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- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Dynamic Shaders 2.0 Alpha Default Preset - By Meltac, Ketxxx
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Feature Enable/Disable: Comment a feature (Add the //) to disable, or uncomment (Remove the //) to enable.
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #ifndef SSH_Mount
- #define SSH_Mount
- // Basic settings
- #define SSH // Enable/disable Sun shafts
- #define SSH_NUM_SAMPLES float(64) // Quality. Higher is better. 32 is accebtable, 128 high quality (254 = max)
- #define SSH_EXPOSURES float2(0.13,0.05) // 0.20 // Maximum intensity of sun shafts
- #define SSH_EXPOSUREIN float(3) // Correction factor for indoor sun shafts. Use only with SSH_INDOORDETECTION enabled
- // Advanced settings
- #define SSH_WEIGHTS float2(0.35,0.35) // 0.01 // Relative "weight" of the light rays
- #define SSH_DENSITYS float2(0.9,0.6) // 0.9 // Density of the light rays
- #define SSH_DECAYS float2(1.003,0.95) // 1.012 // Fall-Off (Decay) of the light rays
- #define SSH_BLUR float(2.0) // Blur effect and sets radius of blur applied to sunshafts
- #define SSH_COMPHI float(8.0) // Sets exposure compression of high-luminance rays ("low-pass"). Brighter rays will be toned down with less contrast
- #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
- #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
- #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
- #define SSH_SUNHEIGHTHI float(1.0) // Sun shafts are only visible if the sun is not higher than this value
- #define SSH_SUNHEIGHTMAX float(0.800) // Sun shafts are most intense at this sun height (intensity peak)
- #define SSH_SUNHEIGHTLO float(0.100) // Sun Shafts are only visible if the sun is not lower than this value
- #define SSH_SUNCOL float(0.3) // Amount of sun color as declared in weather settings adopted by sun shafts.
- #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.
- // Additional sun streaks
- //#define SSH_STREAKS float(0.75) // Enables/disables sun streaks in addition to sun shafts and sets their intensity. Lowers FPS a little.
- #define SSH_STREAKSWIDTH float(4.5) //(2.475) // Width of the primary streaks effect.
- #define SSH_STREAKSWIDTH2 float(1.0) // (2.075) // Width of the secondary streaks effect.
- #define SSH_STREAKSLUMDIFF float(0.0) // Difference of brightness for streaks to appear. Better leave untouched if unaware of effect.
- #define SSH_STREAKSROTX float(-10.0) // 10 // Rotation speed of streaks around the X-axis when turning head.
- #define SSH_STREAKSROTY float(-10.0) // 10 // Rotation speed of streaks around the Y-axis when turning head.
- #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).
- #define SSH_STREAKSSUNNEARMAX float (0.15) // Distance to the sun at which the streaks have reached their full intensity / brightness.
- #define SSH_STREAKSSUNDISTMIN float (0.25) // Distance to the sun at which the streaks start to get less insense. Decrease if experiencing glitches.
- #define SSH_STREAKSSUNDISTMAX float (0.5) // Distance to the sun at which the streaks are no more visible. Decrease if experiencing glitches.
- #define SSH_STREAKSSUNCOL float(0.7) // Amount of sun color as declared in weather settings adopted by sun streaks.
- #define SSH_STREAKSMINALPHA float(0.0) // Alpha level above which streaks will be visible.
- //#define SSH_DUST // Should add some dust but not working yet. Leave disabled.
- // Pro setting - Change only if experiencing issues!
- #define SSH_FARPLANE float(180.0)
- #define SHH_ADP float(0.75) // Alternative ray marching algorithm for distance-based sampling. 0=none/classic ,1=adaptive
- #define SSH_ADPKERNEL float(0.37) // Distance kernel factor when adaptive sampling is enabled (see line above)
- #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.
- #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.
- #define SSH_MINALPHA float(0.1) // Required to prevent ghosting in the sky and indoor sunshafts. Best 0.10, max 0.45
- #define SSH_MAXALPHA float(0.95) // Required to prevent ghosting in the sky and indoor sunshafts. Best 0.95, min 0.65
- #define SSH_MINALPHA2 float(0.0) // Like MINALPHA but for INDOORDETECTION2
- #define SSH_MAXALPHA2 float(2.0) // Like MAXALPHA but for INDOORDETECTION2
- #define SSH_MAXALPHAPART1 float(0.00001) // Required to prevent indoor sunshafts
- #define SSH_MAXALPHAPART2 float(0.000011) // Required to prevent indoor sunshafts
- #define SSH_MAXALPHARAY float(0.79) // Required to prevent indoor sunshafts
- #define SSH_MINSOLID float(0.30) // Required to prevent indoor sunshafts
- #define SSH_MINSKIES float(0.0001) // Required to prevent indoor sunshafts
- #define SSH_MINRAY float(4.f) //float(0.000001) // Required to prevent indoor sunshafts
- //#define SSH_MINDEPTH float(5.0)
- // Alpha Correction - Prevention of dark smear effects
- #define SSH_ALPHA float(0.2) // Enables/disables alpha correction, and, if enabled, sets the alpha amount at which correction comes in.
- #define SSH_ALPHACORR float(0.4) // Amount of alpha correction, if enabled.
- // Fading - according to sun distance, height, exposure - Also: Prevention of "film" effects
- #define SSH_SUNFADEMINX float(2.0) // 2.0 // Angle between sun and view direction at which the light rays start to get less insense
- #define SSH_SUNFADEMAXX float(3.0) // 3.0 // Angle between sun and view direction at which the light rays are no more visible
- #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).
- #define SSH_SUNNEARMAX float (1.0) // Distance to the sun at which the light rays have reached their full intensity / brightness.
- #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.
- #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.
- #define SSH_SUNEXPOMIN float (0.0)
- #define SSH_SUNEXPOMAX float (1.0)
- // Sun position correction - probably not anymore needed - left for legacy purposes
- #define SSH_POSCORRX float(0.15) // Sun position correction factor at x-axis
- #define SSH_POSCORRYHI float(0.2) // Sun position correction factor at y-axis above screen center
- #define SSH_POSCORRYLO float(1.2) // Sun position correction factor at y-axis below screen center
- #define SSH_POSHEIGHT float(0.573) // Sun reference height for sun height adjustments
- #define SSH_POSHEIGHTCORRX float(-1.5) // Sun height adjustment/correction at x-axis
- #define SSH_POSHEIGHTCORRY float(0.5) // Sun height adjustment/correction at y-axis
- //#define SSH_DEBUGSUNHEIGHT // Enables/disables sun height debug mode
- // Indoor detection - Prevention of rays beam through solid walls
- //#define SSH_INDOORDETECTION // Image-based indoor/particles detection (experimental)
- #define SSH_INDOORDETECTION2 // Enables/disables another indoor detection (experimental)
- #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.
- #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.
- #define SSH_ADVLIGHT // Enables/disables advanced lighting control. Eats a few FPS with minor visual improvement if enabled.
- #endif
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