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			276 lines
		
	
	
	
		
			9.3 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| Shaders Settings
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| ################
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| 
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| force shaders
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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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| Force rendering with shaders. By default, only bump-mapped objects will use shaders.
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| Enabling this option may cause slightly different visuals if the "clamp lighting" option is set to false.
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| Otherwise, there should not be a visual difference.
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| 
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| Please note enabling shaders has a significant performance impact on most systems.
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| 
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| force per pixel lighting
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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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| Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
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| Has no effect if the 'force shaders' option is false.
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| Enabling per-pixel lighting results in visual differences to the original MW engine.
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| It is not recommended to enable this option when using vanilla Morrowind files,
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| because certain lights in Morrowind rely on vertex lighting to look as intended.
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| Note that groundcover shaders ignore this setting.
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| 
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| clamp lighting
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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:	True
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| 
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| Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
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| Only affects objects that render with shaders (see 'force shaders' option).
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| Always affects terrain.
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| 
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| Leaving this option at its default makes the lighting compatible with Morrowind's fixed-function method,
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| but the lighting may appear dull and there might be colour shifts.
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| Setting this option to 'false' results in more dynamic lighting.
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| 
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| auto use object normal maps
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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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| If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
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| (see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds).
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| If this option is disabled,
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| normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.
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| 
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| auto use object specular maps
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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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| If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
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| (see 'specular map pattern', e.g. for a base texture foo.dds,
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| the specular map texture would have to be named foo_spec.dds).
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| If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file
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| (.osg file, not supported in .nif files). Affects objects.
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| 
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| auto use terrain normal maps
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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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| See 'auto use object normal maps'. Affects terrain.
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| 
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| auto use terrain specular maps
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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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| If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map.
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| The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.
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| 
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| normal map pattern
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| ------------------
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| 
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| :Type:		string
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| :Range:
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| :Default:	_n
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| 
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| The filename pattern to probe for when detecting normal maps
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| (see 'auto use object normal maps', 'auto use terrain normal maps')
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| 
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| normal height map pattern
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| -------------------------
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| 
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| :Type:		string
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| :Range:
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| :Default:	_nh
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| 
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| Alternative filename pattern to probe for when detecting normal maps.
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| Files with this pattern are expected to include 'height' in the alpha channel.
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| This height is used for parallax effects. Works for both terrain and objects.
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| 
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| specular map pattern
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| --------------------
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| 
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| :Type:		string
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| :Range:
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| :Default:	_spec
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| 
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| The filename pattern to probe for when detecting object specular maps (see 'auto use object specular maps')
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| 
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| terrain specular map pattern
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| ----------------------------
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| 
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| :Type:		string
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| :Range:
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| :Default:	_diffusespec
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| 
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| The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')
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| 
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| apply lighting to environment maps
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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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| Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark.
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| Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option.
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| Affected objects will use shaders.
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| 
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| lighting method
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| ---------------
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| 
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| :Type:		string
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| :Range:		legacy|shaders compatibility|shaders
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| :Default:	default
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| 
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| Sets the internal handling of light sources.
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| 
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| 'legacy' is restricted to 8 lights per object and emulates fixed function
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| pipeline compatible lighting.
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| 
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| 'shaders compatibility' removes the light limit controllable through :ref:`max
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| lights` and follows a modifed attenuation formula which can drastically reduce
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| light popping and seams. This mode also enables lighting on groundcover and a
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| configurable light fade. It is recommended to use this with older hardware and a
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| light limit closer to 8. Because of its wide range of compatibility it is set as
