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  1. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////
  2. // Dynamic Shaders 2.0 Alpha Default Preset - By Meltac, Ketxxx
  3. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////
  4. // Feature Enable/Disable: Comment a feature (Add the //) to disable, or uncomment (Remove the //) to enable.
  5. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////
  6.  
  7. #ifndef SSH_Mount
  8. #define SSH_Mount
  9.  
  10. // Basic settings
  11. #define SSH // Enable/disable Sun shafts
  12. #define SSH_NUM_SAMPLES float(64) // Quality. Higher is better. 32 is accebtable, 128 high quality (254 = max)
  13. #define SSH_EXPOSURES float2(0.13,0.05) // 0.20 // Maximum intensity of sun shafts
  14. #define SSH_EXPOSUREIN float(3) // Correction factor for indoor sun shafts. Use only with SSH_INDOORDETECTION enabled
  15.  
  16. // Advanced settings
  17. #define SSH_WEIGHTS float2(0.35,0.35) // 0.01 // Relative "weight" of the light rays
  18. #define SSH_DENSITYS float2(0.9,0.6) // 0.9 // Density of the light rays
  19. #define SSH_DECAYS float2(1.003,0.95) // 1.012 // Fall-Off (Decay) of the light rays
  20. #define SSH_BLUR float(2.0) // Blur effect and sets radius of blur applied to sunshafts
  21. #define SSH_COMPHI float(8.0) // Sets exposure compression of high-luminance rays ("low-pass"). Brighter rays will be toned down with less contrast
  22. #define SSH_COMPHISOFT float(0.5) // 0.25 // Softness of low-pass exposure compression. 0=no compression, 0.25 very soft, 0.75 rather hard, 1=limiting
  23. #define SSH_COMPLO float(5.0) // 2.0 // Sets exposure compression of low-luminance rays ("high-pass"). Less bright rays will be pronounced with less contrast
  24. #define SSH_COMPLOSOFT float(0.50) // Softness of high-pass exposure compression. 0=no compression, 0.25 very soft, 0.75 rather hard, 1=limiting
  25. #define SSH_SUNHEIGHTHI float(1.0) // Sun shafts are only visible if the sun is not higher than this value
  26. #define SSH_SUNHEIGHTMAX float(0.800) // Sun shafts are most intense at this sun height (intensity peak)
  27. #define SSH_SUNHEIGHTLO float(0.100) // Sun Shafts are only visible if the sun is not lower than this value
  28. #define SSH_SUNCOL float(0.3) // Amount of sun color as declared in weather settings adopted by sun shafts.
  29. #define SSH_NATURAL // Use "natural" sampling (=default). If disabled, a more "technical" sampling is used. Disable to lessen flickering / film effect, but adjust SSH_EXPOSURES and SSH_SUNCOL, too.
  30.  
  31. // Additional sun streaks
  32. //#define SSH_STREAKS float(0.75) // Enables/disables sun streaks in addition to sun shafts and sets their intensity. Lowers FPS a little.
  33. #define SSH_STREAKSWIDTH float(4.5) //(2.475) // Width of the primary streaks effect.
  34. #define SSH_STREAKSWIDTH2 float(1.0) // (2.075) // Width of the secondary streaks effect.
  35. #define SSH_STREAKSLUMDIFF float(0.0) // Difference of brightness for streaks to appear. Better leave untouched if unaware of effect.
  36. #define SSH_STREAKSROTX float(-10.0) // 10 // Rotation speed of streaks around the X-axis when turning head.
  37. #define SSH_STREAKSROTY float(-10.0) // 10 // Rotation speed of streaks around the Y-axis when turning head.
  38. #define SSH_STREAKSSUNNEARMIN float (0.025) // Distance to the sun at which the streaks start to get rendered (not noticeable below this value, getting brighter above).
  39. #define SSH_STREAKSSUNNEARMAX float (0.15) // Distance to the sun at which the streaks have reached their full intensity / brightness.
  40. #define SSH_STREAKSSUNDISTMIN float (0.25) // Distance to the sun at which the streaks start to get less insense. Decrease if experiencing glitches.
  41. #define SSH_STREAKSSUNDISTMAX float (0.5) // Distance to the sun at which the streaks are no more visible. Decrease if experiencing glitches.
  42. #define SSH_STREAKSSUNCOL float(0.7) // Amount of sun color as declared in weather settings adopted by sun streaks.
  43. #define SSH_STREAKSMINALPHA float(0.0) // Alpha level above which streaks will be visible.
  44.  
  45. //#define SSH_DUST // Should add some dust but not working yet. Leave disabled.
  46.  
  47. // Pro setting - Change only if experiencing issues!
