Guest User

Untitled

a guest
May 8th, 2020
97
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.94 KB | None | 0 0
  1. ; SSAO/SSDO config file.
  2. ; SSDO is intended to be a full replacement of XWA's shading system. I suggest that
  3. ; you actually disable XWA's diffuse shading by going to:
  4. ; Menu (press Esc) -> Single Player Video Options, and then set:
  5. ; Local Light Source = Off,
  6. ; Diffuse Lighting = off
  7. ; Also set Brightness to a low value (1 or 2).
  8. ; Disabling XWA's shading system is not required, though, and you can combine it
  9. ; with SSDO
  10.  
  11. ; To reload this config file in-flight, just press Ctrl+Alt+L (be aware that
  12. ; all key shortcuts are disabled in the hangar, though).
  13.  
  14. ; Main setting to enable/disable SSAO/SSDO. You can also press Ctrl+Alt+O in-game
  15. ; to toggle the effect.
  16. ssao_enabled = 1
  17.  
  18. ; Experimental setting: if you see areas of the HUD go white, disable this setting
  19. ; SSAO/SSDO/Deferred shading are all supposed to replace XWA's shading system.
  20. ; For the best performance, you should disable XWA's diffuse lights; but you
  21. ; can also enable the following setting to force the shaders to ignore XWA's
  22. ; diffuse component. This setting has no effect in the Tech Room.
  23. disable_xwa_diffuse = 1
  24.  
  25. ; Select either "ambient" for regular Ambient Occlusion or
  26. ; "directional" for SSDO (Screen-Space Directional Occlusion).
  27. ; "bent_normals" for something
  28. ;ssao_type = Ambient
  29. ssao_type = Directional
  30.  
  31. ; Number of samples. The higher the count, the higher the quality (but lower
  32. ; performance). Changing the number of samples also affects how dark SSAO/SSDO looks,
  33. ; so always start by fixing the number of samples before tinkering with the rest
  34. ; of the parameters.
  35. samples = 16
  36.  
  37. ; Distance in meters where the effect will be cut off. Only objects that are within
  38. ; this distance will occlude each other. Larger values will impact performance.
  39. ; This setting is also used by the depth-aware blur to prevent halos across edges.
  40. max_dist = 200
  41.  
  42. ; Controls the width of the occlusion cone considered by the occludee. A value
  43. ; of 0 makes a 90 deg "cone", i.e. it becomes a disk, allowing flat surfaces
  44. ; to self-occlude. A value of 1 makes a 0 degree cone, which essentially disables
  45. ; the effect. If you want to disable the effect use "ssao_enabled" instead.
  46. ; Here the recommendation is to use non-zero low values.
  47. bias = 0.05
  48.  
  49. ; The overall intensity of the SSAO/SSDO effect. Think of this as the "contrast"
  50. ; of the effect. A larger value will make whites whiter and black darker; a lower
  51. ; value will make everythink gray and dark.
  52. intensity = 4.0
  53.  
  54. ; The effect can be raised to a power to enhance the contrast. Setting it to
  55. ; values higher than 1 tends to make smaller and blacker patches. Values lower
  56. ; than 1 make larger black spots. Set it to 1.0 to disable it.
  57. power = 3.5
  58.  
  59. ; This defines the blackest level for the SSAO effect. 1 is white, 0 is fully
  60. ; black. This setting is ignored for SSDO
  61. black_level = 0.2
  62.  
  63. ; Sampling Radius for SSAO: Controls the spread of the effect. Bigger spreads have
  64. ; higher performance impact but tend to look nicer, while a very small spread looks
  65. ; like an edge detector. If you're using SSDO, comment this setting out.
  66. ;sample_radius = 0.007
  67.  
  68. ; For SSDO, you can set two values for the radius. The far_sample_radius is applied
  69. ; at 4km+ away. These settings are resolution-dependent. The following settings
  70. ; look good at 3280x2160:
  71. ;near_sample_radius = 0.007
  72. ;far_sample_radius = 0.0025
  73.  
  74. ; shoot for the middle
  75. near_sample_radius = 0.00525
  76. far_sample_radius = 0.001875
  77.  
  78. ; These settings look good at 1920x1080:
  79. ;sample_radius = 0.0035
  80. ;near_sample_radius = 0.0035
  81. ;far_sample_radius = 0.00125
  82.  
  83. ; Enable perspective-correct SSAO. This makes the settings work only on a narrow
  84. ; range of distances. In other words, if you enable this you'll either get SSAO
  85. ; on distant objects, or get it on close objects; but not on both at the same time.
  86. perspective_correct = 0
  87.  
  88. ; To speed up SSAO/SSDO (at the cost of quality) you may optionally ask the
  89. ; system to perform SSAO/SSDO on a buffer that is smaller than the screen
  90. ; size. Set the following parameter to "2" to perform SSAO/SSDO on a buffer
  91. ; that is half the size of the screen. Set it to "1" to keep the original
  92. ; screen size. You can also use fractional numbers like 1.5.
  93. ; Never set it to 0.
  94. ssao_buffer_scale_divisor = 1
  95.  
