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Shader Information
Despatra edited this page Sep 10, 2024
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15 revisions
This is essentially a more detailed explanation of the information found in "About" in the shader settings page
This is very outdated and unfinished, Imma fix that, promise.
Quality
- The shader profiles have been set such that you get a decent performance to quality ratio, but there are some other ways. One of the best alternatives is to increase your
max framerate
value found in the video settings to anywhere above 80. This way you can turn upTemporal Accumulation
in the shader settings and get much less of a blur effect, I have found that if you can get your frame rate above 80 and setTemporal Accumulation
to 2-4 that works pretty well. - Setting Your
Light Samples
Variable in the Shader Settings to any multiple of3
as of the most recent release of the shader will allow the it to clean up anyexplicitly traced lights
by tracing to each one directly, rather than randomly sampling. This leads to nice even lighting forELS
.
- Explicit Light Sampling (ELS)
- Global Illumination (GI)
- World Space Reflections
- Fresnel's Law Based Reflectance
- Normal Distributed Ray Scattering
- Rayleigh Atmosphere Scattering
- Lighting Pixel locking
- DDA Based Voxel Tracing
- Beam Optimization
- Controllable Render Scale
- Parallax Occlusion Mapping (POM)
- Normal Mapping
- Specular Texturing
- Temporal Anti-aliasing (TAA) - currently broke
- Depth of Field (DOF) blur - currently broke
- Brightness and Gamma control
- Panorama / Debug View