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| the default.
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| 
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| 'shaders' carries all of the benefits that 'shaders compatibility' does, but
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| uses a modern approach that allows for a higher :ref:`max lights` count with
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| little to no performance penalties on modern hardware. It is recommended to use
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| this mode when supported and where the GPU is not a bottleneck. On some weaker
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| devices, using this mode along with :ref:`force per pixel lighting` can carry
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| performance penalties.
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| 
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| When enabled, groundcover lighting is forced to be vertex lighting, unless
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| normal maps are provided. This is due to some groundcover mods using the Z-Up
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| normals technique to avoid some common issues with shading. As a consequence,
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| per pixel lighting would give undesirable results.
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| 
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| Note that the rendering will act as if you have 'force shaders' option enabled
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| when not set to 'legacy'. This means that shaders will be used to render all objects and
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| the terrain.
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| 
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| light bounds multiplier
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| -----------------------
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| 
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| :Type:		float
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| :Range:		0.0-5.0
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| :Default:	1.65
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| 
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| Controls the bounding sphere radius of point lights, which is used to determine
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| if an object should receive lighting from a particular light source. Note, this
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| has no direct effect on the overall illumination of lights. Larger multipliers
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| will allow for smoother transitions of light sources, but may require an
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| increase in :ref:`max lights` and thus carries a performance penalty. This
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| especially helps with abrupt light popping with handheld light sources such as
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| torches and lanterns.
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| 
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| This setting has no effect if :ref:`lighting method` is 'legacy'.
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| 
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| maximum light distance
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| ----------------------
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| 
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| :Type:		float
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| :Range:		The whole range of 32-bit floating point
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| :Default:	8192
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| 
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| The maximum distance from the camera that lights will be illuminated, applies to
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| both interiors and exteriors. A lower distance will improve performance. Set
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| this to a non-positive value to disable fading.
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| 
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| This setting has no effect if :ref:`lighting method` is 'legacy'.
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| 
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| light fade start
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| ----------------
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| 
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| :Type:		float
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| :Range:		0.0-1.0
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| :Default:	0.85
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| 
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| The fraction of the maximum distance at which lights will begin to fade away.
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| Tweaking it will make the transition proportionally more or less smooth.
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| 
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| This setting has no effect if the :ref:`maximum light distance` is non-positive
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| or :ref:`lighting method` is 'legacy'.
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| 
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| max lights
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| ----------
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| 
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| :Type:		integer
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| :Range:		2-64
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| :Default:	8
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| 
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| Sets the maximum number of lights that each object can receive lighting from.
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| Increasing this too much can cause significant performance loss, especially if
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| :ref:`lighting method` is not set to 'shaders' or :ref:`force per pixel
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| lighting` is on.
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| 
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| This setting has no effect if :ref:`lighting method` is 'legacy'.
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| 
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| minimum interior brightness
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| ---------------------------
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| 
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| :Type:		float
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| :Range:		0.0-1.0
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| :Default:	0.08
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| 
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| Sets the minimum interior ambient brightness for interior cells when
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| :ref:`lighting method` is not 'legacy'. A consequence of the new lighting system
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| is that interiors will sometimes be darker since light sources now have sensible
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| fall-offs. A couple solutions are to either add more lights or increase their
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| radii to compensate, but these require content changes. For best results it is
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| recommended to set this to 0.0 to retain the colors that level designers
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| intended. If brighter interiors are wanted, however, this setting should be
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| increased. Note, it is advised to keep this number small (< 0.1) to avoid the
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| aforementioned changes in visuals.
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| 
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| This setting has no effect if :ref:`lighting method` is 'legacy'.
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| 
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| antialias alpha test
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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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| Convert the alpha test (cutout/punchthrough alpha) to alpha-to-coverage when :ref:`antialiasing` is on.
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| This allows MSAA to work with alpha-tested meshes, producing better-looking edges without pixelation.
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| When MSAA is off, this setting will have no visible effect, but might have a performance cost.
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| 
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| soft particles
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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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| Enables soft particles for particle effects. This technique softens the
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| intersection between individual particles and other opaque geometry by blending
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| between them. Note, this relies on overriding specific properties of particle
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| systems that potentially differ from the source content, this setting may change
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| the look of some particle systems.
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| 
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| Note that the rendering will act as if you have 'force shaders' option enabled.
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| This means that shaders will be used to render all objects and the terrain.
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