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			117 lines
		
	
	
	
		
			4.7 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| Water Settings
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| ##############
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| 
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| .. note::
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| 	The settings for the water shader are difficult to describe,
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| 	but can be seen immediately in the Water tab of the Video panel in the Options menu.
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| 	Changes there will be saved to these settings.
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| 	It is suggested to stand on the shore of a moderately broad body of water with trees or other objects
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| 	on the far shore to test reflection textures,
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| 	underwater plants in shallow water near by to test refraction textures,
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| 	and some deep water visible from your location to test deep water visibility.
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| 
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| shader
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| ------
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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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| 
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| This setting enables or disables the water shader, which results in much more realistic looking water surfaces,
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| including reflected objects and a more detailed wavy surface.
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| 
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| This setting can be toggled with the Shader button in the Water tab of the Video panel of the Options menu.
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| 
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| rtt size
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| --------
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| 
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| :Type:		integer
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| :Range:		> 0
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| :Default:	512
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| 
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| The setting determines the size of the texture used for reflection and refraction (if enabled).
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| For reflection, the texture size determines the detail of reflected images on the surface of the water.
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| For refraction, the texture size determines the detail of the objects on the other side of the plane of water
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| (which have a wavy appearance caused by the refraction).
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| RTT is an acronym for Render To Texture which allows rendering of the scene to be saved as a texture.
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| Higher values produces better visuals and result in a marginally lower frame rate depending on your graphics hardware.
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| 
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| In the Water tab of the Video panel of the Options menu, the choices are Low (512), Medium (1024) and High (2048).
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| This setting has no effect if the shader setting is false.
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| It is recommended to use values that are a power of two because this results in more efficient use of video hardware.
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| 
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| This setting has no effect if the shader setting is false.
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| 
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| refraction
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| ----------
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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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| 
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| This setting enables the refraction rendering feature of the water shader.
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| Refraction causes deep water to be more opaque
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| and objects seen through the plane of the water to have a wavy appearance.
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| Enabling this feature results in better visuals, and a marginally lower frame rate depending on your graphics hardware.
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| 
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| This setting has no effect if the shader setting is false.
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| 
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| This setting can be toggled with the 'Refraction' button in the Water tab of the Video panel of the Options menu.
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| 
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| reflection detail
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| -----------------
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| 
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| :Type:		integer
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| :Range:		0, 1, 2, 3, 4, 5
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| :Default:	2
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| 
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| Controls what kinds of things are rendered in water reflections.
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| 
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| 0: only sky is reflected
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| 1: terrain is also reflected
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| 2: statics, activators, and doors are also reflected
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| 3: items, containers, and particles are also reflected
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| 4: actors are also reflected
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| 5: groundcover objects are also reflected
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| 
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| In interiors the lowest level is 2.
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| This setting can be changed ingame with the "Reflection shader detail" dropdown under the Water tab of the Video panel in the Options menu.
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| 
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| small feature culling pixel size
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| --------------------------------
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| 
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| :Type:		floating point
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| :Range:		> 0
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| :Default:	20.0
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| 
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| Controls the cutoff in pixels for small feature culling - see the 'Camera' section for more details,
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| however this setting in the 'Water' section applies specifically to objects rendered in water reflection
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| and refraction textures.
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| 
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| The setting 'rtt size' interacts with this setting
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| because it controls how large a pixel on the water texture (technically called a texel) is in pixels on the screen.
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| 
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| This setting will have no effect if the shader setting is false,
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| or the 'small feature culling' (in the 'Camera' section) is disabled.
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| 
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| This setting can only be configured by editing the settings configuration file.
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| 
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| refraction scale
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| ----------------
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| 
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| :Type:		floating point
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| :Range:		0 to 1
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| :Default:	1.0
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| 
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| Simulates light rays refracting when transitioning from air to water, which causes the space under water look scaled down
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| in height when viewed from above the water surface. Though adding realism, the setting can cause distortion which can
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| make for example aiming at enemies in water more challenging, so it is off by default (i.e. set to 1.0). To get a realistic
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| look of real-life water, set the value to 0.75.
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| 
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| This setting only applies if water shader is on and refractions are enabled. Note that if refractions are enabled and this
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| setting if off, there will still be small refractions caused by the water waves, which however do not cause such significant
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| distortion.
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| 
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| .. warning::
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|     The `refraction scale` is currently mutually exclusive to underwater shadows. Setting this to any value except 1.0
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|     will cause underwater shadows to be disabled. This will be addressed in issue https://gitlab.com/OpenMW/openmw/-/issues/5709
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