  48. #define SSH_FARPLANE float(180.0)
  49. #define SHH_ADP float(0.75) // Alternative ray marching algorithm for distance-based sampling. 0=none/classic ,1=adaptive
  50. #define SSH_ADPKERNEL float(0.37) // Distance kernel factor when adaptive sampling is enabled (see line above)
  51. #define SSH_MINLUMDIFF float(0.0) // Required to prevent shader artifacts on walls and objects. Prone to creating "sky blob" artifacts. See also SSH_MINLUMCOF.
  52. #define SSH_MINLUMCOF float(0.5) // Amount of prevention of shader artifacts on walls and objects. 0.0=none, 1.0=max. Decrease if experiencing "sky blob" artifacts. See SSH_MINLUMDIFF.
  53. #define SSH_MINALPHA float(0.1) // Required to prevent ghosting in the sky and indoor sunshafts. Best 0.10, max 0.45
  54. #define SSH_MAXALPHA float(0.95) // Required to prevent ghosting in the sky and indoor sunshafts. Best 0.95, min 0.65
  55. #define SSH_MINALPHA2 float(0.0) // Like MINALPHA but for INDOORDETECTION2
  56. #define SSH_MAXALPHA2 float(2.0) // Like MAXALPHA but for INDOORDETECTION2
  57. #define SSH_MAXALPHAPART1 float(0.00001) // Required to prevent indoor sunshafts
  58. #define SSH_MAXALPHAPART2 float(0.000011) // Required to prevent indoor sunshafts
  59. #define SSH_MAXALPHARAY float(0.79) // Required to prevent indoor sunshafts
  60. #define SSH_MINSOLID float(0.30) // Required to prevent indoor sunshafts
  61. #define SSH_MINSKIES float(0.0001) // Required to prevent indoor sunshafts
  62. #define SSH_MINRAY float(4.f) //float(0.000001) // Required to prevent indoor sunshafts
  63. //#define SSH_MINDEPTH float(5.0)
  64.  
  65. // Alpha Correction - Prevention of dark smear effects
  66. #define SSH_ALPHA float(0.2) // Enables/disables alpha correction, and, if enabled, sets the alpha amount at which correction comes in.
  67. #define SSH_ALPHACORR float(0.4) // Amount of alpha correction, if enabled.
  68.  
  69. // Fading - according to sun distance, height, exposure - Also: Prevention of "film" effects
  70. #define SSH_SUNFADEMINX float(2.0) // 2.0 // Angle between sun and view direction at which the light rays start to get less insense
  71. #define SSH_SUNFADEMAXX float(3.0) // 3.0 // Angle between sun and view direction at which the light rays are no more visible
  72. #define SSH_SUNNEARMIN float (0.0) // Distance to the sun at which the light rays start to get rendered (not noticeable below this value, getting brighter above).
  73. #define SSH_SUNNEARMAX float (1.0) // Distance to the sun at which the light rays have reached their full intensity / brightness.
  74. #define SSH_SUNDISTMIN float (4.5) // 4.5 // Distance to the sun at which the light rays start to get less insense. Decrease if experiencing flickering / film effect.
  75. #define SSH_SUNDISTMAX float (5.5) // 5.5 // Distance to the sun at which the light rays are no more visible. Decrease if experiencing flickering / film effect.
  76. #define SSH_SUNEXPOMIN float (0.0)
  77. #define SSH_SUNEXPOMAX float (1.0)
  78.  
  79. // Sun position correction - probably not anymore needed - left for legacy purposes
  80. #define SSH_POSCORRX float(0.15) // Sun position correction factor at x-axis
  81. #define SSH_POSCORRYHI float(0.2) // Sun position correction factor at y-axis above screen center
  82. #define SSH_POSCORRYLO float(1.2) // Sun position correction factor at y-axis below screen center
  83. #define SSH_POSHEIGHT float(0.573) // Sun reference height for sun height adjustments
  84. #define SSH_POSHEIGHTCORRX float(-1.5) // Sun height adjustment/correction at x-axis
  85. #define SSH_POSHEIGHTCORRY float(0.5) // Sun height adjustment/correction at y-axis
  86. //#define SSH_DEBUGSUNHEIGHT // Enables/disables sun height debug mode
  87.  
  88. // Indoor detection - Prevention of rays beam through solid walls
  89. //#define SSH_INDOORDETECTION // Image-based indoor/particles detection (experimental)
  90. #define SSH_INDOORDETECTION2 // Enables/disables another indoor detection (experimental)
  91. #define SSH_PREVENT float(0.5) // Heuristic indoor/particle godrays prevention. 0=show godrays, 1=no godrays when possibly indoors. 0.5=half intensity when possibly indoors.
  92. #define SSH_SOLIDCHECK // Enables/disables solid walls check for indoor/particle sun shafts prevention (see line above). Causes minor FPS lost but normally enhances outdoor sunshafts.
  93. #define SSH_ADVLIGHT // Enables/disables advanced lighting control. Eats a few FPS with minor visual improvement if enabled.
  94.  
  95. #endif
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