Saturation And Contrast:
#define COLOR_SAT_SUN_COEF float(0.1)
/* SkyGRAPHICS options file v2.0 RC4.1 */
#ifndef SKYOPT_CFG
#define SKYOPT_CFG
//////////////////////////////////////////////////////////////////
//FX control
//#define IMPROVED_MBLUR // Enable/Disable Motion Blur
#define DEPTH_OF_FIELD // Enable/Disable Depth Of Field
#define PARALLAX_OCCLUSION // Enable/Disable Parallax Occlusion Mapping
#define SSAO // Enable/Disable Screen Space Ambient Occlusion
//#define SUN_SHAFTS // Enable/Disable Sun Shafts (god rays)
//#define USE_F32 // Enable/Disable Float32 mod
//
//////////////////////////////////////////////////////////////////
//---------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Motion Blur
#define MBLUR_SAMPLES int(20) // Quality(Intesity)
//Only for testing.
#define SCALE_X float(-0.03) // velocity ratio X
#define SCALE_Y float(0.03) // velocity ratio Y
#define START_DIST float(0.7) // start distance of interpolation
#define FINAL_DIST float(1.3) // final distance of interpolation
#define VEL_START float(0.009) //velocity softness start distance
#define VEL_FIN float(0.02) //velocity softness final distance
#define IMB_CLAMP float(0.01) //improved motion blur clamp ratio
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Depth Of Field
#define DOF_QUALITY int(12) // MAX - 12
#define MINDIST float(0.4)
#define MAXDIST float(375)
#define MAXCOF float(3)
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Parallax Occlusion Mapping
#define MAX_SAMPLES int(40) //number of maximum samples
#define MIN_SAMPLES int(5) //number of minimum samples
#define PARALLAX_OFFSET float(0.015) //height of extruded surface
#define FINAL_INTERSECTION_LOOPS int(5) //Quantity of cycles of accuracy
//#define USE_TEXTURE_PACK //use additional textures package(81mb)
//#define CORRECT_PERSPECTIVE //WARNING!!! artifacts will appear if defined
//Only for testing.
//These options for algorithm of increase in contrast parallax maps
#define CONTRAST_COEF_Q1 float(0.6)
#define CONTRAST_COEF_Q2 float(1)
#define BRIGHTNESS_COEF float(0.25)
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Screen Space Ambient Occlusion
#define SSAO_QUALITY int(3) //2 - low quality; 3 - high quality
#define SSAO_TEX_CONT //on/off. Rise texture contrast for diffuse lighting
#define CONT_COEF float(0.0) //Rise brightness
//Only for testing.
#define FADE_DIST float(4)
#define FADE_COEF float(0.2)
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Sun Shafts
#define RAY_SAMPLES int(20) //sun shafts qulaity, greater - better
#define SS_INTENSITY float(1) // intesity of sun shafts
//Only for testing.
#define SS_CONTRAST float(4)
//#define SS_FARNEARLERP
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//FLOAT32 v2.0 options
//Cook-Torrance intensity values
#define CT_int 1.25f //CT sun
#define CT_int_in 1.25f //CT indoors
#define BLOOM_val 0.6h //Bloom brightness - Increases HDR brightness of the sky
#define HDR_int 10.h //HDR cutoff - Total HDR brightness
//RADEON COMPATIBILITY MODE - For those who can not use Fetch4 or have issues!
// To turn this mode on, remove the comment brackets "ex. // ".
// If you need to ue NO_F4 then you need to comment out YES_F4 below!!!!
//#define NO_F4
//
//////////////////////////////////////////////////////////////////
/*
Îďčńŕíčĺ ďŕđŕěĺňđîâ.
#define IMPROVED_MBLUR
Âęëţ÷ŕĺň/âűęëţ÷ŕĺň óńîâĺđřĺíńňâîâŕííűé Motion Blur. Äë˙ âęëţ÷ĺíč˙ íŕäî đŕńęîěěĺíňčđîâŕňü ýňó ńňđîęó, íŕďđčěĺđ:
#define IMPROVED_MBLUR
Äë˙ âűęëţ÷ĺíč˙ - íŕäî çŕęîěěĺíňčđîâŕňü:
//#define IMPROVED_MBLUR
#define MBLUR_SAMPLES int(10)
Ďŕđŕěĺňđ äë˙ Motion Blur`ŕ, îďđĺäĺë˙ĺň číňĺíńčâíîńňü ýôôĺęňŕ. ×ĺě áîëüřĺ çíŕ÷ĺíčĺ ňĺě áîëüřŕ˙ číňĺíńčâíîńňü. Âëč˙ĺň íŕ ďđîčçâîäčňĺëüíîńňü. Ďŕđŕěĺňđ íĺ ěîćĺň ďđčíčěŕňü äđîáíűő çíŕ÷ĺíčé.
#define SCALE_X float(-0.03)
#define SCALE_Y float(0.03)
#define VEL_START float(0.009)
#define VEL_FIN float(0.02)
#define IMB_CLAMP float(0.01)
Ďŕđŕěĺňđű äë˙ Motion Blur`ŕ, îňâĺ÷ŕţň çŕ őŕđŕęňĺđ đŕçěűňč˙ ęŕđňčíęč. Íĺ đĺęîěĺíäóĺňń˙ čő ěĺí˙ňü.
