Skip to content

Shader options

IMPORTANT

Status: Supported
Minimal version: 1.3

General

Optional shader settings live in gamedata/configs/engine_external.ltx.

Default preset:

ini

[shaders_options]
USE_LEGACY_LIGHT = 1

; Hozar: Use brga skycolor format
; USE_BGRA_SKYCOLOR = 1;

; Hozar: Use original GSC format for sky ToneMapping
; USE_LEGACY_SKY_TONEMAP = 1

; Hozar: Use normal on Hemi calc
; USE_NORMAL_HEMI_DISTRIBUTION = 1

; Hozar: For PBS pipeline
; IBL_FAKE_IRRADANCE = 1
; IBL_REMAP_IRRADANCE = 1
; IBL_REMAP_REFLECTIONS = 1
; IBL_REMAP_POSITIVE_Y = 1
; IBL_MAX_LOD = 10
; USE_FULL_SKY_SPHERE = 1

Parameters

USE_LEGACY_LIGHT

  • Original lighting model (Diffuse + Specular)

USE_BGRA_SKYCOLOR

  • Sky color from weather configs using BRGA channel order

When disabled, uses RGBA

USE_LEGACY_SKY_TONEMAP

  • Use the original sky tonemapping algorithm

IBL / PBS options

Available defines and their impact on rendering.

USE_NORMAL_HEMI_DISTRIBUTION

  • Apply surface normal to hemisphere lighting (ambient occlusion style shading).

IBL_FAKE_IRRADANCE

(PBS only)

  • Hack for PBS when sky textures lack mip levels.

IBL_REMAP_IRRADANCE

  • Remap Diffuse Irradiance texture.

More physically correct lighting; visuals may vary.

IBL_REMAP_REFLECTIONS

  • Same remap for Specular Reflections (PBS only).

IBL_REMAP_POSITIVE_Y

  • Used for specular reflections.

For GSC skyboxes: ignores fog in reflections.

IBL_MAX_LOD

  • Optional number of mip levels in skyboxes.

USE_FULL_SKY_SPHERE

  • Use classic sky cubes without stretching.

Published under the MIT license.