mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
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64 lines
1.9 KiB
HLSL
64 lines
1.9 KiB
HLSL
// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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/////////////////////////////////////////////////////////////////////////////////
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/// @file Config.cginc
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/// @brief User configuration options.
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/////////////////////////////////////////////////////////////////////////////////
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#ifndef ALLOY_SHADERS_CONFIG_CGINC
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#define ALLOY_SHADERS_CONFIG_CGINC
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/// Enables deferred shading material type branching to reduce costs.
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#define A_USE_DEFERRED_MATERIAL_TYPE_BRANCHING 1
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/// Enables clamping of all shader outputs to prevent blending and bloom errors.
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#define A_USE_HDR_CLAMP 1
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/// Max HDR intensity for lighting and emission.
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#define A_HDR_CLAMP_MAX_INTENSITY 100.0
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/// Enables capping tessellation quality via the global _MinEdgeLength property.
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#define A_USE_TESSELLATION_MIN_EDGE_LENGTH 0
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/// Enables tube area lights. Can be disabled to improve sphere light performance.
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#define A_USE_TUBE_LIGHTS 1
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/// Enables the Unity behavior for light cookies.
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#define A_USE_UNITY_LIGHT_COOKIES 0
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/// Enables the Unity behavior for attenuation.
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#define A_USE_UNITY_ATTENUATION 0
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/// Enables feature where black specularity/f0 kills specular lighting per-pixel.
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#define A_USE_BLACK_SPECULAR_COLOR_TOGGLE 0
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/// Packed map metallic channel.
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#define A_METALLIC_CHANNEL r
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/// Packed map ao channel.
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#define A_AO_CHANNEL g
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/// Packed map spcularity channel.
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#define A_SPECULARITY_CHANNEL b
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/// Packed map roughness channel.
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#define A_ROUGHNESS_CHANNEL a
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// ----Hx Volumetric Lighting----
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//#include "Assets/Plugins/HxVolumetricLighting/BuiltIn-Replacement/HxVolumetricCore.cginc"
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// ----Vapor----
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//#include "Assets/Vapor/Shaders/VaporFramework.cginc"
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// ----VertExmotion----
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//#define A_USE_VERTEX_MOTION
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//#include "Assets/VertExmotion/Shaders/VertExmotion.cginc"
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// ----Amplify Texture----
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//#include "Assets/AmplifyTexture/Shaders/Shared.cginc"
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#endif // ALLOY_SHADERS_CONFIG_CGINC
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