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- //////////////////////////////////////////////////////////////////
- // Dynamic Shaders 2.0 Alpha - Extreme Preset - By Meltac, Kingo64, Sky4ce, JJ Walker, Daemonjax, K.D., Ketxxx
- #ifndef SSM_Mount
- #define SSM_Mount
- //////////////////////////////////////////////////////////////////
- //Feature Enable/Disable: Comment a feature (Add the //) to disable, or uncomment (Remove the //) to enable.
- //////////////////////////////////////////////////////////////////
- // Comments with a '#' are Kingo64's notes
- //////////////////////////////////////////////////////////////////
- // Set used DirectX version - use only when running Meltac's custom DirectX binaries!
- #define DX11
- #define SSH // Enable/disable Meltac's Sun shafts
- //////////////////////////////////////////////////////////////
- // Lighting - Shadows - Jittering Options
- //////////////////////////////////////////////////////////////
- //#define USE_SJITTER // Uses shadow jittering, a modern method of smoothing out shadow edges. Applies to flashlight, and to world if SUN_FILTER is enabled.
- #define USE_SJITTER_SUN // Uses shadow jittering for shadows created by the sun/moon, a modern method of smoothing out shadow edges. Highly recommended.
- #define USE_SJITTER_OTHER // Enables shadow jittering (4 samples) for dynamic lights (e.g. flashlight/campfires). Recommended.
- #define USE_SUNMASK // Enables sun shadow masking # Occludes sun/moon behind clouds (pretty sure, anyways).
- // Shadow resolution: NOTE: You will STILL have to use the -smapXXXX switch on your shortcut to the game executable, where XXXX = CUSTOM_SHADOW_RESOLUTION!!!
- #define KERNEL float(1.6) // IMPORTANT For custom shadow resolution... Minimum recommended values: 1024 = .6, 2048 = 1.2, 4096 = 2.4, etc... Higher values produce softer shadows.
- #define XKERNEL float(1.6) // Probably should be same as KERNEL!
- #define CUSTOM_SHADOW_RESOLUTION int(2048) // Use a custom shadow size. Default is 1024 (1024x1024). You'll notice a performance hit at 4096.
- //////////////////////////////////////////////////////////////
- //Depth Of Field - By Meltac, Sky4ce
- //////////////////////////////////////////////////////////////
- //Basic options:
- #define DEPTH_OF_FIELD // Enables Depth Of Field # Blurs objects in the distance
- #define DOF_QUALITY float(12) //Amount of DOF samples. Maximum value is 12.
- //Distance Options:
- #define MINDIST float(15.0) // Minimum distance DOF starts. Default is 0.4. // TWILIGHT KET USES 15
- #define MAXDIST float(275) // Distance at which DOF stops rendering. Default is 375
- #define MAXCOF float(0) // Blur amount - if using DDOF, this should not differ too much from DDOF_MAXCOF (I use same value). 2.5 is good.
- // Meltac: Near Field DOF, Zoom DOF, and Dynamic DOF
- // Blur algorithm - Classic blur by Sky4ce (faster), or linear gaussian blur by Meltac (slower but smoother/better quality)
- #define DOF_CLASSIC // Use classic blur algorithm; if disabled, use gaussian blur algorithm (=default).
- #define DOF_CLASSIC_ZOOM // Same as above but for zoom mode
- #define DOF_CORRECTION float (2.0) // Factor to equalize the amount of gaussian to classic blur. Default is 2.0.
- //#define DOF_CRYSIS // Enables modified/simplied blur effect ported from Crysis 2. CAUTION: Highly computationally expensive! Default is disabled.
- // Oversampling for better quality (not really improving much, but making game startup slower - use at your own risk)
- #define DOF_OVERSAMPLING int(1) // oversampling ratio. Default is 1.
- // Near Field DOF (see also Dynamic DOF, because the effects are interfering!)
