This is the base fog end distance used for distant fog calculations in interior locations.
radial fog
----------
:Type:boolean
:Range:True/False
:Default:False
By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen.
This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
exponential fog
---------------
:Type:boolean
:Range:True/False
:Default:False
Similar to "radial fog" but uses an exponential formula for the fog.
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
sky blending
------------
:Type:boolean
:Range:True/False
:Default:False
Whether to use blending with the sky for everything that is close to the clipping plane.
If enabled the clipping plane becomes invisible.
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
sky blending start
------------------
:Type:floating point
:Range:from 0.0 (including) to 1.0 (excluding)
:Default:0.8
The fraction of the maximum distance at which blending with the sky starts.
sky rtt resolution
------------------
:Type:two positive integers
:Default:512 256
The sky RTT texture size, used only for sky blending. Smaller values
reduce quality of the sky blending, but can have slightly better performance.
@ -137,17 +137,6 @@ Normally environment map reflections aren't affected by lighting, which makes en
Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
Affected objects will use shaders.
radial fog
----------
:Type:boolean
:Range:True/False
:Default:False
By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen.
This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.
Note that the rendering will act as if you have 'force shaders' option enabled with this on, which means that shaders will be used to render all objects and the terrain.
lighting method
---------------
@ -284,4 +273,4 @@ systems that potentially differ from the source content, this setting may change
the look of some particle systems.
Note that the rendering will act as if you have 'force shaders' option enabled.
This means that shaders will be used to render all objects and the terrain.
This means that shaders will be used to render all objects and the terrain.