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