resourceSystem->getSceneManager()->setApplyLightingToEnvMaps(Settings::Manager::getBool("apply lighting to environment maps","Shaders"));
resourceSystem->getSceneManager()->setConvertAlphaTestToAlphaToCoverage(Settings::Manager::getBool("convert alpha test to alpha-to-coverage","Shaders"));
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.
convert alpha test to alpha-to-coverage
---------------------------------------
:Type:boolean
:Range:True/False
:Default:False
Convert the alpha test (cutout/punchthrough alpha) to alpha-to-coverage.
This allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation.
When MSAA is off, this setting will have no visible effect, but might have a performance cost.