- #define MAXNEAR float(0.7) // Distance at which Near Field DOF starts. Default is 0.7. Larger values will blur your weapon more, and not only its near part.
- #define MINNEAR float(0.0) // Distance at which Near Field DOF stops. Default is 0.0
- #define MAXCOF_NEAR float(0.0) // Near Field blur amount. Interferes heavily with DDOF. Default is value 7.0 without, 15.0 with DDOF.
- // Zoom DOF
- //#define ZOOM_PERIBLUR // Enable/disable peripheral blur in zoom/aim mode.
- //#define ZOOM_DDOF // Enable/disable dynamic DOF in zoom/aim mode.
- #define ZOOM_CENTER float2(0.500001f,0.497f) // Screen center measuring point for zoom DOF calculation. Modify this value if center is blurred while zooming.
- #define ZOOM_FOV float (67.5) // Field of View (FOV) angle at which zoom/aim mode is considered to be active. Do not change this value by default.
- #define ZOOM_MINDIST float(1000.0) // Minimum distance (radius) from screen center where DOF starts.
- #define ZOOM_MAXDIST float(260.0) // Distance radius from screen center at which DOF stops rendering (beyond that value - full blur).
- #define ZOOM_MAXCOF float(0.0) // Blur amount at the screen border while zooming.
- #define ZOOM_FACTOR float(0.0) // The stepness of the blur amount raising from center to border. Good values are 10-12.
- #define ZOOM_BARRIER float (20.0) // (DEBUG) Distance from the screen center at which blurring starts, in relative pixels.
- // Dynamic DOF (caution: interferes with near field DOF)
- //#define DDOF // Enable/disable Dynamic DOF (blurring coefficient is DDOF_MAXCOF)
- #define DDOF_CENTER float2(0.500001f,0.500001f) // Screen center measuring point for dynamic DOF calculation. Do not change this value by default.
- #define DDOF_MINDIST_ADD float(0.5) // Added to focus distance, at this distance begins blurring
- #define DDOF_MAXDIST_FACTOR float(4.0) // Mindist * factor = maxdist
- #define DDOF_MINDIST float(2.0) // Minimum focus distance where DDOF starts rendering. Was 1.5 or 3.5
- #define DDOF_MAXDIST float(7.0) // Focus distance at which DDOF start to fade/decrease blur.
- #define DDOF_MAXBARRIER float(15.0) // Focus distance at which DDOF stops rendering. Beyond this focus distance, no DDOF, only regular (distance) DOF
- #define DDOF_MINBARRIER float (4.0) // Focus distance that makes the upper barrier for near field DDOF.
- #define DDOF_MAXCOF float(5.0) // DDOF distance blur factor - good balanced is value 2.0 - 5.0 - see also MAXCOF
- #define DDOF_MAXCOF_NEAR float (2.5) // DDOF near field blur factor
- #define DDOF_MAXALPHA float (0.1) // Used to fix wrong DDOF distance when aiming to the sky. Change only if experiencing issues.
- // Debug only - do not use in production environment
- //#define DDOF_DEBUG
- //////////////////////////////////////////////////////////////
- //Adaptive Nightvision Scopes - By Meltac
- //////////////////////////////////////////////////////////////
- // Basic options:
- #define NV // Enables adaptive night vision
- #define NV_RADIUS float(0.21) // Radius of the night vision effect (1.0 = entire screen, use 0.5 for vanilla, 0.21 for gnomus scopes)
- #define NV_SCREENRATIO float(0.625) // Screen Ratio; use 0.75 for 4:3 (normalscreen) and 0.625 for 16:10 (widescreen) resolution
- #define NV_FULLSCREEN // Enables/disables night vision in fullscreen mode (e.g. when using binoculars)
- // Adaptive light amplification options:
- #define NV_AMP float(4.0) // Light amplification factor. Good values are 2.0 to 4.0
- #define NV_RED float(0.1) // Red color bias
- #define NV_CONTRAST float(0.9) // Contrast
- #define NV_BRIGHTNESS float(0.10) // Base brightness
- #define NV_MINBRIGHT float(0.8) // Minimal brightness correction for light adaption
- #define NV_MAXBRIGHT float(2.5) // Maximal brightness correction for light adaption. Balanced: 2.5, High > 3.0
- #define NV_SATURATION float(0.5) // Level of color saturation before applying NV color (if other than (1,1,1)). 0 is fully desaturated, 1 is original color
- #define NV_SAT_SUN_COEF (0.6) // How much influence sun lighting has on the NV color saturation.
