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ADDED material AO. made Volumetric fogs all converge better. made "ambient light only" work universally. removed fallback dimension.
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@ -302,6 +302,7 @@ screen.Porosity = Porosity / Puddles
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option.Puddles = Puddles
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option.Puddle_Size = Puddle Size Multiplier
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option.MATERIAL_AO = Material Ambient Occlusion
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option.DOF_QUALITY=Depth Of Field
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value.DOF_QUALITY.-1=Off
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@ -495,4 +496,6 @@ screen.Post_Processing.comment = Configure settings for all post processing effe
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option.TAA_UPSCALING.comment = Toggle temporal upscaling. This retains a good amount of quality from a lower resolution image when it upscales. so you can still have a high looking resolution compared to typical upsanpling and still have better performance.
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option.SCALE_FACTOR.comment = Configure from what fraction of your resolution to upscale from. Below 0.5 is not recommended at all i only have it as an option because it's funny :P
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option.RESOURCEPACK_SKY.comment = Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
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option.RESOURCEPACK_SKY.comment = Toggle resourcepack sky support. Configure settings to use the whole resourcepack sky, or keep the shader's sun and moon. §aPERFORMANCE COST:§r very low
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option.MATERIAL_AO.comment = Toggle the use of ambient occlusion based on what the resourcepack provides. §aPERFORMANCE COST:§r very low
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