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# Renderer backend selection.
[]
# 2D backend: "compute" or "raster" (2D currently maps to compute path).
= "compute"
# 3D backend: "compute" or "raster" (recommended default: "raster").
= "raster"
# Quality preset: "low", "medium", "high", "ultra", "custom".
= "custom"
[]
# Sky color used when simulation is disabled.
= "#87CEEB"
# Sun light color used when simulation is disabled.
= "#FFFACD"
# Sun brightness multiplier.
= 1.0
# Sun direction [x,y,z] used when simulation is disabled.
= [-0.5, -1.0, -0.3]
# Enable/disable sun lighting.
= true
# Ambient light color.
= "#CCCCCC"
# Ambient light amount.
= 0.3
# Fog color.
= "#808080"
# Fog density (0 = off).
= 0.0
# Shadow toggle.
= true
# Shadow strength (default 0.8).
= 0.8
# Shadow-map resolution.
= 1024
# Shadow depth bias.
= 0.0015
# Fade mode for alpha/visibility transitions: "ordered_dither" or "uniform".
= "ordered_dither"
# Lighting model: "lambert", "cook_torrance", or "pbr".
= "cook_torrance"
# Avatar readability boost toggle (Raster 3D avatars/billboards).
= true
# Avatar readability lift multiplier (1.0 = unchanged).
= 1.12
# Avatar ambient fill contribution.
= 0.20
# Avatar rim-light contribution.
= 0.18
# Bump mapping strength (0.0 = off, 1.0 = full).
= 1.0
# MSAA sample count for raster 3D (0=off, 4=on).
= 4
# First-person blur transition start distance.
= 3.0
# First-person blur transition end distance.
= 8.0
[]
# Enable/disable final post pass.
= true
# Tone mapper: "none", "reinhard", "aces".
= "reinhard"
# Exposure multiplier before tone mapping.
= 1.0
# Post saturation (1.0 = unchanged, 0.0 = grayscale).
= 1.0
# Post luminance/brightness multiplier.
= 1.0
# Output gamma.
= 2.2
[]
# Enable procedural daylight simulation.
= true
# Night sky color.
= "#050510"
# Morning sky color.
= "#FF9966"
# Midday sky color.
= "#87CEEB"
# Evening sky color.
= "#FF8040"
# Night sun/moon color.
= "#1A1A26"
# Morning sun color.
= "#FFCC99"
# Midday sun color.
= "#FFFFF2"
# Evening sun color.
= "#FFB380"
# Sunrise time (24h).
= 6.0
# Sunset time (24h).
= 18.0
# Per-transition blend duration in in-game hours (0.5 = 30 minutes).
= 0.5