281 lines
8.8 KiB
YAML
281 lines
8.8 KiB
YAML
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settings: !!omap
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- blur_quality:
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type: enum
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values: ["LOW", "MEDIUM", "HIGH", "ULTRA"]
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default: "MEDIUM"
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label: Blur quality
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description: >
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Controls the quality of the post-ao blur, higher values produce smoother
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ambient occlusion, but also cost more performance.
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# General settings
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- blur_normal_factor:
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type: float
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range: [0.1, 10.0]
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default: 1.2
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shader_runtime: true
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label: Bilateral Blur Normal Factor
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description: >
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This setting controls the normal influence for the bilateral blur.
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A value of 0.0 means a normal blur, and a higher value will prevent
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blurring over normals.
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- blur_depth_factor:
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type: float
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range: [0.1, 10.0]
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default: 0.9
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shader_runtime: true
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label: Biliteral Blur Depth Factor
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description: >
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This setting controls the depth influence for the bilateral blur.
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If a pixel exceeds the distance to the mid pixel by this amount, it
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will not get weighted.
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- occlusion_strength:
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type: float
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range: [0.1, 6.0]
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default: 1.6
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shader_runtime: true
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label: Occlusion Strength
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description: >
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This controls the strength of the occlusion. Higher values will make
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the occlusion look darker, and lower values will make it less
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noticeable. You most likely will have to adjust it differently for
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every technique.
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- clip_length:
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type: int
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range: [1, 16]
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default: 2
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shader_runtime: true
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label: Clip length
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description: >
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Controls how long to keep AO samples in the history. Bigger values
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will produce a smoother effect but might also produce artifacts,
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especially when moving.
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- technique:
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type: enum
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values: ["SSAO", "HBAO", "SSVO", "ALCHEMY", "UE4AO"]
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default: SSAO
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shader_runtime: true
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label: Technique
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description: >
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The kernel to use for computing ambient occlusion. The settings below
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depend on the kernel, so choose a kernel first!
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# Settings for SSAO
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- ssao_sample_radius:
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display_if: {technique: "SSAO"}
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type: float
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range: [5, 400]
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default: 80
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shader_runtime: true
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label: SSAO Sample Radius
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description: >
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Size of the sampling radius in pixels, higher values might look better,
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but also perform worse due to less caching.
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- ssao_sequence:
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display_if: {technique: "SSAO"}
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type: sample_sequence
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dimension: 3
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default: halton_3D_8
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shader_runtime: true
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label: SSAO Sample Sequence
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description: >
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Amount and type of samples to use. A higher amount of samples provides
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a better quality but also a decrease in performance.
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- ssao_bias:
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display_if: {technique: "SSAO"}
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type: float
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range: [0.0, 0.5]
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default: 0.0333
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shader_runtime: true
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label: SSAO Depth Bias
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description: >
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This is a small bias which prevents self-occlusion artifacts on
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curved objects.
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- ssao_max_distance:
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display_if: {technique: "SSAO"}
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type: float
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range: [0.0, 15.0]
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default: 6.9
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shader_runtime: true
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label: SSAO Max distance
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description: >
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Prevents halos by specifying the maximum distance between two
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pixels to account for ambient occlusion. The distance should be
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in world space.
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# Settings for HBAO
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- hbao_sample_radius:
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display_if: {technique: "HBAO"}
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type: float
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range: [5, 400]
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default: 255.0
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shader_runtime: true
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label: HBAO Sample Radius
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description: >
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Size of the sampling radius in pixels, higher values might look better,
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but also perform worse due to less caching.
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- hbao_ray_count:
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display_if: {technique: "HBAO"}
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type: int
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range: [1, 8]
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default: 4
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shader_runtime: true
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label: HBAO Ray count
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description: >
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Amount of rays to march from the pixel position.
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- hbao_ray_steps:
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display_if: {technique: "HBAO"}
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type: int
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range: [1, 16]
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default: 3
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shader_runtime: true
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label: HBAO Ray steps
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description: >
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Amount of steps to perform for each ray.
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- hbao_tangent_bias:
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display_if: {technique: "HBAO"}
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type: float
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range: [0.0, 1.0]
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default: 0.65
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shader_runtime: true
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label: HBAO Tangent bias
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description: >
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Used to prevent self-occlusion on curved objects, this increases the tangent angle
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by a fixed value.
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- hbao_max_distance:
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display_if: {technique: "HBAO"}
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type: float
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range: [0.01, 25.0]
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default: 11.5
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shader_runtime: true
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label: HBAO Max sample distance
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description: >
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Maximum distance of a sample to the pixel center in world space
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# Settings for SSVO
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- ssvo_sequence:
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display_if: {technique: "SSVO"}
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type: sample_sequence
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dimension: 2
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default: halton_2D_8
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shader_runtime: true
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label: SSVO Sample Sequence
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description: >
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Amount and type of samples to use. A higher amount of samples
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provides a better quality but also a decrease in performance.
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- ssvo_sphere_radius:
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display_if: {technique: "SSVO"}
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type: float
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range: [0.1, 40.0]
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default: 18.0
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shader_runtime: true
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label: SSVO Sphere sample radius
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description: >
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Size of the sphere in view space to integrate. High values may produce
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artifacts.
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- ssvo_max_distance:
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display_if: {technique: "SSVO"}
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type: float
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range: [0.05, 10.0]
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default: 0.82
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shader_runtime: true
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label: SSVO Max distance
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description: >
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Maximum distance until a sample gets rejected, in world space. This prevents halos arround objects.
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# Settings for ALCHEMY
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- alchemy_sample_radius:
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display_if: {technique: "ALCHEMY"}
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type: float
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range: [5, 400]
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default: 210.0
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shader_runtime: true
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label: ALCHEMY Sample Radius
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description: >
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Size of the sampling radius in pixels, higher values might look better,
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but also perform worse due to less caching.
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- alchemy_sequence:
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display_if: {technique: "ALCHEMY"}
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type: sample_sequence
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dimension: 2
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default: halton_2D_8
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shader_runtime: true
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label: ALCHEMY Sample Sequence
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description: >
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Amount and type of samples to use. A higher amount of samples provides
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a better quality but also a decrease in performance.
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- alchemy_max_distance:
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display_if: {technique: "ALCHEMY"}
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type: float
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range: [0.1, 20.0]
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default: 4.75
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shader_runtime: true
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label: ALCHEMY Maximum distance
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description: >
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Specifies the maximum distance between two samples until one sample
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is rejected. This prevents halos arround objects.
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# Settings for UE4AO
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- ue4ao_sample_radius:
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display_if: {technique: "UE4AO"}
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type: float
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range: [5, 400]
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default: 110.5
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shader_runtime: true
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label: UE4AO Sample Radius
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description: >
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Size of the sampling radius in pixels, higher values might look better,
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but also perform worse due to less caching.
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- ue4ao_sample_sequence:
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display_if: {technique: "UE4AO"}
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type: sample_sequence
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dimension: 2
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default: halton_2D_8
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shader_runtime: true
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label: UE4AO Sample Sequence
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description: >
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Amount and type of samples to use. A higher amount of samples provides
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a better quality but also a decrease in performance.
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- ue4ao_max_distance:
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display_if: {technique: "UE4AO"}
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type: float
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range: [0.1, 15.0]
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default: 1.87
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shader_runtime: true
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label: UE4AO Maximum distance
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description: >
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Specifies the maximum distance between two samples until one sample
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is rejected. This prevents halos arround objects.
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daytime_settings:
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