EG/RenderPipelineFile/rpplugins/smaa/config.yaml
2025-12-12 16:16:15 +08:00

62 lines
2.2 KiB
YAML

settings: !!omap
- use_reprojection:
type: bool
default: true
label: Use temporal antialiasing (SMAA T2)
description: >
This setting enables temporal antialiasing, which increases the
antialiasing quality a lot. Basically the scene gets rendered a
little different every frame, and the results of the current and
the last frame get merged. This way, flickering is reduced by a lot,
and the image becomes more smooth.
- smaa_quality:
type: enum
default: ultra
values: ["low", "medium", "high", "ultra"]
label: SMAA Quality Preset
shader_runtime: true
description: >
The quality of the smaa algorithm. Usually you should choose "ultra",
since it does not have a significant higher cost, but provides way
better quality. However, on low-end systems, it might be desireable
to turn this value down.
- jitter_pattern:
type: enum
default: halton8
values: ["halton8", "skew_butterly", "uniform4", "halton256", "rotated4_helix2", "uniform2",
"halton16", "still", "rotated4", "rotated4_helix", "poisson10", "halton32",
"uniform4_helix", "uniform4_double_helix", "pentagram"]
runtime: true
label: Jitter sequence
description: >
Controls the jitter pattern to use
- history_length:
display_if: { use_reprojection: True }
type: int
range: [1, 16]
default: 8
shader_runtime: true
label: History Length
description: >
History buffer size. This controls how long pixels will stay
in the history buffer, greater values lead to smoother results
but also might produce more artifacts.
- jitter_amount:
display_if: { use_reprojection: True }
type: float
range: [0.05, 2.0]
default: 0.3
runtime: true
label: Jitter Amount
description: >
Controls how much each pixel is jittered, higher values might
preserve better details but also introduce flickering.
daytime_settings: