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35 changed files with 117 additions and 411 deletions
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@ -61,7 +61,7 @@
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#
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# # This is a comment
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# #
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# # Requires: shaders, enable_dynamic_shadows, !enable_waving_leaves
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# # Requires: enable_dynamic_shadows, !enable_waving_leaves
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# name (Readable name) type type_args
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#
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# A requirement can be the name of a boolean setting or an engine-defined value.
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@ -69,8 +69,6 @@
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#
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# * The value of a boolean setting, such as enable_dynamic_shadows
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# * An engine-defined value:
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# * shaders_support (a video driver that supports shaders, may not be enabled)
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# * shaders (both enable_shaders and shaders_support)
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# * desktop / android
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# * touchscreen / keyboard_mouse
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# * opengl / gles
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@ -277,7 +275,6 @@ undersampling (Undersampling) int 1 1 8
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# - topbottom: split screen top/bottom.
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# - sidebyside: split screen side by side.
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# - crossview: Cross-eyed 3d
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# Note that the interlaced mode requires shaders to be enabled.
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3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview
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# Strength of 3D mode parallax.
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@ -416,11 +413,11 @@ anisotropic_filter (Anisotropic filtering) bool false
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# Smoothens out block edges but does not affect the insides of textures.
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# A restart is required to change this option.
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#
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# * FXAA - Fast approximate antialiasing (requires shaders)
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# * FXAA - Fast approximate antialiasing
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# Applies a post-processing filter to detect and smoothen high-contrast edges.
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# Provides balance between speed and image quality.
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#
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# * SSAA - Super-sampling antialiasing (requires shaders)
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# * SSAA - Super-sampling antialiasing
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# Renders higher-resolution image of the scene, then scales down to reduce
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# the aliasing effects. This is the slowest and the most accurate method.
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antialiasing (Antialiasing method) enum none none,fsaa,fxaa,ssaa
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@ -473,18 +470,12 @@ enable_particles (Digging particles) bool true
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[**Waving Nodes]
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# Set to true to enable waving leaves.
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#
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# Requires: shaders
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enable_waving_leaves (Waving leaves) bool false
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# Set to true to enable waving plants.
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#
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# Requires: shaders
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enable_waving_plants (Waving plants) bool false
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# Set to true to enable waving liquids (like water).
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#
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# Requires: shaders
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enable_waving_water (Waving liquids) bool false
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# The maximum height of the surface of waving liquids.
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@ -492,70 +483,70 @@ enable_waving_water (Waving liquids) bool false
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# 0.0 = Wave doesn't move at all.
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# Default is 1.0 (1/2 node).
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#
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# Requires: shaders, enable_waving_water
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# Requires: enable_waving_water
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water_wave_height (Waving liquids wave height) float 1.0 0.0 4.0
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# Length of liquid waves.
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#
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# Requires: shaders, enable_waving_water
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# Requires: enable_waving_water
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water_wave_length (Waving liquids wavelength) float 20.0 0.1
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# How fast liquid waves will move. Higher = faster.
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# If negative, liquid waves will move backwards.
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#
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# Requires: shaders, enable_waving_water
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# Requires: enable_waving_water
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water_wave_speed (Waving liquids wave speed) float 5.0
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[**Dynamic shadows]
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# Set to true to enable Shadow Mapping.
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#
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# Requires: shaders, opengl
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# Requires: opengl
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enable_dynamic_shadows (Dynamic shadows) bool false
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# Set the shadow strength gamma.
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# Adjusts the intensity of in-game dynamic shadows.
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# Lower value means lighter shadows, higher value means darker shadows.
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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# Requires: enable_dynamic_shadows, opengl
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shadow_strength_gamma (Shadow strength gamma) float 1.0 0.1 10.0
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# Maximum distance to render shadows.
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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# Requires: enable_dynamic_shadows, opengl
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shadow_map_max_distance (Shadow map max distance in nodes to render shadows) float 140.0 10.0 1000.0
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# Texture size to render the shadow map on.
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# This must be a power of two.
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# Bigger numbers create better shadows but it is also more expensive.
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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# Requires: enable_dynamic_shadows, opengl
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shadow_map_texture_size (Shadow map texture size) int 2048 128 8192
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# Sets shadow texture quality to 32 bits.
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# On false, 16 bits texture will be used.
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# This can cause much more artifacts in the shadow.
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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# Requires: enable_dynamic_shadows, opengl
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shadow_map_texture_32bit (Shadow map texture in 32 bits) bool true
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# Enable Poisson disk filtering.
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# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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# Requires: enable_dynamic_shadows, opengl
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shadow_poisson_filter (Poisson filtering) bool true
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# Define shadow filtering quality.
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# This simulates the soft shadows effect by applying a PCF or Poisson disk
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# but also uses more resources.
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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# Requires: enable_dynamic_shadows, opengl
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shadow_filters (Shadow filter quality) enum 1 0,1,2
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# Enable colored shadows.
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# On true translucent nodes cast colored shadows. This is expensive.
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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# Requires: enable_dynamic_shadows, opengl
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shadow_map_color (Colored shadows) bool false
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# Spread a complete update of shadow map over given number of frames.
