0% found this document useful (0 votes)
179 views

Shader Settings

This document contains shader settings for the STALKER Shaders MAX mod. It defines settings for various graphical effects like depth of field, parallax occlusion mapping, screen space ambient occlusion, sun shafts, motion blur, saturation, contrast, and more. Comments are included to enable or disable different features for performance or compatibility reasons.

Uploaded by

Sean Crump
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
179 views

Shader Settings

This document contains shader settings for the STALKER Shaders MAX mod. It defines settings for various graphical effects like depth of field, parallax occlusion mapping, screen space ambient occlusion, sun shafts, motion blur, saturation, contrast, and more. Comments are included to enable or disable different features for performance or compatibility reasons.

Uploaded by

Sean Crump
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 4

//////////////////////////////////////////////////////////////////

// STALKER Shaders MAX 1.01 - By Kingo64


#ifndef SSM_Mount
#define SSM_Mount
//////////////////////////////////////////////////////////////////
//Feature Enable/Disable: Comment a feature (Add the //) to disable, or uncommen
t (Remove the //) to enable.
//////////////////////////////////////////////////////////////////
// Comments with a '#' are my notes
//////////////////////////////////////////////////////////////////
//World effects
#define DEPTH_OF_FIELD // Enables Depth Of Field # Blurs obje
cts in the distance
#define PARALLAX_OCCLUSION // Enables Parallax Occlusion Mapping #
Makes surfaces look bumpy and 3d at the cost of fps. Worth it
#define SSAO // Enables Screen Space Ambient Occlusio
n # Looks good if you are stuck on Object Dynamic Lighting
#define SUN_SHAFTS // Enables Sun Shafts (god rays) # Only
noticable on Full Dynamic Lighting, looks very nice but causes poor performance
on some computers. Also makes the environment much brighter and natural.
#define USE_SJITTER // Uses shadow jittering, a modern method of smo
othing out shadow edges. Applies to flashlight, and to world if SUN_FILTER is en
abled.
#define USE_SUNMASK // Enables sun shadow masking #
Seems to be the line that produces shadows based on sun orientation. I am not su
re if F32 needs or it should avoid it

//Screen Space effects


// #define USE_MBLUR // Enables Motion Blur # This fo
rces Motion Blur on like -mblur. Adjust the blur amount with 'r2_mblur' in the c
onsole.
// #define SKY4CE_MBLUR // # Seems to break Motion Blur and Anti
-Aliasing altogether
// #define SATURATION_FILTER // Enables Saturation Filter, giving a g
rey like appearance to areas which are 'unsafe'.
// #define CONTRAST_FILTER // Enables Contrast Filter, giving a gre
y like appearance to areas which are 'unsafe'.

//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

You might also like