mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-02-28 12:40:06 +00:00
Merge branch 'wtf-even-is-force-shaders' into 'master'
Clarify shaders documentation See merge request OpenMW/openmw!3860
This commit is contained in:
commit
097fad352f
@ -8,11 +8,15 @@ force shaders
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Force rendering with shaders. By default, only bump-mapped objects will use shaders.
|
||||
Enabling this option may cause slightly different visuals if the "clamp lighting" option is set to false.
|
||||
Force rendering with shaders, even for objects that don't strictly need them.
|
||||
By default, only objects with certain effects, such as bump or normal maps will use shaders.
|
||||
With enhancements enabled, such as :ref:`enable shadows` and :ref:`reverse z`, shaders must be used for all objects, as if this setting is true.
|
||||
Typically, one or more of these enhancements will be enabled, and shaders will be needed for everything anyway, meaning toggling this setting will have no effect.
|
||||
|
||||
Some settings, such as :ref:`clamp lighting` only apply to objects using shaders, so enabling this option may cause slightly different visuals when used at the same time.
|
||||
Otherwise, there should not be a visual difference.
|
||||
|
||||
Please note enabling shaders has a significant performance impact on most systems.
|
||||
Please note enabling shaders may have a significant performance impact on some systems, and a mild impact on many others.
|
||||
|
||||
force per pixel lighting
|
||||
------------------------
|
||||
@ -21,10 +25,10 @@ force per pixel lighting
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
|
||||
Has no effect if the 'force shaders' option is false.
|
||||
Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting.
|
||||
Only affects objects drawn with shaders (see :ref:`force shaders` option).
|
||||
Enabling per-pixel lighting results in visual differences to the original MW engine as certain lights in Morrowind rely on vertex lighting to look as intended.
|
||||
Note that groundcover shaders ignore this setting.
|
||||
Note that groundcover shaders and particle effects ignore this setting.
|
||||
|
||||
clamp lighting
|
||||
--------------
|
||||
@ -34,8 +38,8 @@ clamp lighting
|
||||
:Default: True
|
||||
|
||||
Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
|
||||
Only affects objects that render with shaders (see 'force shaders' option).
|
||||
Always affects terrain.
|
||||
Only affects objects drawn with shaders (see :ref:`force shaders` option) as objects drawn without shaders always have clamped lighting.
|
||||
When disabled, terrain is always drawn with shaders to prevent seams between tiles that are and that aren't.
|
||||
|
||||
Leaving this option at its default makes the lighting compatible with Morrowind's fixed-function method,
|
||||
but the lighting may appear dull and there might be colour shifts.
|
||||
@ -49,9 +53,9 @@ auto use object normal maps
|
||||
:Default: False
|
||||
|
||||
If this option is enabled, normal maps are automatically recognized and used if they are named appropriately
|
||||
(see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds).
|
||||
(see :ref:`normal map pattern`, e.g. for a base texture ``foo.dds``, the normal map texture would have to be named ``foo_n.dds``).
|
||||
If this option is disabled,
|
||||
normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.
|
||||
normal maps are only used if they are explicitly listed within the mesh file (``.nif`` or ``.osg`` file). Affects objects.
|
||||
|
||||
auto use object specular maps
|
||||
-----------------------------
|
||||
@ -61,10 +65,10 @@ auto use object specular maps
|
||||
:Default: False
|
||||
|
||||
If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
|
||||
(see 'specular map pattern', e.g. for a base texture foo.dds,
|
||||
the specular map texture would have to be named foo_spec.dds).
|
||||
(see :ref:`specular map pattern`, e.g. for a base texture ``foo.dds``,
|
||||
the specular map texture would have to be named ``foo_spec.dds``).
|
||||
If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file
|
||||
(.osg file, not supported in .nif files). Affects objects.
|
||||
(``.osg`` file, not supported in ``.nif`` files). Affects objects.
|
||||
|
||||
auto use terrain normal maps
|
||||
----------------------------
|
||||
@ -73,7 +77,7 @@ auto use terrain normal maps
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
See 'auto use object normal maps'. Affects terrain.
|
||||
See :ref:`auto use object normal maps`. Affects terrain.
|
||||
|
||||
auto use terrain specular maps
|
||||
------------------------------
|
||||
@ -82,7 +86,7 @@ auto use terrain specular maps
|
||||
:Range: True/False
|
||||
:Default: False
|
||||
|
||||
If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map.
|
||||
If a file with pattern :ref:`terrain specular map pattern` exists, use that file as a 'diffuse specular' map.
|
||||
The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.