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@ -563,28 +554,26 @@ shadow_map_color (Colored shadows) bool false
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# will consume more resources.
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# Minimum value: 1; maximum value: 16
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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# Requires: enable_dynamic_shadows, opengl
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shadow_update_frames (Map shadows update frames) int 8 1 16
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# Set the soft shadow radius size.
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# Lower values mean sharper shadows, bigger values mean softer shadows.
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# Minimum value: 1.0; maximum value: 15.0
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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# Requires: enable_dynamic_shadows, opengl
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shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
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# Set the default tilt of Sun/Moon orbit in degrees.
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# Games may change orbit tilt via API.
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# Value of 0 means no tilt / vertical orbit.
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#
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# Requires: shaders, enable_dynamic_shadows, opengl
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# Requires: enable_dynamic_shadows, opengl
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shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
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[**Post Processing]
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# Enables the post processing pipeline.
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#
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# Requires: shaders
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enable_post_processing (Enable Post Processing) bool true
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# Enables Hable's 'Uncharted 2' filmic tone mapping.
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@ -592,7 +581,7 @@ enable_post_processing (Enable Post Processing) bool true
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# appearance of high dynamic range images. Mid-range contrast is slightly
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# enhanced, highlights and shadows are gradually compressed.
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#
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# Requires: shaders, enable_post_processing
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# Requires: enable_post_processing
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tone_mapping (Filmic tone mapping) bool false
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# Enable automatic exposure correction
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@ -600,14 +589,14 @@ tone_mapping (Filmic tone mapping) bool false
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# automatically adjust to the brightness of the scene,
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# simulating the behavior of human eye.
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#
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# Requires: shaders, enable_post_processing
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# Requires: enable_post_processing
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enable_auto_exposure (Enable Automatic Exposure) bool false
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# Set the exposure compensation in EV units.
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# Value of 0.0 (default) means no exposure compensation.
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# Range: from -1 to 1.0
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#
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# Requires: shaders, enable_post_processing, enable_auto_exposure
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# Requires: enable_post_processing, enable_auto_exposure
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exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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# Apply dithering to reduce color banding artifacts.
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@ -618,35 +607,35 @@ exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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# With OpenGL ES, dithering only works if the shader supports high
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# floating-point precision and it may have a higher performance impact.
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#
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# Requires: shaders, enable_post_processing
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# Requires: enable_post_processing
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debanding (Enable Debanding) bool true
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# Set to true to enable bloom effect.
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# Bright colors will bleed over the neighboring objects.
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#
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# Requires: shaders, enable_post_processing
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# Requires: enable_post_processing
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enable_bloom (Enable Bloom) bool false
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# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
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#
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# Requires: shaders, enable_post_processing, enable_bloom
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# Requires: enable_post_processing, enable_bloom
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enable_volumetric_lighting (Volumetric lighting) bool false
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[**Other Effects]
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# Simulate translucency when looking at foliage in the sunlight.
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#
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# Requires: shaders, enable_dynamic_shadows
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# Requires: enable_dynamic_shadows
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enable_translucent_foliage (Translucent foliage) bool false
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# Apply specular shading to nodes.
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#
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# Requires: shaders, enable_dynamic_shadows
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# Requires: enable_dynamic_shadows
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enable_node_specular (Node specular) bool false
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# When enabled, liquid reflections are simulated.
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#
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# Requires: shaders, enable_waving_water, enable_dynamic_shadows
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# Requires: enable_waving_water, enable_dynamic_shadows
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enable_water_reflections (Liquid reflections) bool false
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[*Audio]
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@ -1837,14 +1826,7 @@ ignore_world_load_errors (Ignore world errors) bool false
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[**Graphics]
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# Shaders are a fundamental part of rendering and enable advanced visual effects.
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#
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# Requires: shaders_support
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enable_shaders (Shaders) bool true
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# Path to shader directory. If no path is defined, default location will be used.
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#
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# Requires: shaders
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shader_path (Shader path) path
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# The rendering back-end.
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@ -1864,10 +1846,6 @@ cloud_radius (Cloud radius) int 12 1 62
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# Whether node texture animations should be desynchronized per mapblock.
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desynchronize_mapblock_texture_animation (Desynchronize block animation) bool false
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# Enables caching of facedir rotated meshes.
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# This is only effective with shaders disabled.
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enable_mesh_cache (Mesh cache) bool false
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# Delay between mesh updates on the client in ms. Increasing this will slow
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# down the rate of mesh updates, thus reducing jitter on slower clients.
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mesh_generation_interval (Mapblock mesh generation delay) int 0 0 50
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@ -1922,7 +1900,7 @@ opengl_debug (OpenGL debug) bool false
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# top-left - processed base image, top-right - final image
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# bottom-left - raw base image, bottom-right - bloom texture.
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#
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# Requires: shaders, enable_post_processing, enable_bloom
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# Requires: enable_post_processing, enable_bloom
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enable_bloom_debug (Enable Bloom Debug) bool false
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[**Sound]
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