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openmw-tes3mp/docs/source/reference/modding/settings/shadows.rst

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Shadow Settings
###############
Main settings
*************
enable shadows
--------------
:Type: boolean
:Range: True/False
:Default: False
Enable or disable the rendering of shadows.
Unlike in the original Morrowind engine, 'Shadow Mapping' is used, which can have a performance impact, but has more realistic results.
When used in fixed-function mode, shadowed regions will appear completely black.
To prevent this, enable :ref:`force-shaders-label`.
A keen developer may be able to implement something better using the advice of `this post<https://github.com/OpenMW/openmw/pull/1547#issuecomment-369657381>`_, but it may be more difficult than it seems.
number of shadow maps
---------------------
:Type: integer
:Range: 1 to 8, but higher values may conflict with other texture effects
:Default: 1
Control how many shadow maps to use - more of these means each shadow map texel covers less area, producing better-looking shadows, but may decrease performance.
Using too many shadow maps will lead to them overriding texture slots used for other effects, producing unpleasant artefacts.
A value of three is recommended in most cases, but other values may produce better results or performance.
enable debug hud
----------------
:Type: boolean
:Range: True/False
:Default: False
Enable or disable the debug hud to see what the shadow map(s) contain.
This setting is only recommended for developers, bug reporting and advanced users performing fine-tuning of shadow settings.
compute tight scene bounds
--------------------------
:Type: boolean
:Range: True/False
:Default: False
With this setting enabled, attempt to better use the shadow map(s) by making them cover a smaller area.
This can be especially helpful when looking downwards with a high viewing distance but will be less useful with the default value.
The performance impact of this may be very large.
shadow map resolution
---------------------
:Type: integer
:Range: Dependent on GPU/driver combination
:Default: 1024
Control How large to make the shadow map(s).
Higher values increase GPU load but can produce better-looking results.
Power-of-two values may turn out to be faster than smaller values which are not powers of two on some GPU/driver combinations.
actor shadows
-------------
:Type: boolean
:Range: True/False
:Default: False
Allow actors to cast shadows.
Potentially decreases performance.
player shadows
--------------
:Type: boolean
:Range: True/False
:Default: False
Allow the player to cast shadows.
Potentially decreases performance.
terrain shadows
---------------
:Type: boolean
:Range: True/False
:Default: False
Allow terrain to cast shadows.
Potentially decreases performance.
Note: Right now, there is no setting allowing toggling of shadows for statics
Expert settings
***************
You probably shouldn't be changing these if you haven't read `this paper on Parallel Split Shadow Maps <https://pdfs.semanticscholar.org/15a9/f2a7cf6b1494f45799617c017bd42659d753.pdf>`_ and understood how they interact with the transformation used with Light Space Perspective Shadow Maps.
If you have, then you may get better results tuning these for your specific view distance.
split point uniform logarithmic ratio
-------------------------------------
:Type: float
:Range: 0.0-1.0 for sensible results. Other values may 'work' but could behave bizarrely.
:Default: 0.5
Controls the ratio of :math:`C_i^{log}` versus :math:`C_i^{uniform}` used to form the Practical Split Scheme as described in the linked paper.
split point bias
----------------
:Type: float
:Range: Any value supported by C++ floats on your platform, although undesirable behaviour is more likely to appear the further the value is from zero.
:Default: 0.0
The :math:`\delta_{bias}` parameter used to form the Practical Split Scheme as described in the linked paper.
minimum lispsm near far ratio
-----------------------------
:Type: float
:Range: Must be greater than zero.
:Default: 0.25
Controls the minimum near/far ratio for the Light Space Perspective Shadow Map transformation.
Helps prevent too much detail being brought towards the camera at the expense of detail further from the camera.
Increasing this pushes detail further away by moving the frustum apex further from the near plane.