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shaders.properties
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clouds=off
oldLighting=false
separateAo=false
frustum.culling=true
vignette=false
uniform.vec2.invWidthHeight = vec2(1.0 / viewWidth, 1.0 / viewHeight)
alphaTest.gbuffers_textured=off
alphaTest.gbuffers_basic=off
texture.gbuffers.gaux3=data/noise_256.dat TEXTURE_2D R16 256 256 RED UNSIGNED_SHORT
texture.deferred.colortex1=data/noise_256.dat TEXTURE_2D R16 256 256 RED UNSIGNED_SHORT
texture.composite.colortex1=data/noise_256.dat TEXTURE_2D R16 256 256 RED UNSIGNED_SHORT
rain.depth=true
beacon.beam.depth=true
sliders=SSPT_SAMPLES NUM_SSPT_RAYS shadowMapResolution shadowDistance VL_SAMPLES CLOUD_STEPS FBM_STEPS FBM_STEPS_3D POM_STEPS WATER_PARALLAX_QUALITY WATER_PARALLAX_STEPS SATURATION BLACKS SHADOWS MIDTONES HIGHLIGHTS WHITES BLOCKLIGHT_R BLOCKLIGHT_G BLOCKLIGHT_B EMMISIVE_BRIGHTNESS
uniform.int.biomeCategory=biome_category
profile.LOW = SSPT_SAMPLES=10 NUM_SSPT_RAYS=2 shadowMapResolution=768 shadowDistance=6.0 !WaterParallaxMapping WATER_PARALLAX_QUALITY=0.0 WATER_PARALLAX_STEPS=4 !NORMAL_MAPPING !POM POM_STEPS=4 !RAIN_PUDDLES PCSS VL_SAMPLES=2 !CLOUDS FBM_STEPS=2 FBM_STEPS_3D=0 CLOUD_STEPS=4
profile.MEDIUM = SSPT_SAMPLES=12 NUM_SSPT_RAYS=4 shadowMapResolution=1512 shadowDistance=8.0 WaterParallaxMapping WATER_PARALLAX_QUALITY=0.5 WATER_PARALLAX_STEPS=4 NORMAL_MAPPING !POM POM_STEPS=4 !RAIN_PUDDLES PCSS VL_SAMPLES=4 CLOUDS FBM_STEPS=2 FBM_STEPS_3D=0 CLOUD_STEPS=4
profile.HIGH = SSPT_SAMPLES=16 NUM_SSPT_RAYS=4 shadowMapResolution=2048 shadowDistance=12.0 WaterParallaxMapping WATER_PARALLAX_QUALITY=0.7 WATER_PARALLAX_STEPS=4 NORMAL_MAPPING POM POM_STEPS=4 RAIN_PUDDLES PCSS VL_SAMPLES=6 CLOUDS FBM_STEPS=2 FBM_STEPS_3D=1 CLOUD_STEPS=6
profile.VERY_HIGH = SSPT_SAMPLES=16 NUM_SSPT_RAYS=8 shadowMapResolution=2560 shadowDistance=14.0 WaterParallaxMapping WATER_PARALLAX_QUALITY=0.7 WATER_PARALLAX_STEPS=8 NORMAL_MAPPING POM POM_STEPS=8 RAIN_PUDDLES PCSS VL_SAMPLES=8 CLOUDS FBM_STEPS=2 FBM_STEPS_3D=2 CLOUD_STEPS=10
profile.ULTRA = SSPT_SAMPLES=20 NUM_SSPT_RAYS=16 shadowMapResolution=3200 shadowDistance=24.0 WaterParallaxMapping WATER_PARALLAX_QUALITY=1.0 WATER_PARALLAX_STEPS=8 NORMAL_MAPPING POM POM_STEPS=8 RAIN_PUDDLES PCSS VL_SAMPLES=8 CLOUDS FBM_STEPS=2 FBM_STEPS_3D=3 CLOUD_STEPS=16
profile.CINEMATIC = SSPT_SAMPLES=20 NUM_SSPT_RAYS=32 shadowMapResolution=4096 shadowDistance=24.0 WaterParallaxMapping WATER_PARALLAX_QUALITY=1.0 WATER_PARALLAX_STEPS=16 NORMAL_MAPPING POM POM_STEPS=16 RAIN_PUDDLES PCSS VL_SAMPLES=12 CLOUDS FBM_STEPS=2 FBM_STEPS_3D=4 CLOUD_STEPS=32
screen._SHADOWS=shadowMapResolution shadowDistance PCSS
screen._SSPT=SSPT_SAMPLES NUM_SSPT_RAYS
screen.LIGHTING=[_SSPT] [_SHADOWS] EMMISIVE_BRIGHTNESS BLOCKLIGHT_R BLOCKLIGHT_G BLOCKLIGHT_B
screen.WATER=WaterParallaxMapping WATER_PARALLAX_QUALITY WATER_PARALLAX_STEPS
screen.ATMOSPHERE=CLOUDS CLOUD_STEPS FBM_STEPS FBM_STEPS_3D CLOUDS_2D VL_SAMPLES
screen.SURFACE=NORMAL_MAPPING RAIN_PUDDLES POM POM_STEPS tileResolution SMOOTH_TEXTURE
screen._TAA=REDUCE_GHOSTING TAA_NO_CLIP
screen.POSTPROCESSING=[_TAA] PIXELATE SHARPEN_STRENGTH [COLORS]
screen.COLORS=SATURATION CHROMA_PRESERVED_CURVE BLACKS SHADOWS MIDTONES HIGHLIGHTS WHITES
screen._SHADOWS.columns=1
screen._SSPT.columns=1
screen.LIGHTING.columns=1
screen.WATER.columns=1
screen.ATMOSPHERE.columns=1
screen.SURFACE.columns=1
screen._TAA.columns=1
screen.POSTPROCESSING.columns=1
screen.COLORS.columns=1
screen.columns=1
screen=<profile> <empty> [LIGHTING] [WATER] [ATMOSPHERE] [SURFACE] [POSTPROCESSING] <empty> PATREONS