82 lines
3.8 KiB
YAML
82 lines
3.8 KiB
YAML
# This file stores internal settings of the pipeline. It does not contain the
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# plugin settings, but just the basic settings of the internal pipeline components.
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pipeline:
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# This controls whether to show or hide the onscreen debugger. Not showing
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# it will also disable the hotkeys, and give a small performance boost.
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# Most likely you also don't want to show it in your own game, so set
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# it to false in that case.
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display_debugger: False
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# Affects which debugging information is displayed. If this is set to false,
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# only frame time is displayed, otherwise much more information is visible.
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# Has no effect when display_debugger is set to false.
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advanced_debugging_info: False
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# Whether to use the GL_R11F_G11F_B10F texture format to save memory
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# and bandwidth. Usually you want to enable this, however it can
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# cause banding sometimes, in which case you can disable this setting.
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use_r11_g11_b10: false
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# Enables to render at a higher or lower resolution than the window size.
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# A value of 2.0 for example renders at twice the resolution (supoersampling)
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# whereas a value of 0.5 would render at half resolution.
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resolution_scale: 1.0
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# Whether to render in a special reference mode, which displays the
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# environment map as a background, and disable special effects like color
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# grading and so on. This is used by the pathtracing reference.
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reference_mode: false
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# This are the settings affecting the lighting part of the pipeline,
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# including builtin shadows and lights.
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lighting:
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# The pipeline uses clustered deferred shading, this means that the
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# screen gets divided into tiles, and for each tile, the lights affecting
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# that tile are accumulated. You can adjust the tile size here (in pixels),
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# optimal is a tile size which is not too big (to avoid unecessary shading),
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# but also not too small (to avoid excessive culling).
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culling_grid_size_x: 24
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culling_grid_size_y: 16
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# The view frustum is additionally divived into slices, to be able to do
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# better culling. If you use a higher amount of slices, the culling will
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# get more exact, but also more expensive. You have to find the optimal
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# size depending on your scene.
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culling_grid_slices: 32
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# This controls the maximum culling distance in world space. After this
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# distance, no lights are rendered anymore. If you choose a lower
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# distance, this *can* positively impact performance, but you should not
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# set it too low, to avoid getting artifacts.
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culling_max_distance: 500.0
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# Controls the size of a slice in culling. Lower values might produce
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# better performance for less amount of lights, but higher values should
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# be used when using many lights, e.g. > 1024, to get better coherency.
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culling_slice_width: 2048
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# Controls the maximum amount of lights for each cell. If this value
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# is set too low, you might get artifacts when having many lights.
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# In general, try to set this value as low as possible without getting
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# artifacts
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max_lights_per_cell: 64
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shadows:
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# The size of the global shadow atlas, used for point and spot light
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# shadows. This should be a power of 2.
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atlas_size: 4096
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# Maximum of shadow updates which may occur at one time. All updates
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# which are beyond that count will get delayed to the next frame.
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# If you set this too low, artifacts may occur because of shadows not
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# getting updated fast enough. However, this also affects the performance
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# quite a bit, since for every shadow map a part of the scene has
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# to get re-rendered.
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max_updates: 16
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# Sets the maximum distance until which shadows are updated. If a shadow
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# source is further away, it will no longer recieve updates
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max_update_distance: 300.0 |