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- ; SSAO/SSDO config file.
- ; SSDO is intended to be a full replacement of XWA's shading system. I suggest that
- ; you actually disable XWA's diffuse shading by going to:
- ; Menu (press Esc) -> Single Player Video Options, and then set:
- ; Local Light Source = Off,
- ; Diffuse Lighting = off
- ; Also set Brightness to a low value (1 or 2).
- ; Disabling XWA's shading system is not required, though, and you can combine it
- ; with SSDO
- ; To reload this config file in-flight, just press Ctrl+Alt+L (be aware that
- ; all key shortcuts are disabled in the hangar, though).
- ; Main setting to enable/disable SSAO/SSDO. You can also press Ctrl+Alt+O in-game
- ; to toggle the effect.
- ssao_enabled = 1
- ; Experimental setting: if you see areas of the HUD go white, disable this setting
- ; SSAO/SSDO/Deferred shading are all supposed to replace XWA's shading system.
- ; For the best performance, you should disable XWA's diffuse lights; but you
- ; can also enable the following setting to force the shaders to ignore XWA's
- ; diffuse component. This setting has no effect in the Tech Room.
- disable_xwa_diffuse = 1
- ; Select either "ambient" for regular Ambient Occlusion or
- ; "directional" for SSDO (Screen-Space Directional Occlusion).
- ; "bent_normals" for something
- ;ssao_type = Ambient
- ssao_type = Directional
- ; Number of samples. The higher the count, the higher the quality (but lower
- ; performance). Changing the number of samples also affects how dark SSAO/SSDO looks,
- ; so always start by fixing the number of samples before tinkering with the rest
- ; of the parameters.
- samples = 16
- ; Distance in meters where the effect will be cut off. Only objects that are within
- ; this distance will occlude each other. Larger values will impact performance.
- ; This setting is also used by the depth-aware blur to prevent halos across edges.
- max_dist = 200
- ; Controls the width of the occlusion cone considered by the occludee. A value
- ; of 0 makes a 90 deg "cone", i.e. it becomes a disk, allowing flat surfaces
- ; to self-occlude. A value of 1 makes a 0 degree cone, which essentially disables
- ; the effect. If you want to disable the effect use "ssao_enabled" instead.
- ; Here the recommendation is to use non-zero low values.
- bias = 0.05
- ; The overall intensity of the SSAO/SSDO effect. Think of this as the "contrast"
- ; of the effect. A larger value will make whites whiter and black darker; a lower
- ; value will make everythink gray and dark.
- intensity = 4.0
- ; The effect can be raised to a power to enhance the contrast. Setting it to
- ; values higher than 1 tends to make smaller and blacker patches. Values lower
- ; than 1 make larger black spots. Set it to 1.0 to disable it.
- power = 3.5
- ; This defines the blackest level for the SSAO effect. 1 is white, 0 is fully
- ; black. This setting is ignored for SSDO
- black_level = 0.2
- ; Sampling Radius for SSAO: Controls the spread of the effect. Bigger spreads have
- ; higher performance impact but tend to look nicer, while a very small spread looks
- ; like an edge detector. If you're using SSDO, comment this setting out.
- ;sample_radius = 0.007
- ; For SSDO, you can set two values for the radius. The far_sample_radius is applied
- ; at 4km+ away. These settings are resolution-dependent. The following settings
- ; look good at 3280x2160:
- ;near_sample_radius = 0.007
- ;far_sample_radius = 0.0025
- ; shoot for the middle
- near_sample_radius = 0.00525
- far_sample_radius = 0.001875
- ; These settings look good at 1920x1080:
- ;sample_radius = 0.0035
- ;near_sample_radius = 0.0035
- ;far_sample_radius = 0.00125
- ; Enable perspective-correct SSAO. This makes the settings work only on a narrow
- ; range of distances. In other words, if you enable this you'll either get SSAO
- ; on distant objects, or get it on close objects; but not on both at the same time.
- perspective_correct = 0
- ; To speed up SSAO/SSDO (at the cost of quality) you may optionally ask the
- ; system to perform SSAO/SSDO on a buffer that is smaller than the screen
- ; size. Set the following parameter to "2" to perform SSAO/SSDO on a buffer
- ; that is half the size of the screen. Set it to "1" to keep the original
- ; screen size. You can also use fractional numbers like 1.5.
- ; Never set it to 0.
