mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Fix typo and update settings files
This commit is contained in:
parent
d9effbb179
commit
80db8804c7
3 changed files with 75 additions and 4 deletions
|
@ -666,6 +666,70 @@
|
|||
# type: bool
|
||||
# enable_waving_plants = false
|
||||
|
||||
#### Dynamic shadows
|
||||
|
||||
# Set to true to enable Shadow Mapping.
|
||||
# Requires shaders to be enabled.
|
||||
# type: bool
|
||||
# enable_dynamic_shadows = false
|
||||
|
||||
# Set the shadow strength gamma.
|
||||
# Adjusts the intensity of in-game dynamic shadows.
|
||||
# Lower value means lighter shadows, higher value means darker shadows.
|
||||
# type: float min: 0.1 max: 10
|
||||
# shadow_strength_gamma = 1.0
|
||||
|
||||
# Maximum distance to render shadows.
|
||||
# type: float min: 10 max: 1000
|
||||
# shadow_map_max_distance = 120.0
|
||||
|
||||
# Texture size to render the shadow map on.
|
||||
# This must be a power of two.
|
||||
# Bigger numbers create better shadows but it is also more expensive.
|
||||
# type: int min: 128 max: 8192
|
||||
# shadow_map_texture_size = 1024
|
||||
|
||||
# Sets shadow texture quality to 32 bits.
|
||||
# On false, 16 bits texture will be used.
|
||||
# This can cause much more artifacts in the shadow.
|
||||
# type: bool
|
||||
# shadow_map_texture_32bit = true
|
||||
|
||||
# Enable Poisson disk filtering.
|
||||
# On true uses Poisson disk to make "soft shadows". Otherwise uses PCF filtering.
|
||||
# type: bool
|
||||
# shadow_poisson_filter = true
|
||||
|
||||
# Define shadow filtering quality.
|
||||
# This simulates the soft shadows effect by applying a PCF or Poisson disk
|
||||
# but also uses more resources.
|
||||
# type: enum values: 0, 1, 2
|
||||
# shadow_filters = 1
|
||||
|
||||
# Enable colored shadows.
|
||||
# On true translucent nodes cast colored shadows. This is expensive.
|
||||
# type: bool
|
||||
# shadow_map_color = false
|
||||
|
||||
# Spread a complete update of shadow map over given amount of frames.
|
||||
# Higher values might make shadows laggy, lower values
|
||||
# will consume more resources.
|
||||
# Minimum value: 1; maximum value: 16
|
||||
# type: int min: 1 max: 16
|
||||
# shadow_update_frames = 8
|
||||
|
||||
# Set the soft shadow radius size.
|
||||
# Lower values mean sharper shadows, bigger values mean softer shadows.
|
||||
# Minimum value: 1.0; maximum value: 10.0
|
||||
# type: float min: 1 max: 10
|
||||
# shadow_soft_radius = 1.0
|
||||
|
||||
# Set the tilt of Sun/Moon orbit in degrees.
|
||||
# Value of 0 means no tilt / vertical orbit.
|
||||
# Minimum value: 0.0; maximum value: 60.0
|
||||
# type: float min: 0 max: 60
|
||||
# shadow_sky_body_orbit_tilt = 0.0
|
||||
|
||||
### Advanced
|
||||
|
||||
# Arm inertia, gives a more realistic movement of
|
||||
|
@ -939,6 +1003,11 @@
|
|||
# type: bool
|
||||
# show_entity_selectionbox = false
|
||||
|
||||
# Distance in nodes at which transparency depth sorting is enabled
|
||||
# Use this to limit the performance impact of transparency depth sorting
|
||||
# type: int min: 0 max: 128
|
||||
# transparency_sorting_distance = 16
|
||||
|
||||
## Menus
|
||||
|
||||
# Use a cloud animation for the main menu background.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue