Added Sildurs Enhanced Default Shaderpack
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#Global Settings
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# Set clouds type or turn clouds off
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# The clouds are also controlled by "Video Settings -> Details -> Clouds" with higher priority
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# clouds=fast|fancy|off
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# Enable or disable old hand light
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# Backwards compatibility for shader packs not supporting main and off hand.
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# When enabled uses the handheld item with higher light value for the main hand.
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# The old hand light is also controlled by "Video Settings -> Shaders -> Old Hand Light" with higher priority
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#oldHandLight=true|false
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# Enable or disable old block lighting with fixed multiplier
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# The old block lighting is also controlled by "Video Settings -> Shaders -> Old Lighting" with higher priority
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# oldLighting=true|false
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oldLighting=false
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# Enable or disable rendering of translucent blocks (water, stained glass) in the shadow pass
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# shadowTranslucent=true|false
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shadowTranslucent=true
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frustum.culling=true
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# Enable or disable the dynamic hand light from "Dynamic Lights"
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# This option can be used to disable the dynamic hand light from "Dynamic Lights" if the shader implements its own hand light.
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# dynamicHandLight=true|false
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# Enable or disable underwater screen overlay
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# underwaterOverlay=true|false
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# Enable or disable sun rendering
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# sun=true|false
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sun=true
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# Enable or disable moon rendering
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# moon=true|false
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moon=true
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# Disable the shadow progam if shadows are disabled
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program.shadow.enabled=Shadows
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#Final screen
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screen=<profile> <empty> <empty> <empty> [AA_SCREEN] [AO_SCREEN] [COLOR_SCREEN] [DOF_SCREEN] [NORMALMAP_SCREEN] [MOTION_SCREEN] [REFLECTIONS_SCREEN] [SKY_SCREEN] [SHADOWS_SCREEN] [WAVING_SCREEN] [MISC_SCREEN] Celshading Fog MobsFlashRed
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#Sub-screens:
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screen.AA_SCREEN=TAA TAA_sharpness
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screen.AO_SCREEN=SSAO ambientOcclusionLevel
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screen.COLOR_SCREEN=Tonemap gamma Colorboost <empty> Crossprocess <empty> HandLight <empty> customLight emissive_R <empty> emissive_G <empty> emissive_B
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screen.DOF_SCREEN=Depth_of_Field DoF_Strength smoothDof <empty> Distance_Blur Dof_Distance_View
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screen.NORMALMAP_SCREEN=nMap POM_RES <empty> POM_DIST <empty> POM_DEPTH
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screen.MOTION_SCREEN=Motionblur MB_strength
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screen.SHADOWS_SCREEN=Shadows Colored_Shadows grass_shadows shadowMapResolution shadowDistance slight sunPathRotation
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screen.SKY_SCREEN=Godrays grays_quality <empty> grays_intensity
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screen.REFLECTIONS_SCREEN=Reflections Refractions WaterReflection waterTex TransparentReflections skyReflection
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screen.WAVING_SCREEN=animationSpeed <empty> Waving_Grass Waving_Tallgrass Waving_Entities Waving_Leaves Waving_Vines Waving_Fire Waving_Lanterns Waving_Lava Waving_Water waves_amplitude
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screen.MISC_SCREEN=depthbuffer draw_refnormals <empty> draw_bmap
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screen.WIP=*
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sliders=gamma emissive_R emissive_G emissive_B ambientOcclusionLevel TAA_sharpness
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# Used for TAA
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#uniform.vec2.texelSize=vec2(1.0/viewWidth,1.0/viewHeight) //doesnt work in 1.7.10
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uniform.int.framemod8=fmod(frameCounter, 8)
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profile.Fast=TAA:false SSAO:false HandLight:true customLight:false Celshading:false MobsFlashRed:true Fog:true Tonemap:false Colorboost:false Crossprocess:false Depth_of_Field:false Distance_Blur:false nMap:0 Motionblur:false Shadows:true Colored_Shadows:true grass_shadows:true shadowMapResolution:1024 shadowDistance:90.0 Godrays:false grays_quality:1 Reflections:true Refractions:false WaterReflection:true waterTex:true TransparentReflections:true skyReflection:false Waving_Grass:true Waving_Tallgrass:true Waving_Entities:true Waving_Leaves:true Waving_Vines:true Waving_Fire:true Waving_Lava:true Waving_Water:true Waving_Lanterns:true
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profile.Fancy=TAA:true SSAO:true HandLight:true customLight:false Celshading:false MobsFlashRed:true Fog:true Tonemap:false Colorboost:false Crossprocess:false Depth_of_Field:false Distance_Blur:false nMap:0 Motionblur:false Shadows:true Colored_Shadows:true grass_shadows:true shadowMapResolution:2048 shadowDistance:110.0 Godrays:true grays_quality:2 Reflections:true Refractions:true WaterReflection:true waterTex:true TransparentReflections:true skyReflection:true Waving_Grass:true Waving_Tallgrass:true Waving_Entities:true Waving_Leaves:true Waving_Vines:true Waving_Fire:true Waving_Lava:true Waving_Water:true Waving_Lanterns:true
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