Shader Settings
Shader Settings
//Other
#define USE_F32 // Enables Float32 mod. Breaks saturatio
n and contrast filters. # If you are using Panoramic Mod 2.1 FINAL from Argus ma
ke sure you have a // at the start of this line
#define USE_F32_FOG // Enables Float32 style fog. Re
quires Float32 to be enabled.
#define CUSTOM_SHADOW_RESOLUTION int(1024) // Use a custom shadow si
ze. Default is 1024 (1024x1024). # I actually wrote this script myself :D
//////////////////////////////////////////////////////////////
//Depth Of Field
//////////////////////////////////////////////////////////////
//Basic options:
#define DOF_QUALITY int(12) //Amount of DOF samples. Maximum value i
s 12.
//Distance Options:
#define MINDIST float(0.4) //Minimum distance DOF s
tarts. Default is 0.4
#define MAXDIST float(375) //Distance at which DOF
stops rendering. Default is 375
#define MAXCOF float(3)
//////////////////////////////////////////////////////////////
//Parallax Occlusion Mapping
//////////////////////////////////////////////////////////////
//Basic options:
#define MAX_SAMPLES int(40) //Maximum amount of samp
les done to a texture.
#define MIN_SAMPLES int(4) //Minimum am
ount of samples done to a texture.
#define PARALLAX_OFFSET float(0.015) //Height of surface per sample.
#define FINAL_INTERSECTION_LOOPS int(5) //Amount of additional samples t
o increase accuracy.
//Performance Options:
// #define PARALLAX_FADE //Parllax textures fade back to
regular normals with distance; increases FPS and fixes anisotropic filtering. #D
isabling this strangely gave me a much higher FPS.
#define START_FADE float(0.0003) //Distance the fading starts
#define STOP_FADE float(0.0004) //Distance the fading stops, and the texture
returns to just using normals.
//Other Options:
// #define USE_TEXTURE_PACK //Uses height maps built into te
xture files, rather than self generating them. Requires special textures (81mb)
# Put a // at the start of this line if you are running low on RAM or get 'Out o
f Memory' errors. Also it may cause other problems such as disabling the feature
altogether
// #define CORRECT_PERSPECTIVE //WARNING!!! artifacts will appe
ar if defined
#define CONTRAST_COEF_Q1 float(0.6) //Amount of contrast in calculat
ions.
#define CONTRAST_COEF_Q2 float(1) //Amount of contrast in calculat
ions.
#define BRIGHTNESS_COEF float(0.25) //Amount of brightness in calcul
ations.
//////////////////////////////////////////////////////////////
//Screen Space Ambient Occlusion
//////////////////////////////////////////////////////////////
//Basic options:
#define SSAO_QUALITY int(2) //Amount of SSAO samples. Use 2 for low
quality and 3 for high quality. 0 and 1 are invalid. #The only noticable differe
nce is the framerate :P
#define SSAO_TEX_CONT //Increase texture contrast for diffuse
lighting # This line makes SSAO much darker. If it is too dark add a // to the
start of the line or increase the value on the line below.
#define CONT_COEF float(0.3) //Brightness increase amount
//Only for testing.
#define FADE_DIST float(4)
#define FADE_COEF float(0.2)
//////////////////////////////////////////////////////////////
//Sun Shafts
//////////////////////////////////////////////////////////////
//Basic options:
#define RAY_SAMPLES int(20) //Amount of sun ray samples. The higher
this is, the better the quality and the lower your framerate.
#define SS_INTENSITY float(1) // intesity of sun shafts
//Only for testing.
#define SS_CONTRAST float(4) //Amount of contrast during sunray calcu
lation.
// #define SS_FARNEARLERP // # Seemed to give me more FPS but caused massi
ve sun errors. Leave it disabled.
//////////////////////////////////////////////////////////////
//Motion Blur
//////////////////////////////////////////////////////////////
//Basic options:
#define MBLUR_SAMPLES int(20) // Quality(Intesity)
//Only for testing.
#define SCALE_X float(-0.03) // Velocity ratio X
#define SCALE_Y float(0.03) // Velocity ratio Y
#define START_DIST float(0.7) // Interpolation start distance
#define FINAL_DIST float(1.3) // Interpolation end distance
#define VEL_START float(0.009) //Velocity softening at start distance
#define VEL_FIN float(0.02) //Velocity softening at end distance
#define IMB_CLAMP float(0.01) //Motion Blur Ratio Clamp
//////////////////////////////////////////////////////////////
//Saturation and Contrast
//////////////////////////////////////////////////////////////
//Basic options:
#define COLOR_SATURATION float(0.60) //Level of Grey. 0 is all grey (
Black and White), 1 is no Grey (Why have this enabled?)
#define COLOR_SAT_SUN_COEF float(0.80) //How much influence sun light
ing has on the saturation.
#define CONTRAST_FILTER_COEF float(0.40) //Level of full screen c
ontrast.
//////////////////////////////////////////////////////////////
//Float32 v2.0
//////////////////////////////////////////////////////////////
//Basic options:
#define CT_int 1.25f //Cook Tolerance of the sun.
#define CT_int_in 1.25f //Cook Tolerance of indoor lighting.
#define BLOOM_val 0.6h //Bloom brightness - Increases HDR brightness of
the sky
#define HDR_int 10.h //HDR cutoff - Total HDR brightness
//RADEON COMPATIBILITY MODE - For those who can not use Fetch4 or have issues! N
ot needed on most modern GPUs.
//#define NO_F4
//////////////////////////////
//Forced Settings - Debug
//////////////////////////////
// #define USE_GAMMA_22
// #define USE_SUNFILTER
// #define USE_HWSMAP
// #define USE_HWSMAP_PCF // nVidia GF3+, R600+
// #define USE_BRANCHING
// #define USE_VTF // VertexTextureFetch
// #define FP16_FILTER
// #define FP16_BLEND
// #define USE_PARALLAX
// #define USE_TDETAIL
// #define USE_LM_HEMI
// #define USE_DISTORT
// #define DBG_TMAPPING
#endif