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jstzwj edited this page Dec 3, 2021 · 2 revisions

Sun Light

  • Sun light is also called main light, you can disable the SUN_LIGHT_ENABLE if you don't want it, disable can run so faster

    SUN_LIGHT_ENABLE

    Sun light is only valid when a control SUN_LIGHT_ENABLE is opened.

    0 : Disable
    1 : Enable (default option)
    2 : Enable,and also, calculating the sun radiance from solar zenith angle

  • #define SUN_LIGHT_ENABLE 0
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  • #define SUN_LIGHT_ENABLE 1
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  • #define SUN_LIGHT_ENABLE 2
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    SUN_SHADOW_QUALITY

    Whether the light should cast any shadows, and controls how much size of shadow map, that calculating the shadow into shadow map, smaller can run faster

    0 : None
    1 : Low ( 512 * 4)
    2 : Medium (1024 * 4)
    3 : High (2048 * 4) (default option)
    4 : boom! (4096 * 4)
    5 : boom!! (8192 * 4)

  • #define SUN_SHADOW_QUALITY 1
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  • #define SUN_SHADOW_QUALITY 2
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  • #define SUN_SHADOW_QUALITY 3
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  • #define SUN_SHADOW_QUALITY 4
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Image-Based Lighting

#### IBL_QUALITY
`1` : None (default option)  
`2` : UV flip

Fog

  • Fog effect is only valid when a control FOG_ENABLE is opened, this allows MME to add a tab of FogMap, disable can run faster

    FOG_ENABLE

    0 : Disable
    1 : Enable (default option)

Multiple Light Source

  • Multiple light source is only valid when a control MULTI_LIGHT_ENABLE is opened, this allows MME to add a tab of LightMap, disable can run faster

    MULTI_LIGHT_ENABLE

    0 : Disable
    1 : Enable (default option)

Outer Line

  • Outer Line is only valid when a control OUTLINE_QUALITY is opened, this allows MME to add a tab of OutlineMap, disable can run faster

    OUTLINE_QUALITY

    0 : Disable (default option)
    1 : Enable
    2 : Enable + SMAA
    3 : Enable + SSAA

  • #define OUTLINE_QUALITY 0
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  • #define OUTLINE_QUALITY 1
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  • #define OUTLINE_QUALITY 2
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  • #define OUTLINE_QUALITY 3
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Toon

  • this allows you to use the toon material with diffusion effect, disable can run faster

    TOON_ENABLE

    0 : Disable (default option)
    1 : Enable
    2 : Enable + Diffusion

  • #define TOON_ENABLE 0
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  • #define TOON_ENABLE 1
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  • #define TOON_ENABLE 2
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Screen Space Directional Occlusion

  • this effect that approximates the shadows of sky light, the ssao and occlusion map can become combined result in even better AO, smaller can run faster

    SSDO_QUALITY

    0 : Disable
    1 : 8 samples
    2 : 12 samples (default option)
    3 : 16 samples
    4 : 20 samples
    5 : 24 samples
    6 : 28 samples

  • #define SSDO_QUALITY 1
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  • #define SSDO_QUALITY 2
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  • #define SSDO_QUALITY 3
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  • #define SSDO_QUALITY 4
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  • #define SSDO_QUALITY 5
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  • #define SSDO_QUALITY 6
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Screen Space Reflection

  • this effect that add support for real-time reflection by using ray marching, smaller can run so faster

    SSR_QUALITY

    0 : Disable (default option)
    1 : 32 samples
    2 : 64 samples
    3 : 128 samples

  • #define SSR_QUALITY 0
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  • #define SSR_QUALITY 1
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  • #define SSR_QUALITY 2
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  • #define SSR_QUALITY 3
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Screen Space Subsurface Scattering

  • this effect that approximates the subsurface scattering for better skin by using gaussian blur, giving a soft look to translucent objects, it can't work with MMD's Anti-Aliasing

    SSSS_QUALITY

    0 : Disable
    1 : Enable (default option)

  • #define SSSS_QUALITY 0
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  • #define SSSS_QUALITY 1
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Bokeh Depth Of Field

  • this allows you to create depth of filed with the bokeh of hexagon pattern

    BOKEH_QUALITY

    0 : Disable (default option)
    1 : Enable

  • #define BOKEH_QUALITY 0
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  • #define BOKEH_QUALITY 1
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Eye Adaptation

  • automatically adjust exposure as camera when going from a bright environment into a dark environment, but it can't work well in the some cases

    HDR_EYE_ADAPTATION

    0 : Disable (default option)
    1 : 12.7% Middle Gray
    2 : 18.0% Middle Gray

Bloom

  • Bloom can be seen by the eye or camera when looking at very bright objects, it can help to hint the relative brightness of objects or add beauty and atmospheric

    HDR_BLOOM_MODE

    0 : Disable
    1 : Inf
    2 : saturate
    3 : luminance & exposure
    4 : saturate & exposure (default option)

    HDR_FLARE_MODE

    0 : None (default option)
    1 : Blue
    2 : Orange
    3 : Auto

    HDR_STAR_MODE

    0 : None (default option)
    1 : Anamorphic Lens Flares Blur
    2 : Anamorphic Lens Flares Auto
    3 : Glare star Orange
    4 : Glare star Auto

Tone-Mapping

  • this allows to map the wide range of high dynamic range (HDR) colors into low dynamic range (LDR) that a display can output

    HDR_TONEMAP_OPERATOR

    0 : Linear
    1 : Reinhard
    2 : Hable
    3 : Uncharted2
    4 : Hejl2015 (default option)
    5 : ACES-sRGB
    6 : NaughtyDog

  • #define HDR_TONEMAP_OPERATOR 0
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  • #define HDR_TONEMAP_OPERATOR 1
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  • Hable (#define HDR_TONEMAP_OPERATOR 2
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  • #define HDR_TONEMAP_OPERATOR 3
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  • #define HDR_TONEMAP_OPERATOR 4
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  • #define HDR_TONEMAP_OPERATOR 5
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  • #define HDR_TONEMAP_OPERATOR 6
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Anti-Aliasing

  • the moethod solves most causes of low-freq AA, but cannot fully prevent temporal aliasing and specular highlight, SMAA can result in more sharper image, but slower than FXAA

    AA_QUALITY

    0 : None
    1 : FXAA (default option)
    2 : SMAAx1-medium
    3 : SMAAx1-high
    4 : SMAAx2-medium
    5 : SMAAx2-high

Color Shift

  • Controls which mode will be activated to make a dispersion

    POST_DISPERSION_MODE

    0 : Color Shift (default option)
    1 : Chromatic Aberration