#define START_DIST float(0.7)
#define FINAL_DIST float(1.3)
Ďŕđŕěĺňđű äë˙ Motion Blur`ŕ, îďđĺäĺë˙ţň đŕńńňî˙íčĺ ń ęîňîđîăî âęëţ÷ŕĺňń˙ Motion Blur (START_DIST), č đŕńńňî˙íčĺ ń ęîňîđîăî íŕ÷číŕĺňń˙ ďîëíîĺ đŕçěűňčĺ (FINAL_DIST). Ěĺćäó START_DIST č FINAL_DIST ďđîčńőîäčň ďëŕâíűé ďĺđĺőîä îň íĺ đŕçěűňîé îáëŕńňč ę đŕçěűňîé. Ďŕđŕěĺňđű óńëîâíî čçěĺđ˙ţňń˙ â ěĺňđŕő.
#define DEPTH_OF_FIELD
Âęëţ÷ŕĺň/âűęëţ÷ŕĺň ýôôĺęň Depth Of Field. Äë˙ âęëţ÷ĺíč˙ íŕäî đŕńęîěěĺíňčđîâŕňü ýňó ńňđîęó, íŕďđčěĺđ:
#define DEPTH_OF_FIELD
Äë˙ âűęëţ÷ĺíč˙ - íŕäî çŕęîěěĺíňčđîâŕňü:
//#define DEPTH_OF_FIELD
#define DOF_QUALITY int(12)
Ďŕđŕěĺňđ äë˙ Depth Of Field, îďđĺäĺë˙ĺň ęŕ÷ĺńňâî ýôôĺęňŕ. Âëč˙ĺň íŕ ďđîčçâîäčňĺëüíîńňü. Ďŕđŕěĺňđ íĺ ěîćĺň ďđčíčěŕňü äđîáíűő çíŕ÷ĺíčé.
#define MINDIST float(0.4)
#define MAXDIST float(200)
Ďŕđŕěĺňđű äë˙ Depth Of Field, îďđĺäĺë˙ţň đŕńńňî˙íčĺ ń ęîňîđîăî âęëţ÷ŕĺňń˙ Depth Of Field (MINDIST), č đŕńńňî˙íčĺ ń ęîňîđîăî íŕ÷číŕĺňń˙ ďîëíîĺ đŕçěűňčĺ (MAXDIST). Ďŕđŕěĺňđű óńëîâíî čçěĺđ˙ţňń˙ â ěĺňđŕő.
#define MAXCOF float(3)
Ďŕđŕěĺňđ äë˙ Depth Of Field, îďđĺäĺë˙ĺň ńňĺďĺíü đŕçěűňč˙ ýôôĺęňŕ.
#define PARALLAX_OCCLUSION
Âęëţ÷ŕĺň/âűęëţ÷ŕĺň ýôôĺęň Parallax Occlusion Mapping. Äë˙ âęëţ÷ĺíč˙ íŕäî đŕńęîěěĺíňčđîâŕňü ýňó ńňđîęó.
#define MAX_SAMPLES int(40)
#define MIN_SAMPLES int(5)
Ďŕđŕěĺňđű äë˙ Parallax Occlusion, îďđĺäĺë˙ţň ęîëč÷ĺńňâî ňĺęńňóđíűő âűáîđîę. ×ĺě čő áîëüřĺ, ňĺě ęŕ÷ĺńňâĺííĺĺ ýôôĺęň. Âëč˙ĺň íŕ ďđîčçâîäčňĺëüíîńňü. Ďŕđŕěĺňđű íĺ ěîăóň ďđčíčěŕňü äđîáíűő çíŕ÷ĺíčé.
#define PARALLAX_OFFSET float(0.015)
Ďŕđŕěĺňđ äë˙ Paralax Occlusion, îďđĺäĺë˙ĺň âűńîňó ďîâĺđőíîńňč(ńňĺďĺíü ńěĺůĺíč˙). ×ĺě áîëüřĺ çíŕ÷ĺíčĺ, ňĺě áîëüřĺ âűńîňŕ.
#define FINAL_INTERSECTION_LOOPS int(5)
Ďŕđŕěĺňđ äë˙ Parallax Occlusion, îďđĺäĺë˙ĺň ęîëč÷čńňâî öčęëîâ äë˙ íŕőîćäĺíč˙ ňî÷ęč ďĺđĺńĺ÷ĺíč˙. ×ĺě čő áîëüřĺ ňĺě ęŕ÷ĺńňâĺííĺĺ ýôôĺęň. Âëč˙ĺň íŕ ďđîčçâîäčňĺëüíîńňü. Ďŕđŕěĺňđ íĺ ěîćĺň ďđčíčěŕňü äđîáíűő çíŕ÷ĺíčé.
