# This file stores internal settings of the pipeline. It does not contain the # plugin settings, but just the basic settings of the internal pipeline components. # 此文件仅存储渲染管线的内部基础设置,不包含各插件的独立配置。 pipeline: # This controls whether to show or hide the onscreen debugger. Not showing # it will also disable the hotkeys, and give a small performance boost. # Most likely you also don't want to show it in your own game, so set # it to false in that case. # 控制是否显示屏幕调试器;隐藏会禁用热键并略微提升性能,正式项目通常建议关闭。 display_debugger: false # Affects which debugging information is displayed. If this is set to false, # only frame time is displayed, otherwise much more information is visible. # Has no effect when display_debugger is set to false. # 影响调试器展示的信息范围;false 只显示帧时间,true 显示更多细节(仅在开启调试器时生效)。 advanced_debugging_info: false # Whether to use the GL_R11F_G11F_B10F texture format to save memory # and bandwidth. Usually you want to enable this, however it can # cause banding sometimes, in which case you can disable this setting. # 是否使用 GL_R11F_G11F_B10F 纹理格式以节省显存/带宽;可能引入色带时可关闭。 use_r11_g11_b10: false # Enables to render at a higher or lower resolution than the window size. # A value of 2.0 for example renders at twice the resolution (supoersampling) # whereas a value of 0.5 would render at half resolution. # 允许以不同于窗口分辨率的比例渲染:2.0 为超采样两倍分辨率,0.5 为半分辨率渲染。 resolution_scale: 1.0 # Whether to render in a special reference mode, which displays the # environment map as a background, and disable special effects like color # grading and so on. This is used by the pathtracing reference. # 是否启用参考模式:用环境贴图作为背景并关闭色调映射等特效,供路径追踪参考使用。 reference_mode: false # This are the settings affecting the lighting part of the pipeline, # including builtin shadows and lights. # 以下为光照部分的设置,包含内置阴影与光源处理。 lighting: # The pipeline uses clustered deferred shading, this means that the # screen gets divided into tiles, and for each tile, the lights affecting # that tile are accumulated. You can adjust the tile size here (in pixels), # optimal is a tile size which is not too big (to avoid unecessary shading), # but also not too small (to avoid excessive culling). # 采用聚类延迟着色,屏幕分片后对每片累积灯光;可调分片像素尺寸,过大浪费着色,过小增加裁剪开销。 culling_grid_size_x: 24 culling_grid_size_y: 16 # The view frustum is additionally divived into slices, to be able to do # better culling. If you use a higher amount of slices, the culling will # get more exact, but also more expensive. You have to find the optimal # size depending on your scene. # 视锥进一步分层以改进裁剪;层数多精度高但开销大,需按场景权衡。 culling_grid_slices: 32 # This controls the maximum culling distance in world space. After this # distance, no lights are rendered anymore. If you choose a lower # distance, this *can* positively impact performance, but you should not # set it too low, to avoid getting artifacts. # 控制光源裁剪的最大世界距离,超过即不渲染;降低可提速但过低会带来缺失伪影。 culling_max_distance: 500.0 # Controls the size of a slice in culling. Lower values might produce # better performance for less amount of lights, but higher values should # be used when using many lights, e.g. > 1024, to get better coherency. # 控制裁剪 slice 的宽度;灯光少可用小值提升性能,灯光多(>1024)用大值提升一致性。 culling_slice_width: 2048 # Controls the maximum amount of lights for each cell. If this value # is set too low, you might get artifacts when having many lights. # In general, try to set this value as low as possible without getting # artifacts # 每个 cell 允许的最大灯光数量,过低会在灯光密集时出伪影;尽量低但避免出现缺失。 max_lights_per_cell: 64 shadows: # The size of the global shadow atlas, used for point and spot light # shadows. This should be a power of 2. # 全局阴影图集尺寸(点光/聚光阴影),应为 2 的幂。 atlas_size: 4096 # Maximum of shadow updates which may occur at one time. All updates # which are beyond that count will get delayed to the next frame. # If you set this too low, artifacts may occur because of shadows not # getting updated fast enough. However, this also affects the performance # quite a bit, since for every shadow map a part of the scene has # to get re-rendered. # 单帧内允许的阴影更新最大数量,超出推迟到下一帧;过低会更新不及时产生伪影,但过高会拖慢渲染。 max_updates: 8 # Sets the maximum distance until which shadows are updated. If a shadow # source is further away, it will no longer recieve updates # 阴影更新的最远距离,超过距离的阴影源不再更新。 max_update_distance: 150.0