Files
Gregtech-New-Bastards/.minecraft/shaderpacks/Sildur's Enhanced Default v1.172 Fancy/shaders/shaders.settings

112 lines
6.1 KiB
Plaintext

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