- // Additional scope zoom options:
- #define NV_ZOOM float(1.5) // Additional zoom/magnification when using scope. Lowers resolution. A good balanced value is 1.5. Comment this value out if you don't want additional scope zoom.
- #define NV_BIAS float(0.25) // Zoom bias applied towards periphery of zoomed scope. Set 0 for no bias.
- //////////////////////////////////////////////////////////////
- //Thermal/Infrared Vision - By Meltac
- //////////////////////////////////////////////////////////////
- #define THM
- #define THM_MinVertG float(1.20)
- #define THM_MaxVertG float(2.00)
- #define THM_MaxAlpha float(0.1)
- #define THM_Infra float(0.635)
- #define THM_Infra2 float(0.665)
- #define THM_REDCOF float(0.01)
- #define THM_REDFAC float(0.30)
- #define THM_LOWCOF float(2.0);
- #define THM_POWER float(0.25)
- #define THM_STRIPESRES float(70.0)
- #define THM_STRIPESVEL float(12.0)
- //////////////////////////////////////////////////////////////
- // Dynamic Wet Surfaces - By Meltac
- //////////////////////////////////////////////////////////////
- #define WET // Defines whether to use dynamic wet surfaces. Comment out to disable.
- #define WET_ZOOM // Defines whether to use dynamic wet surfaces also when zooming gun/binoc.
- #define WET_FX .5f/1024.f // Just the X-axis factor
- #define WET_FY .5f/768.f // Just the Y-axis factor
- //#define WET_DEBUG // Enables debug output. Leave disabled.
- // Basic Settings
- #define WET_BASE float(0.5) // Amount of full wet ground
- #define WET_REF float(0.5) // Amount of full wet reflections
- #define WET_REF_BUILD float (0.5) // Amount (fixed) of diffuse reflection in buildings that are defined as being reflective
- #define WET_NORMAL float(0.001) // Verticality / normality barrier for outdoor/terrain
- #define WET_NORMALIN float(0.001) // 0.5 // Verticality / normality barrier for indoor/buildings
- #define WET_NORMALFLOOD float(0.75) // Verticality / normality threshold for "flooded" wet ground/floors
- //#define WET_BUILDINGREF // Enables/disables building's floors being always reflective. Default=disabled.
- #define WET_MAXALPHA float(0.01) // Alpha barrier (reduce if encountering rendering artifacts in the sky). Change only if experiencing shader ghosting.
- #define WET_HEMILUM float (0.7) // Hemisphere luminance level at which the color recognition changes (to prevent false positives) - do not change normally
- #define WET_MAXCOF float(3.0) //1.0 // Maximum amount of wet reflection on normal ground (asphalt etc.)
- #define WET_MAXCOF_METAL float (0.25) // Maximum amount of wet reflection on metallic structures
- #define WET_MAXCOF_VEHIC float (0.5) // Maximum amount of wet reflection on vehicles
- #define WET_MAXCOF_BUILD float (0.5) // Maximum amount of wet reflection on/in buildings and concretes
- #define WET_CONTRAST float (0.0) // 0.7 // Maximum constrast coefficient (larger values make wet surfaces look darker). Can be disabled by commenting out. CAUTION: Causes black artifacts - disabled for now.
