Shaders Settings ################ .. omw-setting:: :title: force shaders :type: boolean :range: true, false :default: false Force rendering with shaders for all objects, even those that do not strictly need them. Required if enhancements like shadows or reverse z are enabled. May have a significant performance impact. .. omw-setting:: :title: force per pixel lighting :type: boolean :range: true, false :default: false :location: :bdg-info:`In Game > Settings > Options > Video > Lights` Force per-pixel lighting on all shader objects. Changes lighting behavior from the original MW engine. Groundcover shaders and particles ignore this setting. .. omw-setting:: :title: clamp lighting :type: boolean :range: true, false :default: true Restrict lighting to a maximum of (1,1,1) on shader objects. Prevents overly bright or shifted colors but can dull lighting. Terrain is always drawn with shaders to prevent seams. .. omw-setting:: :title: auto use object normal maps :type: boolean :range: true, false :default: false :location: :bdg-success:`Launcher > Settings > Visuals > Shaders` Automatically detect and use object normal maps named with pattern defined by :ref:`normal map pattern`. Otherwise normal maps must be explicitly listed in mesh files. .. omw-setting:: :title: auto use object specular maps :type: boolean :range: true, false :default: false :location: :bdg-success:`Launcher > Settings > Visuals > Shaders` Automatically detect and use object specular maps named with pattern defined by :ref:`specular map pattern`. Only supported in `.osg` files. .. omw-setting:: :title: auto use terrain normal maps :type: boolean :range: true, false :default: false :location: :bdg-success:`Launcher > Settings > Visuals > Shaders` Same as :ref:`auto use object normal maps`, but applies to terrain. .. omw-setting:: :title: auto use terrain specular maps :type: boolean :range: true, false :default: false :location: :bdg-success:`Launcher > Settings > Visuals > Shaders` Use terrain specular maps if matching :ref:`terrain specular map pattern` texture exists. Texture RGB is layer color, alpha is specular multiplier. .. omw-setting:: :title: normal map pattern :type: string :default: _n Filename pattern used to detect normal maps automatically. .. omw-setting:: :title: normal height map pattern :type: string :default: _nh Alternative pattern for normal maps containing height in alpha channel for parallax effects. .. omw-setting:: :title: specular map pattern :type: string :default: _spec Filename pattern to detect object specular maps. .. omw-setting:: :title: terrain specular map pattern :type: string :default: _diffusespec Filename pattern to detect terrain specular maps. .. omw-setting:: :title: apply lighting to environment maps :type: boolean :range: true, false :default: false :location: :bdg-success:`Launcher > Settings > Visuals > Shaders` Enable lighting effects on environment map reflections to prevent glowing in dark areas. .. omw-setting:: :title: lighting method :type: string :range: legacy | shaders compatibility | shaders :default: shaders compatibility :location: :bdg-info:`In Game > Settings > Options > Video > Lights` :bdg-success:`Launcher > Settings > Visuals > Lighting` Controls internal light source handling: - `legacy`: fixed-function pipeline, max 8 lights per object. - `shaders compatibility`: removes light limit, better attenuation, recommended for older hardware. - `shaders`: modern lighting approach, higher light counts, better for modern GPUs. .. omw-setting:: :title: light bounds multiplier :type: float32 :range: 0.0-5.0 :default: 1.65 :location: :bdg-info:`In Game > Settings > Options > Video > Lights` Multiplier for point light bounding sphere radius, affecting light transition smoothness and performance. .. omw-setting:: :title: classic falloff :type: boolean :range: true, false :default: false :location: :bdg-info:`In Game > Settings > Options > Video > Lights` Use traditional point light attenuation without early fade out. Reduces lighting seams but may darken the scene. .. omw-setting:: :title: match sunlight to sun :type: boolean :range: true, false :default: false :location: :bdg-info:`In Game > Settings > Options > Video > Lights` Aligns the sun light source direction with the visible sun position for realism. .. omw-setting:: :title: maximum light distance :type: float32 :range: full float range :default: 8192 :location: :bdg-info:`In Game > Settings > Options > Video > Lights` Maximum distance at which lights illuminate objects. Set to ≤ 0 to disable fading for lights. .. omw-setting:: :title: light fade start :type: float32 :range: 0.0-1.0 :default: 0.85 :location: :bdg-info:`In Game > Settings > Options > Video > Lights` Fraction of max distance where light fading begins. .. omw-setting:: :title: max lights :type: int :range: 2-64 :default: 8 :location: :bdg-info:`In Game > Settings > Options > Video > Lights` Maximum lights affecting each object. Too high values may reduce performance unless using 'shaders' method. .. omw-setting:: :title: minimum interior brightness :type: float32 :range: 0.0-1.0 :default: 0.08 :location: :bdg-info:`In Game > Settings > Options > Video > Lights` Minimum ambient brightness inside interiors. Should be small to avoid unwanted visual changes. .. omw-setting:: :title: antialias alpha test :type: boolean :range: true, false :default: false :location: :bdg-success:`Launcher > Settings > Visuals > Shaders` Converts alpha testing to alpha-to-coverage for smoother edges with MSAA enabled. .. omw-setting:: :title: adjust coverage for alpha test :type: boolean :range: true, false :default: true :location: :bdg-success:`Launcher > Settings > Visuals > Shaders` Mitigates shrinking artifacts on alpha-tested textures without coverage-preserving mipmaps. .. omw-setting:: :title: soft particles :type: boolean :range: true, false :default: false :location: :bdg-success:`Launcher > Settings > Visuals > Shaders` Enables soft particles effect for smoother particle intersections. .. omw-setting:: :title: weather particle occlusion :type: boolean :range: true, false :default: false :location: :bdg-success:`Launcher > Settings > Visuals > Shaders` Prevents rain and snow clipping through ceilings by using an extra render pass. .. warning:: Experimental and may cause visual oddities.