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 = 1Parameters
USE_LEGACY_LIGHT
- Original lighting model (Diffuse + Specular)
USE_BGRA_SKYCOLOR
- Sky color from weather configs using
BRGAchannel 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.