|
||||
|
||||
normal map pattern
|
||||
@ -93,7 +97,7 @@ normal map pattern
|
||||
:Default: _n
|
||||
|
||||
The filename pattern to probe for when detecting normal maps
|
||||
(see 'auto use object normal maps', 'auto use terrain normal maps')
|
||||
(see :ref:`auto use object normal maps`, :ref:`auto use terrain normal maps`)
|
||||
|
||||
normal height map pattern
|
||||
-------------------------
|
||||
@ -113,7 +117,7 @@ specular map pattern
|
||||
:Range:
|
||||
:Default: _spec
|
||||
|
||||
The filename pattern to probe for when detecting object specular maps (see 'auto use object specular maps')
|
||||
The filename pattern to probe for when detecting object specular maps (see :ref:`auto use object specular maps`)
|
||||
|
||||
terrain specular map pattern
|
||||
----------------------------
|
||||
@ -122,7 +126,7 @@ terrain specular map pattern
|
||||
:Range:
|
||||
:Default: _diffusespec
|
||||
|
||||
The filename pattern to probe for when detecting terrain specular maps (see 'auto use terrain specular maps')
|
||||
The filename pattern to probe for when detecting terrain specular maps (see :ref:`auto use terrain specular maps`)
|
||||
|
||||
apply lighting to environment maps
|
||||
----------------------------------
|
||||
@ -166,7 +170,7 @@ normal maps are provided. This is due to some groundcover mods using the Z-Up
|
||||
normals technique to avoid some common issues with shading. As a consequence,
|
||||
per pixel lighting would give undesirable results.
|
||||
|
||||
Note that the rendering will act as if you have 'force shaders' option enabled
|
||||
Note that the rendering will act as if you have :ref:`force shaders` option enabled
|
||||
when not set to 'legacy'. This means that shaders will be used to render all objects and
|
||||
the terrain.
|
||||
|
||||
@ -283,7 +287,7 @@ between them. Note, this relies on overriding specific properties of particle
|
||||
systems that potentially differ from the source content, this setting may change
|
||||
the look of some particle systems.
|
||||
|
||||
Note that the rendering will act as if you have 'force shaders' option enabled.
|
||||
Note that the rendering will act as if you have :ref:`force shaders` option enabled.
|
||||
This means that shaders will be used to render all objects and the terrain.
|
||||
|
||||
weather particle occlusion
|
||||
|
@ -405,19 +405,23 @@ console history buffer size = 4096
|
||||
|
||||
[Shaders]
|
||||
|
||||
# Force rendering with shaders. By default, only bump-mapped objects will use shaders.
|
||||
# Enabling this option may cause slightly different visuals if the "clamp lighting" option
|
||||
# is set to false. Otherwise, there should not be a visual difference.
|
||||
# Force rendering with shaders, even for objects that don't strictly need them.
|
||||
# By default, only objects with certain effects, such as bump or normal maps will use shaders.
|
||||
# With enhancements enabled, such as "enable shadows" and "reverse z", shaders must be used for all objects, as if this setting is true.
|
||||
# Some settings, such as "clamp lighting" only apply to objects using shaders, so enabling this option may cause slightly different visuals when used at the same time.
|
||||
# Otherwise, there should not be a visual difference.
|
||||
force shaders = false
|
||||
|
||||
# Force the use of per pixel lighting. By default, only bump mapped objects use per-pixel lighting.
|
||||
# Has no effect if the 'force shaders' option is false.
|
||||
# Force the use of per pixel lighting. By default, only bump and normal mapped objects use per-pixel lighting.
|
||||
# Only affects objects drawn with shaders (see "force shaders" option).
|
||||
# Enabling per-pixel lighting can result in visual differences to the original MW engine as
|
||||
# certain lights in Morrowind rely on vertex lighting to look as intended.
|
||||
# Note that groundcover shaders and particle effects ignore this setting.
|
||||
force per pixel lighting = false
|
||||
|
||||
# Restrict the amount of lighting that an object can receive to a maximum of (1,1,1).
|
||||
# Only affects objects that render with shaders (see 'force shaders' option). Always affects terrain.
|
||||
# Only affects objects that render with shaders (see 'force shaders' option).
|
||||
# When disabled, terrain is always drawn with shaders to prevent seams between tiles that are and that aren't.
|
||||
# Setting this option to 'true' results in fixed-function compatible lighting, but the lighting
|
||||
# may appear 'dull' and there might be color shifts.
|
||||
# Setting this option to 'false' results in more realistic lighting.
|
||||
|
Loading…
x
Reference in New Issue
Block a user