MetaCoreEngineV2/config/pipeline.yaml
2026-01-13 17:06:06 +08:00

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# 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