2018-10-13 04:09:27 +00:00
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Shaders Settings
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################
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2017-04-20 05:28:18 +00:00
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force shaders
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-------------
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:Type: boolean
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:Range: True/False
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:Default: False
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2017-05-15 05:04:20 +00:00
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Force rendering with shaders. By default, only bump-mapped objects will use shaders.
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Enabling this option may cause slightly different visuals if the "clamp lighting" option is set to false.
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Otherwise, there should not be a visual difference.
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2017-04-20 05:28:18 +00:00
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2018-02-22 18:50:07 +00:00
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Please note enabling shaders has a significant performance impact on most systems.
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2017-04-20 05:28:18 +00:00
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force per pixel lighting
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------------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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2017-05-15 05:04:20 +00:00
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Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
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Has no effect if the 'force shaders' option is false.
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2018-02-22 18:50:07 +00:00
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Enabling per-pixel lighting results in visual differences to the original MW engine.
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2017-05-15 05:04:20 +00:00
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It is not recommended to enable this option when using vanilla Morrowind files,
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because certain lights in Morrowind rely on vertex lighting to look as intended.
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2020-01-12 07:42:47 +00:00
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Note that groundcover shaders ignore this setting.
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2017-04-20 05:28:18 +00:00
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clamp lighting
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--------------
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:Type: boolean
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:Range: True/False
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:Default: True
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2017-05-15 05:04:20 +00:00
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Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
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Only affects objects that render with shaders (see 'force shaders' option).
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2018-02-22 18:50:07 +00:00
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Always affects terrain.
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Leaving this option at its default makes the lighting compatible with Morrowind's fixed-function method,
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2021-03-29 07:13:35 +00:00
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but the lighting may appear dull and there might be colour shifts.
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2018-10-27 04:52:56 +00:00
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Setting this option to 'false' results in more dynamic lighting.
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2017-04-20 05:28:18 +00:00
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auto use object normal maps
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---------------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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2017-05-15 05:04:20 +00:00
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If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
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(see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds).
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If this option is disabled,
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normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.
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2017-04-20 05:28:18 +00:00
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auto use object specular maps
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-----------------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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2017-05-15 05:04:20 +00:00
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If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
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(see 'specular map pattern', e.g. for a base texture foo.dds,
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the specular map texture would have to be named foo_spec.dds).
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If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file
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(.osg file, not supported in .nif files). Affects objects.
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2017-04-20 05:28:18 +00:00
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auto use terrain normal maps
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----------------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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See 'auto use object normal maps'. Affects terrain.
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auto use terrain specular maps
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------------------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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2017-05-15 05:04:20 +00:00
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If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map.
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2018-10-27 04:52:56 +00:00
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The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.
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2017-04-20 05:28:18 +00:00
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normal map pattern
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------------------
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:Type: string
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:Range:
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:Default: _n
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2017-05-15 05:04:20 +00:00
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The filename pattern to probe for when detecting normal maps
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(see 'auto use object normal maps', 'auto use terrain normal maps')
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2017-04-20 05:28:18 +00:00
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normal height map pattern
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-------------------------
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:Type: string
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:Range:
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:Default: _nh
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2017-05-15 05:04:20 +00:00
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Alternative filename pattern to probe for when detecting normal maps.
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Files with this pattern are expected to include 'height' in the alpha channel.
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This height is used for parallax effects. Works for both terrain and objects.
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2017-04-20 05:28:18 +00:00
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specular map pattern
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--------------------
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:Type: string
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:Range:
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:Default: _spec
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The filename pattern to probe for when detecting object specular maps (see 'auto use object specular maps')
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terrain specular map pattern
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----------------------------
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:Type: string
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:Range:
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:Default: _diffusespec
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2018-02-22 18:50:07 +00:00
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The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')
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2020-03-03 17:08:59 +00:00
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apply lighting to environment maps
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----------------------------------
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:Type: boolean
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:Range: True/False
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:Default: False
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Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
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Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
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2020-03-04 11:06:22 +00:00
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Affected objects will use shaders.
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2020-03-14 12:39:32 +00:00
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2021-03-28 18:00:52 +00:00
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lighting method
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---------------
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:Type: string
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2021-03-29 07:13:35 +00:00
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:Range: legacy|shaders compatibility|shaders
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2021-03-28 18:00:52 +00:00
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:Default: default
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2021-03-29 07:13:35 +00:00
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Sets the internal handling of light sources.
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2021-03-28 18:00:52 +00:00
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2021-03-29 07:13:35 +00:00
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'legacy' is restricted to 8 lights per object and emulates fixed function
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pipeline compatible lighting.
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2021-03-28 18:00:52 +00:00
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2021-04-01 05:35:02 +00:00
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'shaders compatibility' removes the light limit controllable through :ref:`max
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lights` and follows a modifed attenuation formula which can drastically reduce
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light popping and seams. This mode also enables lighting on groundcover and a
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configurable light fade. It is recommended to use this with older hardware and a
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light limit closer to 8. Because of its wide range of compatibility it is set as
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the default.
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2021-03-28 18:00:52 +00:00
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2021-03-29 07:13:35 +00:00
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'shaders' carries all of the benefits that 'shaders compatibility' does, but
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uses a modern approach that allows for a higher :ref:`max lights` count with
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little to no performance penalties on modern hardware. It is recommended to use
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this mode when supported and where the GPU is not a bottleneck. On some weaker
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devices, using this mode along with :ref:`force per pixel lighting` can carry
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performance penalties.
