Clarify shaders documentation

We know people get confused by it. Hopefully this should help.
fix-osga-rotate-wildly
AnyOldName3 3 months ago
parent 3301ebb2cb
commit 567d36240e

@ -8,11 +8,15 @@ force shaders
:Range: True/False
:Default: False
Force rendering with shaders. By default, only bump-mapped objects will use shaders.
Enabling this option may cause slightly different visuals if the "clamp lighting" option is set to false.
Force rendering with shaders, even for objects that don't strictly need them.
By default, only objects with certain effects, such as bump or normal maps will use shaders.
Many visual enhancements, such as :ref:`enable shadows` and :ref:`reverse z` require shaders to be used for all objects, and so behave as if this setting is true.
Typically, one or more of these enhancements will be enabled, and shaders will be needed for everything anyway, meaning toggling this setting will have no effect.
Some settings, such as :ref:`clamp lighting` only apply to objects using shaders, so enabling this option may cause slightly different visuals when used at the same time.
Otherwise, there should not be a visual difference.
Please note enabling shaders has a significant performance impact on most systems.
Please note enabling shaders may have a significant performance impact on some systems, and a mild impact on many others.
force per pixel lighting
------------------------
@ -21,10 +25,10 @@ force per pixel lighting
:Range: True/False
:Default: False
Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
Has no effect if the 'force shaders' option is false.
Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting.
Only affects objects drawn with shaders (see :ref:`force shaders` option).
Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended.
Note that groundcover shaders ignore this setting.
Note that groundcover shaders and particle effects ignore this setting.
clamp lighting
--------------
@ -34,7 +38,7 @@ clamp lighting
:Default: True
Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
Only affects objects that render with shaders (see 'force shaders' option).
Only affects objects drawn with shaders (see :ref:`force shaders` option).
Always affects terrain.
Leaving this option at its default makes the lighting compatible with Morrowind's fixed-function method,
@ -49,9 +53,9 @@ auto use object normal maps
:Default: False
If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
(see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds).
(see :ref:`normal map pattern`, e.g. for a base texture ``foo.dds``, the normal map texture would have to be named ``foo_n.dds``).
If this option is disabled,
normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.
normal maps are only used if they are explicitly listed within the mesh file (``.nif`` or ``.osg`` file). Affects objects.
auto use object specular maps
-----------------------------
@ -61,10 +65,10 @@ auto use object specular maps
:Default: False
If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
(see 'specular map pattern', e.g. for a base texture foo.dds,
the specular map texture would have to be named foo_spec.dds).
(see :ref:`specular map pattern`, e.g. for a base texture ``foo.dds``,
the specular map texture would have to be named ``foo_spec.dds``).
If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file
(.osg file, not supported in .nif files). Affects objects.
(``.osg`` file, not supported in ``.nif`` files). Affects objects.
auto use terrain normal maps
----------------------------
@ -73,7 +77,7 @@ auto use terrain normal maps
:Range: True/False
:Default: False
See 'auto use object normal maps'. Affects terrain.
See :ref:`auto use object normal maps`. Affects terrain.
auto use terrain specular maps
------------------------------
@ -82,7 +86,7 @@ auto use terrain specular maps
:Range: True/False
:Default: False
If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map.
If a file with pattern :ref:`terrain specular map pattern` exists, use that file as a 'diffuse specular' map.
The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.
normal map pattern
@ -93,7 +97,7 @@ normal map pattern
:Default: _n
The filename pattern to probe for when detecting normal maps
(see 'auto use object normal maps', 'auto use terrain normal maps')
(see :ref:`auto use object normal maps`, :ref:`auto use terrain normal maps`)
normal height map pattern
-------------------------
@ -113,7 +117,7 @@ specular map pattern
:Range:
:Default: _spec
The filename pattern to probe for when detecting object specular maps (see 'auto use object specular maps')
The filename pattern to probe for when detecting object specular maps (see :ref:`auto use object specular maps`)
terrain specular map pattern
----------------------------
@ -122,7 +126,7 @@ terrain specular map pattern
:Range:
:Default: _diffusespec
The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')
The filename pattern to probe for when detecting terrain specular maps (see :ref:`auto use terrain specular maps`)
apply lighting to environment maps
----------------------------------
@ -166,7 +170,7 @@ normal maps are provided. This is due to some groundcover mods using the Z-Up
normals technique to avoid some common issues with shading. As a consequence,
per pixel lighting would give undesirable results.
Note that the rendering will act as if you have 'force shaders' option enabled
Note that the rendering will act as if you have :ref:`force shaders` option enabled
when not set to 'legacy'. This means that shaders will be used to render all objects and
the terrain.
@ -283,7 +287,7 @@ between them. Note, this relies on overriding specific properties of particle
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.
Note that the rendering will act as if you have :ref:`force shaders` option enabled.
This means that shaders will be used to render all objects and the terrain.
weather particle occlusion

@ -405,15 +405,18 @@ console history buffer size = 4096
[Shaders]
# Force rendering with shaders. By default, only bump-mapped objects will use shaders.
# Enabling this option may cause slightly different visuals if the "clamp lighting" option
# is set to false. Otherwise, there should not be a visual difference.
# Force rendering with shaders, even for objects that don't strictly need them.
# By default, only objects with certain effects, such as bump or normal maps will use shaders.
# Many visual enhancements, such as "enable shadows" and "reverse z" require shaders to be used for all objects, and so behave as if this setting is true.
# Some settings, such as "clamp lighting" only apply to objects using shaders, so enabling this option may cause slightly different visuals when used at the same time.
# Otherwise, there should not be a visual difference.
force shaders = false
# Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
# Has no effect if the 'force shaders' option is false.
# Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting.
# Only affects objects drawn with shaders (see "force shaders" option).
# Enabling per-pixel lighting can result in visual differences to the original MW engine as
# certain lights in Morrowind rely on vertex lighting to look as intended.
# Note that groundcover shaders and particle effects ignore this setting.
force per pixel lighting = false
# Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).

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