112 lines
6.1 KiB
Plaintext
112 lines
6.1 KiB
Plaintext
/*
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Sildur's Enhanced Default:
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https://www.patreon.com/Sildur
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https://sildurs-shaders.github.io/
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https://twitter.com/Sildurs_shaders
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https://www.curseforge.com/minecraft/customization/sildurs-enhanced-default
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Permissions:
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You are not allowed to edit, copy code or share my shaderpack under a different name or claim it as yours.
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*/
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#ifdef composite0
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#define SSAO //Toggle custom ambient occlusion.
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const float ambientOcclusionLevel = 1.0f; //Adjust minecrafts inbuild ambient occlusion. [0.0f 0.1f 0.2f 0.3f 0.4f 0.5f 0.6f 0.7f 0.8f 0.9f 1.0f]
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//#define Celshading //Cel shades everything, making it look somewhat like Borderlands.
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#define Reflections //Toggle reflections, also adjust in gbuffers_textured.fsh
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#define Refractions //Toggle refractions / distortion caused by waves.
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#define skyReflection //Reflect and blend the default skycolor. Makes water waves more visible. WIP
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#define Godrays //Toggle godrays
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#define grays_quality 2 //[1 2] 1=fast 2=fancy
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#define grays_intensity 0.65 //Adjust godrays intensity [0.35 0.5 0.65 0.70 0.85 1.0]
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//Debugging stuff
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//#define depthbuffer //Draw depth buffer
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//#define draw_refnormals //Draw reflection normals, actually composite normals but only reflections are stored in the buffer.
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#endif
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#ifdef composite1
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#define TAA //Toggle temporal anti-aliasing (TAA)
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#define TAA_sharpness 0.65 //[0.0 0.05 0.1 0.15 0.2 0.25 0.3 0.35 0.4 0.45 0.5 0.55 0.6 0.65 0.7 0.75 0.8 0.85 0.9 0.95 1.0 1.05 1.1 1.15 1.2 1.25 1.3 1.35 1.4 1.45 1.5] Adjust sharpening strength. 0.0 turns sharpening completly off.
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#endif
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#ifdef final
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//#define Crossprocess //It's like a color filter, alters all colors abit if enabled.
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//#define Depth_of_Field //Simulates eye focusing on objects. Low performance impact
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//#define Distance_Blur //Requires Depth of Field to be enabled. Replaces eye focusing effect with distance being blurred instead.
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#define smoothDof //Toggle smooth transition between clear and blurry.
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#define DoF_Strength 90 //[60 90 120 150]
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#define Dof_Distance_View 256 //[128 256 384 512]
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//#define Motionblur //Blurres your view/camera during movemenent. Low performance impact. Doesn't work with Depth of Field.
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#define MB_strength 0.014 //[0.008 0.014 0.020]
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//#define Tonemap //Toggle tonemapping, slightly altering colors / color balance. Based of vibrant shaders, which uses uncharted2tonemap.
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#define gamma 2.2 //Adjust gamma used by tonemapping. [1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0]
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#endif
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#ifdef gbuffers_clouds
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#define Fog //Toggle default fog.
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#endif
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#ifdef gbuffers_textured
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//#define Colorboost //Gives default colors a little kick
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#define MobsFlashRed
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#define Fog //Toggle default fog.
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#define Reflections //Toggle reflections, also adjust in composite.fsh
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#define WaterReflection
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#define TransparentReflections //see block.properties, transparent blocks are assigned to ice (79)
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#define Shadows //Also adjust in vertex, SHADOW_MAP_BIAS is also in vertex
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#ifdef Shadows
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#define Colored_Shadows
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#define slight 0.55 //[0.50 0.55 0.60 0.65 0.70 0.75 0.80]
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#define SHADOW_MAP_BIAS 0.80
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const int shadowMapResolution = 2048; //Shadows resolution. [512 1024 2048 3072 4096 8192]
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const float shadowDistance = 110.0; //Draw distance of shadows.[60.0 90.0 120.0 150.0 180.0 210.0]
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const float shadowDistanceRenderMul = 1.0f;
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const bool shadowHardwareFiltering0 = true;
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const bool shadowHardwareFiltering1 = true;
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#endif
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const float sunPathRotation = -40.0f; //[-10.0 -20.0 -30.0 -40.0f -50.0 -60.0 -70.0 -80.0 -0.15f -0.0 10.0 20.0 30.0 40.0 50.0 60.0 70.0 80.0]
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#define waterTex //Toggle water texture
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#define nMap 0 //[0 1 2]0=Off 1=Bumpmapping, 2=Parallax, also adjust in vertex
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#define POM_RES 32 //Texture / Resourcepack resolution. [32 64 128 256 512 1024 2048]
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#define POM_DIST 16.0 //[8.0 16.0 24.0 32.0 40.0 48.0 56.0 64.0]
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#define POM_DEPTH 0.30 //[0.10 0.20 0.30 0.40 0.50 0.60 0.70 0.80 0.90 1.0]
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//#define draw_bmap //Draw bmap normals
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#define HandLight //Toggle handheld lighting.
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//#define customLight //Toggle custom light support for emissive blocks.
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#define emissive_R 3.0 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0]
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#define emissive_G 1.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0]
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#define emissive_B 0.5 //[0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0]
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#define animationSpeed 1.0 //[0.25 0.5 0.75 1.0 1.25 1.5 1.75 2.0]
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#define Waving_Leaves
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#define Waving_Vines
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#define Waving_Grass
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#define Waving_Entities //Includes: Saplings, small flowers, wheat, carrots, potatoes and beetroot.
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#define Waving_Tallgrass
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#define Waving_Fire
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#define Waving_Lava
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#define Waving_Water
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#define Waving_Lanterns
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#define waves_amplitude 0.65 //[0.55 0.65 0.75 0.85 0.95 1.05 1.15 1.25 1.35 1.45 1.55 1.65 1.75 1.85 1.95 2.05]
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#define TAA
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#endif
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#ifdef shadowprogram
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#define Shadows
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#define SHADOW_MAP_BIAS 0.80
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#define grass_shadows
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#endif |