- #define WET_CONTRASTBLUE float (0.7) // How much blue colors (e.g. asphalt) will be more affected by contrast change than other colors.
- #define WET_MINLUM float(0.085) // Minimum luminance (brightness) of ground to apply wet reflection effect
- #define WET_MAXDIST float(375.0) // If not commented out, maximum distance for the wet refelction effect to be applied
- #define WET_FADEMIN float(10.0) // Distance at which the wet effect begins to fade.
- #define WET_FADEMAX float(375.0) // Distance at which the wet effect has completely faded out.
- //#define WET_ADVANCEDBLUR float(1.0) // If not commented out, blur amount to smoothen area between wet and dry (caution: very slow compilation!). Does not work correctly.
- #define WET_BLUR float(3.0) // If not commented out, blur amount applied to the entire wet/reflective area
- #define WET_BLURQUALITY int(12) // Quality of blur of the wet/reflective area
- //#define WET_REFBLUR float(0.5) // If not commented out, blur amount applied to the reflection. Decreases effect of WET_BLOOM and WET_RAINBLOOM.
- #define WET_REFBLURQUALITY int(12) // Quality of blur of the reflection
- #define WET_BLOOM_REF float(0.0) // amount of reflected color bloom to add to the reflection color (makes it brighter as well)
- #define WET_BLOOM_COL float(0.0) // amount of ground color bloom to add to the reflection color (makes it brighter as well)
- #define WET_WAVE float(0) // 0.01) // inverse amplitude of sinus wave distorting the water reflection effect (lower means larger wave amplitude) - CAUTION: Breaks rain modulation!
- #define WET_WAVENEG float(0) //0.00007) // inverse amplitude of sinus wave distorting the water reflection effect - same as above but for negative ref values - CAUTION: Breaks rain modulation!
- #define WET_LUM float(17) // How much luminosity affects wet reflections (color factor). Do not change normally. See also next line.
- #define WET_LUMCOF float(3) // How much luminosity affects wet reflections (power coefficient). See also previous line.
- #define WET_BLOOM float(0.24) // How much wetness affects bloom/blur of reflections. Higher values = more bloom. Effect depends on your r2_ls_bloom settings (in weather_control.script). Adjust WET_REF when changing this.
- #define WET_RAINBLOOM float(0.05) // How much rain density affects bloom/blur of reflections. Higher values = more bloom. Effect depends on your r2_ls_bloom settings.
- #define WET_YCORR float(1.3) // View correction on Y-axis. Do not change normally.
- // Object Reflection Settings
- #define WET_OBJREFLECT // Enables/disables dynamic object reflections (increases compile time and impacts FPS heavily!)
- #define WET_OBJDEPTH float(0.1) // Object depth difference when using dynamic object reflections
- #define WET_OBJSAMPLES int(40) // Number of samples for dynamic object reflections
- #define WET_OBJSTEP int(20) // 6 // Step size between samples
- #define WET_OBJMAXDISTCOL float(50.0) // Maximal distance of reflective pixel to apply dynamic object reflections
- #define WET_OBJMAXDISTREF float(100.0) // Maximal distance of reflected pixel to apply dynamic object reflections
- #define WET_OBJMAXCOL float(0.56) // Maximum amount of reflective color
- #define WET_OBJMAXREF float(0.55) // Maximum amount of reflected color
- #define WET_OBJFADE int(3) // 6 // Amount of object fading. Normal is about 8.
- #define WET_OBJDSTCORR float(1) // Depth correction value for object reflections. Normally do not change.
- #define WET_OBJWAVE float(0.00) // inverse amplitude of sinus wave distorting the water reflection effect fore object reflections (see also WET_WAVE).