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2021-04-16 18:55:40 +00:00
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When enabled, groundcover lighting is forced to be vertex lighting, unless
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normal maps are provided. This is due to some groundcover mods using the Z-Up
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normals technique to avoid some common issues with shading. As a consequence,
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per pixel lighting would give undesirable results.
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Note that the rendering will act as if you have 'force shaders' option enabled
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when not set to 'legacy'. This means that shaders will be used to render all objects and
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the terrain.
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2021-03-28 18:00:52 +00:00
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light bounds multiplier
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-----------------------
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:Type: float
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2021-04-04 05:25:13 +00:00
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:Range: 0.0-5.0
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2021-04-10 00:41:33 +00:00
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:Default: 1.65
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2021-03-28 18:00:52 +00:00
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2021-03-29 07:13:35 +00:00
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Controls the bounding sphere radius of point lights, which is used to determine
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if an object should receive lighting from a particular light source. Note, this
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has no direct effect on the overall illumination of lights. Larger multipliers
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will allow for smoother transitions of light sources, but may require an
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increase in :ref:`max lights` and thus carries a performance penalty. This
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especially helps with abrupt light popping with handheld light sources such as
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torches and lanterns.
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2021-03-28 18:00:52 +00:00
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2021-03-29 07:13:35 +00:00
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This setting has no effect if :ref:`lighting method` is 'legacy'.
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2021-03-28 18:00:52 +00:00
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maximum light distance
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----------------------
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:Type: float
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:Range: The whole range of 32-bit floating point
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:Default: 8192
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2021-03-29 07:13:35 +00:00
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The maximum distance from the camera that lights will be illuminated, applies to
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both interiors and exteriors. A lower distance will improve performance. Set
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this to a non-positive value to disable fading.
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This setting has no effect if :ref:`lighting method` is 'legacy'.
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2021-03-28 18:00:52 +00:00
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light fade start
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----------------
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:Type: float
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:Range: 0.0-1.0
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:Default: 0.85
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The fraction of the maximum distance at which lights will begin to fade away.
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Tweaking it will make the transition proportionally more or less smooth.
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2021-03-29 07:13:35 +00:00
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This setting has no effect if the :ref:`maximum light distance` is non-positive
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or :ref:`lighting method` is 'legacy'.
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2021-03-28 18:00:52 +00:00
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max lights
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----------
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:Type: integer
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2021-04-04 05:25:13 +00:00
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:Range: 2-64
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2021-03-29 07:13:35 +00:00
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:Default: 8
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2021-03-28 18:00:52 +00:00
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Sets the maximum number of lights that each object can receive lighting from.
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2021-03-29 07:13:35 +00:00
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Increasing this too much can cause significant performance loss, especially if
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:ref:`lighting method` is not set to 'shaders' or :ref:`force per pixel
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lighting` is on.
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This setting has no effect if :ref:`lighting method` is 'legacy'.
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2021-03-28 18:00:52 +00:00
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2021-03-31 01:12:57 +00:00
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minimum interior brightness
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2021-11-01 16:26:50 +00:00
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---------------------------
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2021-03-31 01:12:57 +00:00
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:Type: float
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:Range: 0.0-1.0
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2021-04-10 00:41:33 +00:00
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:Default: 0.08
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2021-03-31 01:12:57 +00:00
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Sets the minimum interior ambient brightness for interior cells when
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:ref:`lighting method` is not 'legacy'. A consequence of the new lighting system
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is that interiors will sometimes be darker since light sources now have sensible
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fall-offs. A couple solutions are to either add more lights or increase their
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radii to compensate, but these require content changes. For best results it is
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recommended to set this to 0.0 to retain the colors that level designers
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intended. If brighter interiors are wanted, however, this setting should be
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increased. Note, it is advised to keep this number small (< 0.1) to avoid the
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aforementioned changes in visuals.
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This setting has no effect if :ref:`lighting method` is 'legacy'.
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2021-02-24 18:01:06 +00:00
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antialias alpha test
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2021-11-01 16:26:50 +00:00
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--------------------
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2020-12-26 22:45:53 +00:00
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:Type: boolean
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:Range: True/False
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:Default: False
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2021-02-24 18:01:06 +00:00
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Convert the alpha test (cutout/punchthrough alpha) to alpha-to-coverage when :ref:`antialiasing` is on.
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2020-12-26 22:45:53 +00:00
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This allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation.
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When MSAA is off, this setting will have no visible effect, but might have a performance cost.
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2021-10-20 16:42:18 +00:00
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soft particles
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2021-11-01 16:26:50 +00:00
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--------------
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2021-10-20 16:42:18 +00:00
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:Type: boolean
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:Range: True/False
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:Default: False
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2021-11-01 16:26:50 +00:00
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Enables soft particles for particle effects. This technique softens the
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intersection between individual particles and other opaque geometry by blending
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between them. Note, this relies on overriding specific properties of particle
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systems that potentially differ from the source content, this setting may change
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the look of some particle systems.
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2021-11-21 02:39:20 +00:00
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Note that the rendering will act as if you have 'force shaders' option enabled.
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2022-06-06 20:40:38 +00:00
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This means that shaders will be used to render all objects and the terrain.
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