#define USE_TEXTURE_PACK
Ďŕđŕěĺňđ äë˙ Parallax Occlusion, âęë\âűęë čńďîëüçîâŕíčĺ äîďîëíčňĺëüíűő ňĺęńňóđ čç ďĺđâűő âĺđńčé ěîäŕ(1.0 - 1.4)(81ěá).
#define CORRECT_PERSPECTIVE
Ďŕđŕěĺňđ äë˙ Parallax Occlusion, âęëţ÷ŕĺň/âűęëţ÷ŕĺň áîëĺĺ ďđŕâčëüíóţ ďĺđńďĺęňčâó íŕ îńňđűő óăëŕő ăĺîěĺňđčč. Ďîâűřŕĺň čëëţçčţ ńěĺůĺíč˙. Ňđĺáóĺň áîëĺĺ âűńîęčő çíŕ÷ĺíčé äë˙ MAX_SAMPLES č MIN_SAMPLES. Čç-çŕ îńîáĺííîńňĺé čăđîâîé ăĺîěĺňđčč ńňŕëęĺđŕ, íŕ íĺęîňîđűő ďîâĺđőíîńň˙ő ďî˙âë˙ţňń˙ ŕđňĺôŕęňű, â âčäĺ čńęŕćĺíčé. Äë˙ âęëţ÷ĺíč˙ íŕäî đŕńęîěěĺíňčđîâŕňü ýňó ńňđîęó, íŕďđčěĺđ:
#define CORRECT_PERSPECTIVE
Äë˙ âűęëţ÷ĺíč˙ - íŕäî çŕęîěěĺíňčđîâŕňü:
//#define CORRECT_PERSPECTIVE
#define CONTRAST_COEF_Q1 float(0.6)
#define CONTRAST_COEF_Q2 float(1)
#define BRIGHTNESS_COEF float(0.25)
Ďŕđŕěĺňđű äë˙ Parallax Occlusion, čńďîëüçóţňń˙ â ŕëăîđčňěĺ ďîâűřĺíč˙ ęîíňđŕńňíîńňč ęŕđň âűńîň. Íĺ đĺęîěĺíäóĺňń˙ čő ěĺí˙ňü.
#define SSAO
Âęëţ÷ŕĺň/âűęëţ÷ŕĺň ýôôĺęň Screen Space Ambient Occlusion. Äë˙ âęëţ÷ĺíč˙ íŕäî đŕńęîěěĺíňčđîâŕňü ýňó ńňđîęó.
#define SSAO_QUALITY int(3)
Ďŕđŕěĺňđ äë˙ SSAO, îďđĺäĺë˙ĺň ęŕ÷ĺńňâî. Ďđčíčěŕĺň ďŕđŕěĺňđű 2 č 3, ăäĺ 2 - íčçęîĺ ęŕ÷ĺńňâî (âűřĺ ďđîčçâîäčňĺëüíîńňü) , 3 - âűńîęîĺ ęŕ÷ĺńňâî.
#define SSAO_TEX_CONT
Ďŕđŕěĺňđ äë˙ SSAO, ďîâűřŕĺň ęîíňđŕńňíîńňü îńâĺůĺíč˙ äë˙ óëó÷řĺíč˙ îňîáđŕćĺíč˙ ýôôĺęňŕ ssao. Äë˙ âęëţ÷ĺíč˙ íŕäî đŕńęîěěĺíňčđîâŕňü ýňó ńňđîęó.
#define CONT_COEF float(0.1)
Ďŕđŕěĺňđ äë˙ SSAO, ęîĺôčöčĺíň äë˙ ďîâűřĺíč˙ ˙đęîńňč SSAO_TEX_CONT.
#define FADE_DIST float(4)
#define FADE_COEF float(0.2)
Ďŕđŕěĺňđű äë˙ SSAO, âëč˙ţň íŕ çŕňóőŕíčĺ ýôôĺęňŕ âáëčçč. Íóćíî äë˙ óěĺíüřĺíč˙ ŕđňĺôŕęňîâ.
#define SUN_SHAFTS
Âęëţ÷ŕĺň/âűęëţ÷ŕĺň ýôôĺęň Sun Shafts (ëó÷č ńâĺňŕ). Äë˙ âęëţ÷ĺíč˙ íŕäî đŕńęîěěĺíňčđîâŕňü ýňó ńňđîęó.
#define RAY_SAMPLES int(10)
Ďŕđŕěĺňđ äë˙ Sun Shafts, îďđĺäĺë˙ĺň ęŕ÷ĺńňâî. ×ĺě áîëüřĺ çíŕ÷ĺíčĺ, ňĺě ëó÷řĺ ęŕ÷ĺńňâî (č ěĺíüřĺ ďđîčçâîäčňĺëüíîńňü).
#define SS_CLAMP float(0.2)
Ďŕđŕěĺňđ äë˙ Sun Shafts, čńďîëüçóĺňń˙ äë˙ óńňđŕíĺíč˙ ŕđňĺôŕęňîâ.
#define SS_INTENSITY float(1)
Ďŕđŕěĺňđ äë˙ Sun Shafts, âëč˙ĺň íŕ číňĺíńčâíîńňü.
#define USE_F32
Âęë\âűęë ěîäŕ Float32 v2.0.
*/
#endif
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