- ssao_buffer_scale_divisor = 1
- ; Set the following to 1 to blur the SSAO buffer (removes noise)
- ; I'm using Pascal Gilcher's pattern for sampling; and it's so good that it sometimes
- ; does not even need a blur to look good if enough samples are taken. Try disabling
- ; this setting to see if it looks good for you.
- enable_blur = 1
- ; For SSDO you can have multiple blur passes at the cost of performance. However, I
- ; don't see much difference above 2 passes
- blur_passes = 1
- ; This shader splits the player's craft/cockpit into its own SSAO buffer so
- ; that it doesn't occlude distant objects. If you want the regular SSAO you
- ; can disable it here.
- ; This feature is not supported in SSDO, set it to 0 or you'll see artifacts.
- enable_dual_ssao = 0
- ; For objects with an alpha mask, the alpha is mapped to solid geometry when
- ; rendering SSAO. However, this may cause a white halo around these objects.
- ; To prevent this, the following setting can optionally substract a small value
- ; to the alpha to soften the edges. If you set it to 0, these objects will no
- ; longer get SSAO.
- alpha_to_solid_offset = 0.5
- ; Enable indirect lighting for SSDO. Right now there's a significant penalty in
- ; performance when this is enabled and the indirect lighting effect is subtle.
- ; If you want to use this anyway, I recommend that you set ssao_buffer_scale_divisor
- ; to 2 to compensate for the perfomance impact.
- ; This setting can also be toggled by pressing Ctrl+Alt+P while flying.
- ;enable_indirect_ssdo = 0
- ; The intensity of the indirect lighting effect:
- indirect_intensity = 3.5
- ; Due to the discretization of the depth buffer, sometimes you may see moire patterns
- ; on distant objects when running SSDO. This setting helps prevent these patterns. Set
- ; it to 0 to disable it (SSAO does not need this setting).
- moire_offset = 0.02
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; Normal Mapping Parameters for both SSAO and SSDO
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; Enable fake normal mapping for both SSAO and SSDO.
- ; Pascal Gilcher was gracious enough to share code from his SSR shader that
- ; helps enable normal mapping by using the current image as a bump map. This
- ; setting can also be toggled by pressing Ctrl+Alt+N while flying.
- ; Normal Mapping has been improved a little bit in release 1.1.1; but as a result
- ; some settings have changed
- normal_mapping_enable = 1
- ; Leave these settings at 1. The intensity is controlled by nm_scale now
- nm_intensity_near = 1.0
- nm_intensity_far = 1.0
- ; Controls the strength of the fake normal mapping effect.
- nm_scale = 0.03
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; Specular shading settings
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; The following are generic settings. Individual materials can be defined per-texture
- ; per-OPT. See the Materials directory for more samples. If you modify this section, you'll
- ; modify the look of all the materials in the game.
- specular_intensity = 0.5
- ; If the specular component is too bright, it will "spill out" as bloom. This setting
- ; controls the intensity of this "spillover bloom".
- specular_bloom_intensity = 1.2
- ; Generic maximum glossiness of all surfaces.
- glossiness = 128.0
- ; Generic glossiness of the specular bloom. This value multiplies the "glossiness" setting
- bloom_glossiness_multiplier = 3.0
- ; The generic specular model creates a specular component automatically using
- ; the original color from the texture by boosting/decreasing its lightness and
- ; saturation.
- ; Lightness should be numbers above 1 to increase the specular component. A value of
- ; 1 uses the original color for the specular component, and a value of 0 creates a
- ; matte look.
- lightness_boost = 8.0
- ; A saturation of 0 provides a white specular component, like plastic and wood.
- ; A saturation above 1 produces a metallic look.
- saturation_boost = 1.0
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; SSDO Lighting System Parameters
- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
- ; SSDO is intended to be a full replacement of XWA's shading mechanism. The following
- ; settings configure the lighting system through SSDO.
- enable_laser_lights = 0
- laser_light_intensity = 2.0
- ; sqr_attenuation = 0.001 ; Remove this in the final release
- ; General Ambient Lighting value. Set this to a low value.
- ssdo_ambient = 0.05
- ; Two lights can now be specified. The following direction (usually) matches
- ; the direction of the sun:
- light_vector = 0, 1, 0
- light_color = 1, 1, 1 ; Pure white
- ; Secondary light, try setting this one to lower values and in a different position
- ; from the above.
- light_vector2 = 1, -1, 0
- light_color2 = 0.15, 0.15, 0.25 ; Set this to 0,0,0 to disable this light.
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