  96. ; Set the following to 1 to blur the SSAO buffer (removes noise)
  97. ; I'm using Pascal Gilcher's pattern for sampling; and it's so good that it sometimes
  98. ; does not even need a blur to look good if enough samples are taken. Try disabling
  99. ; this setting to see if it looks good for you.
  100. enable_blur = 1
  101.  
  102. ; For SSDO you can have multiple blur passes at the cost of performance. However, I
  103. ; don't see much difference above 2 passes
  104. blur_passes = 1
  105.  
  106. ; This shader splits the player's craft/cockpit into its own SSAO buffer so
  107. ; that it doesn't occlude distant objects. If you want the regular SSAO you
  108. ; can disable it here.
  109. ; This feature is not supported in SSDO, set it to 0 or you'll see artifacts.
  110. enable_dual_ssao = 0
  111.  
  112. ; For objects with an alpha mask, the alpha is mapped to solid geometry when
  113. ; rendering SSAO. However, this may cause a white halo around these objects.
  114. ; To prevent this, the following setting can optionally substract a small value
  115. ; to the alpha to soften the edges. If you set it to 0, these objects will no
  116. ; longer get SSAO.
  117. alpha_to_solid_offset = 0.5
  118.  
  119. ; Enable indirect lighting for SSDO. Right now there's a significant penalty in
  120. ; performance when this is enabled and the indirect lighting effect is subtle.
  121. ; If you want to use this anyway, I recommend that you set ssao_buffer_scale_divisor
  122. ; to 2 to compensate for the perfomance impact.
  123. ; This setting can also be toggled by pressing Ctrl+Alt+P while flying.
  124. ;enable_indirect_ssdo = 0
  125.  
  126. ; The intensity of the indirect lighting effect:
  127. indirect_intensity = 3.5
  128.  
  129. ; Due to the discretization of the depth buffer, sometimes you may see moire patterns
  130. ; on distant objects when running SSDO. This setting helps prevent these patterns. Set
  131. ; it to 0 to disable it (SSAO does not need this setting).
  132. moire_offset = 0.02
  133.  
  134. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  135. ; Normal Mapping Parameters for both SSAO and SSDO
  136. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  137.  
  138. ; Enable fake normal mapping for both SSAO and SSDO.
  139. ; Pascal Gilcher was gracious enough to share code from his SSR shader that
  140. ; helps enable normal mapping by using the current image as a bump map. This
  141. ; setting can also be toggled by pressing Ctrl+Alt+N while flying.
  142. ; Normal Mapping has been improved a little bit in release 1.1.1; but as a result
  143. ; some settings have changed
  144. normal_mapping_enable = 1
  145.  
  146. ; Leave these settings at 1. The intensity is controlled by nm_scale now
  147. nm_intensity_near = 1.0
  148. nm_intensity_far = 1.0
  149.  
  150. ; Controls the strength of the fake normal mapping effect.
  151. nm_scale = 0.03
  152.  
  153. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  154. ; Specular shading settings
  155. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  156.  
  157. ; The following are generic settings. Individual materials can be defined per-texture
  158. ; per-OPT. See the Materials directory for more samples. If you modify this section, you'll
  159. ; modify the look of all the materials in the game.
  160. specular_intensity = 0.5
  161.  
  162. ; If the specular component is too bright, it will "spill out" as bloom. This setting
  163. ; controls the intensity of this "spillover bloom".
  164. specular_bloom_intensity = 1.2
  165.  
  166. ; Generic maximum glossiness of all surfaces.
  167. glossiness = 128.0
  168.  
  169. ; Generic glossiness of the specular bloom. This value multiplies the "glossiness" setting
  170. bloom_glossiness_multiplier = 3.0
  171.  
  172. ; The generic specular model creates a specular component automatically using
  173. ; the original color from the texture by boosting/decreasing its lightness and
  174. ; saturation.
  175. ; Lightness should be numbers above 1 to increase the specular component. A value of
  176. ; 1 uses the original color for the specular component, and a value of 0 creates a
  177. ; matte look.
  178. lightness_boost = 8.0
  179.  
  180. ; A saturation of 0 provides a white specular component, like plastic and wood.
  181. ; A saturation above 1 produces a metallic look.
  182. saturation_boost = 1.0
  183.  
  184. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  185. ; SSDO Lighting System Parameters
  186. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  187. ; SSDO is intended to be a full replacement of XWA's shading mechanism. The following
  188. ; settings configure the lighting system through SSDO.
  189.  
  190. enable_laser_lights = 0
  191. laser_light_intensity = 2.0
  192. ; sqr_attenuation = 0.001 ; Remove this in the final release
  193.  
  194. ; General Ambient Lighting value. Set this to a low value.
  195. ssdo_ambient = 0.05
  196.  
  197. ; Two lights can now be specified. The following direction (usually) matches
  198. ; the direction of the sun:
  199. light_vector = 0, 1, 0
  200. light_color = 1, 1, 1 ; Pure white
  201.  
  202. ; Secondary light, try setting this one to lower values and in a different position
  203. ; from the above.
  204. light_vector2 = 1, -1, 0
  205. light_color2 = 0.15, 0.15, 0.25 ; Set this to 0,0,0 to disable this light.
Add Comment
Please, Sign In to add comment