- // Rain distortion/modulation effect Settings
- #define WET_DISAMP float( 0.10)// 1.00 // Maximum distortion amplitude
- #define WET_DISFRQ float( 20.00)// 10.0 // Maximum distortion frequency
- #define WET_DISPER float( 2.00)// 2.00 // Maximum distortion period
- // #define WET_DISAMP float( 0.35)// 1.00 // Maximum distortion amplitude
- // #define WET_DISFRQ float( 50.00)// 10.0 // Maximum distortion frequency
- // #define WET_DISPER float(100.00)// 2.00 // Maximum distortion period
- #define WET_RAINTHR float(0.2) // Rain density threshold beyond which an alternative reflection is used.
- // Asphalt Color Settings
- #define WET_BLOOM_MIX float(0.3) // How much bloom impacts wetness detection. 0=none, 1=full - larger looks smoother but is more prone to false detection. Decrease upon wetness issues.
- #define WET_COLDETECT // Enable/disable asphalt detection by color. Disable only if not using vanilla asphalt textures and not seeing any wet reflections.
- #define WET_SUNLUM float(0.1) // Brightness/luminance of the sun below which color detection will not be used. Change only if not seeing any wet reflections.
- #define WET_BLUEDIFF float(-0.1) // Minimum color difference between blue and red/green terrain color. Might need changing if using custom textures and/or shaders and/or weathers.
- #define WET_BLUECORR float(0.4) // Corrected amount of blue color component. 1 = original blue, 0 = no blue. Change only if not using DS 2.0 asphalt textures.
- #define WET_SAT float(1) // Wet color (de)saturation factor. 1=no change / keep original colors.
- //#define WET_COLFILTER float4(2,1.6,0,1) // Enables/disables and sets color filter for wet surfaces/buildings. Experimental.
- // Debug Settings
- #define WET_DEBUGVAL float(0.0) // Increase in 0.1 steps for debugging purposes. Leave at 0.0 for normal use.
- /////////////////////////////////////////////////////////////////////////////////////////////////////
- //Anti-Aliasing (does not really work well, use at your own risk; at the moment, non-zoom mode only)
- /////////////////////////////////////////////////////////////////////////////////////////////////////
- // Basic options:
- //#define AA // Enables Anti-Aliasing
- #define AA_KERNEL float(0.7) // PS: 0.5
- #define AA_BARRIER_X float(0.900000)
- #define AA_BARRIER_Y float(0.500000)
- #define AA_BARRIER_Z float(0.000000)
- #define AA_WEIGHTS_X float(0.250000)
- #define AA_WEIGHTS_Y float(0.250000)
- #define AA_WEIGHTS_Z float(0.000000)
- //////////////////////////////////////////////////////////////
- //Parallax Occlusion Mapping
- //////////////////////////////////////////////////////////////
- //Basic Options:
- //#define PARALLAX_OCCLUSION // Enables Parallax Occlusion Mapping # Makes surfaces look bumpy and 3d at the cost of fps. Worth it
- #define MAX_SAMPLES int(40) // Maximum amount of samples done to a texture.
- #define MIN_SAMPLES int(4) // Minimum amount 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 to increase accuracy.
- //Performance Options:
- //#define PARALLAX_FADE //Parllax textures fade back to regular normals with distance; increases FPS and fixes anisotropic filtering. #Disabling 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 texture 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 of Memory' errors. Also it may cause other problems such as disabling the feature altogether
- //#define CORRECT_PERSPECTIVE //WARNING!!! artifacts will appear if defined
- #define CONTRAST_COEF_Q1 float(0.6) //Amount of contrast in calculations.
- #define CONTRAST_COEF_Q2 float(1) //Amount of contrast in calculations.
- #define BRIGHTNESS_COEF float(0.25) //Amount of brightness in calculations.
