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🔧💡 Some shadow tweaking and small formatting
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Signed-off-by: Gregory <tajemniktv@outlook.com>
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tajemniktv committed Jan 8, 2025
1 parent 46c6c4e commit d7d0bd1
Showing 1 changed file with 46 additions and 2 deletions.
48 changes: 46 additions & 2 deletions Config/Engine.ini
Original file line number Diff line number Diff line change
Expand Up @@ -842,6 +842,7 @@ r.LumenScene.SurfaceCache.Compress = 0 ;(Default: 1) 0, 1, 2
;r.Nanite.MaxNodes = 262144
;r.Nanite.MaxCandidateClusters = 2097152
;r.Nanite.MaxVisibleClusters = 524288
;r.Nanite.VSMMeshShaderRasterization=1 ;Default: 0

; ================================================================================
; START OF SkinCache
Expand Down Expand Up @@ -894,9 +895,52 @@ r.Shadow.UseOctreeForCulling = 1
; ----------------------------

r.Shadow.Virtual.Enable = 1
;
;

r.Shadow.Virtual.UseFarShadowCulling = 0 ;Default: 1
;r.Shadow.Virtual.ForceOnlyVirtualShadowMaps=1
;r.Shadow.Virtual.OnePassProjection.MaxLightsPerPixel=16 ;Default: 16, Alternatives: 8, 16, 32, 64 (Maximum lights per pixel that get full filtering when using one pass projection)
;
;

r.Shadow.Virtual.NonNanite.Batch = 0 ;Default: 1
;
;

r.Shadow.Virtual.Cache.InvalidateUseHZB = 0
;Default: 1
;

r.Shadow.Virtual.Cache.StaticSeparate = 0
;Default: 1
;When enabled, caches static objects in separate pages from dynamic objects. This can improve performance in largely static scenes, but doubles the memory cost of the physical page pool.

r.Shadow.Virtual.Clipmap.LastLevel = 22
;Default: 22
;Last level of the virtual climap. Indirectly determines radius the clipmap can cover.

r.Shadow.Virtual.Clipmap.ZRangeScale
;Default: 1000

r.Shadow.Virtual.CullBackfacingPixels
;Default: 1

r.Shadow.Virtual.ForceOnlyVirtualShadowMaps = 0 ;REMEMBER TO NOT ENABLE THIS IN INI BUT ADD IT TO MOD SETTINGS TAJ
;Default: 0
;

r.Shadow.Virtual.OnePassProjection = 1
;Default: 1
;

r.Shadow.Virtual.OnePassProjection.MaxLightsPerPixel = 16
;Default: 16, Alternatives: 8, 16, 32, 64
;Maximum lights per pixel that get full filtering when using one pass projection and clustered shading. Generally set to 8 (32bpp), 16 (64bpp) or 32 (128bpp). Lower values require less transient VRAM during the lighting pass.

r.Shadow.Virtual.ScreenRayLength
;Default: 0.015
;



; ================================================================================
; START OF
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