TAA_OPTIONS.columns = 1
screen.TAA_OPTIONS= SCREENSHOT_MODE SPLIT_RENDER TAA BLEND_FACTOR <skip> TAA_UPSCALING SCALE_FACTOR
screen.TAA_OPTIONS= SCREENSHOT_MODE SPLIT_RENDER TAA BLEND_FACTOR <empty> TAA_UPSCALING SCALE_FACTOR
### DOF
screen.DepthOfField.columns = 1
screen.DepthOfField = DOF_QUALITY DOF_ANAMORPHIC_RATIO AUTOFOCUS focal aperture MANUAL_FOCUS DoF_Adaptation_Speed FAR_BLUR_ONLY
@ -168,7 +168,7 @@ screen = [Direct_Light] [World] [Ambient_light] [Fog] [Post_Processing] [Clouds]
screen.Exposure = AUTO_EXPOSURE EXPOSURE_MULTIPLIER Exposure_Speed Manual_exposure_value
### TONEMAPS
screen.Tonemapping.columns = 1
screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK <skip> FinalR FinalG FinalB
screen.Tonemapping = TONEMAP USE_ACES_COLORSPACE_APPROXIMATION SATURATION CROSSTALK <empty> FinalR FinalG FinalB
### PURKINJE
screen.Purkinje_effect.columns = 1
screen.Purkinje_effect = Purkinje_strength Purkinje_strength Purkinje_R Purkinje_G Purkinje_B Purkinje_Multiplier
@ -289,7 +289,7 @@ uniform.float.noPuddleAreas = smooth( if(in(biome,5,16,17,18,26, 27, 28, 3, 4, 1
# 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, 1)
texture.noise=texture/noises.png
texture.composite.colortex6=texture/blueNoise.png