- //////////////////////////////////////////////////////////////
- //Screen Space Ambient Occlusion (SSAO)
- //////////////////////////////////////////////////////////////
- #define SSAO // Enables Screen Space Ambient Occlusion # Looks good if you are stuck on Object Dynamic Lighting
- #define SSAO_QUALITY 3 // Amount of SSAO samples. Use 2 for low quality and 3 for highst quality. 0 and 1 are only valid when using SSAO_COP. #The only noticable difference is the framerate :P
- // Type of SSAO - none of the following means, use implementation by daemonjax
- //#define SSAO_LEGACY // Enable classic SSAO implementation by Sky4ce instead of new one
- //#define SSAO_NEW // Enable new alternative SSAO implementation
- #define SSAO_COP // Enable SSAO ported from Call of Pripyat (but without jittering). Probably the best SSAO algorithm so far.
- // Options only for SSAO_LEGACY:
- #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)
- // Options only for SSAO_COP:
- #define SSAO_KERNEL_SIZE 70 // How big SSAO samples are. 70 is default. 150 for greater effect.
- #define SSAO_NOISE_TILE_FACTOR 2 // Not sure if this works or not, honestly. Seems to be used to determine how big the jitter sample is.
- //#define USE_HBAO // HBAO doesn't seem to work at all, therefor disabled by default.
- // Options only for implementation by daemonjax (=if no other SSAO implementation has been enabled above)
- #define SSAO_PASSES int(5) //Amount of SSAO sample passes. Each pass takes 6 samples. Use a minimum of two (since actual number of passes is one less than this number). 6
- //#define SSAO_HIGH_QUALITY //Increases the number of unique samples for each pass to 12.
- #define SAO_DENSITY int(1024) //Higher values increase sao definitition while reducing its size. No performance cost. As you increase the number of passes, you'll want to increase density. 1024
- ////For testing:
- //#define SSAO_NOLOOP // performs only 1 pass. Same as SSAO_PASSES = 2, except it also removes the forloop in the code. If defined, SSAO_PASSES has no effect.
- //////////////////////////////////////////////////////////////
- // SSAO TWEAKS - by Daemonjax, Meltac, others
- //////////////////////////////////////////////////////////////
- //// Shadow Jitter
- #define HIGH_QUALITY_JITTER // Uses a more expensive method for jittering shadows cast by the sun/moon -- but looks way better! Set JITTER_SAMPLES below. Be sure to set KERNEL value above to something sensible!
- //#define HIGH_QUALITY_JITTER_LEGACY // Enable old jitter implementation
- #define JITTER_SAMPLES int(16) // If HIGH_QUALITY_JITTER is enabled. MUST BE AN EVEN NUMBER (8, 16, 24, ..., 64, etc.)!!! More samples = better quality of shadow edges/penumbras.
- //// Misc Lighting
- #define TEX_CONT // Increase texture contrast for diffuse lighting. Enables use of the lines below.
- #define TEX_CONT_COEF float(0.9) // Diffuse (ambient) lighting brightness multiplier. Higher is brighter. Default: 1.0
- #define TEX_CONT_ADD float(0.0) // Diffuse lighting bightness increase amount. Higher is brighter. You're probably better off just changing the multiplier above. Default: 0.0
- //// Depth of Field
- #define PERFORMANCE_GAUSBLUR // Uses a much faster algorithm for gaussian blur, at the cost of slightly reduced blur quality in DoF calculations. You probably won't notice the quality difference, but it'll definitely give you a few more fps.
- //// Testing (You probably should not enable these)
- //#define ADDITIONAL_SHADOW_PASS // When jitter is enabled, it normally skips the shadow pass. Enabling this forces the shadow pass. Don't enable this... just enable HIGH_QUALITY_JITTER and increase JITTER_SAMPLES.
- //#define USE_SHADOW_16 // Uses 16 shadows samples (Othwerwise, it will use 4). Jitter is way better.
- //////////////////////////////////////////////////////////////
- // Legagy Sun Shafts (by Sky4ce)
- //////////////////////////////////////////////////////////////
- //Basic options:
- //#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 RAY_SAMPLES int(16) //Amount of sun ray samples. The higher this is, the better the quality and the lower your framerate. 12
- #define SS_INTENSITY float(2.0) // intensity of sun shafts. 1.1
- #define SUN_SHAFTS_FIX //Comment or Uncomment to enable or disable fix for far/near boundary. Adjust SS_FAR_CONTRAST to hide the seam (it will never be perfect in all possible lighting). (By Daemonjax)
- #define SS_NEAR_CONTRAST float(6) //Amount of contrast during sunray calculation (near). 6
- #define SS_FAR_CONTRAST float(5.35) //Amount of contrast during sunray calculation (far). Adjust to hide near/fear seam when sun shafts are enabled and SUN_SHAFTS_FIX is enabled.
- #define SS_CORRECTION float(-3.0) // Meltac: Sunshaft direction Y axis correction
- //Only for testing.
- //#define SS_FARNEARLERP // # Causes massive sun errors. Leave it disabled.
- //////////////////////////////////////////////////////////////
- //Motion Blur
- //////////////////////////////////////////////////////////////
- //Basic options:
- //#ifndef USE_MBLUR
- //#define USE_MBLUR // Enables Motion Blur # This forces Motion Blur on like -mblur. Adjust the blur amount with MBLUR_COEF later in this script.
- //#endif
- //#define IMPROVED_MBLUR // Use distance-depending Motion Blur - Adjust START_DIST and FINAL_DIST to your needs.
- //#define SKY4CE_MBLUR // # Seems to break Motion Blur and Anti-Aliasing altogether
- //#define MBLUR_SAMPLES int(20) // Quality(Intesity)
- //Details:
- #define SCALE_X float(-0.03) // Velocity ratio X
- #define SCALE_Y float(0.03) // Velocity ratio Y
- #define START_DIST float(1.0) // Interpolation start distance
- #define FINAL_DIST float(300.0) // Interpolation end distance
- #define VEL_START float(0.001) //Velocity softening at start distance - default is 0.009, but I consider this value too high
- #define VEL_FIN float(0.02) //Velocity softening at end distance
- #define IMB_CLAMP float(0.01) //Motion Blur Ratio Clamp
- // Meltac: Use this instead of the "r2_mblur" setting in the console to define the motion blur amount
- //#define MBLUR_COEF float2(1.0,0.0)
- //////////////////////////////////////////////////////////////
- //Saturation and Contrast
- //////////////////////////////////////////////////////////////
- //Basic options:
- //#define SATURATION_FILTER // Enables Saturation Filter, giving a grey like appearance to areas which are "unsafe".
- #define FORCED_SATURATION_FILTER // Meltac: Forces the above saturation filter in cases in which it does not work.
- #define CONTRAST_FILTER // Enables Contrast Filter, giving a grey like appearance to areas which are "unsafe".
- #define COLOR_SATURATION float(0.70) //Level of Grey. 0 is all grey (Black and White), 1 is no Grey (Why have this enabled?)
- #define COLOR_SAT_SUN_COEF float(0.65) //How much influence sun lighting has on the saturation.
- #define CONTRAST_FILTER_COEF float(0.45) //Level of full screen contrast.
- //////////////////////////////////////////////////////////////
- //Float32 v2.0
- //////////////////////////////////////////////////////////////
- //Basic options:
- //#define USE_F32 // Enables Float32 mod. Breaks saturation and contrast filters. # If you are using Panoramic Mod 2.1 FINAL from Argus make sure you have a // at the start of this line
- //#define USE_F32_FOG // Enables Float32 style fog. Requires Float32 to be enabled.
- #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! Not needed on most modern GPUs.
- //#define NO_F4
- //////////////////////////////
- //Forced Settings - Debug
- //////////////////////////////
- // #define USE_GAMMA_22
- // #define USE_SUNFILTER
- //#define USE_HWSMAP
- // #define USE_FETCH4
- //#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
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