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Shader Settings

The document provides configuration options for various shaders and effects in the STALKER Shaders MAX preset. It allows enabling or disabling features like depth of field, parallax occlusion mapping, screen space ambient occlusion, sun shafts, anti-aliasing, and motion blur. For each enabled feature, it specifies parameter values to control the quality, performance impact, and appearance of the effect.

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0% found this document useful (0 votes)
135 views

Shader Settings

The document provides configuration options for various shaders and effects in the STALKER Shaders MAX preset. It allows enabling or disabling features like depth of field, parallax occlusion mapping, screen space ambient occlusion, sun shafts, anti-aliasing, and motion blur. For each enabled feature, it specifies parameter values to control the quality, performance impact, and appearance of the effect.

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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//////////////////////////////////////////////////////////////////

// STALKER Shaders MAX 1.06 - Optimized Preset - By Kingo64, Sky4CE, Meltac, JJ


Walker
#ifndef SSM_Mount
#define SSM_Mount
//////////////////////////////////////////////////////////////////
//Feature Enable/Disable: Comment a feature (Add the //) to disable, or uncomment
(Remove the //) to enable.
//////////////////////////////////////////////////////////////////
// Comments with a '#' are my notes
//////////////////////////////////////////////////////////////////

//World effects
//#define DEPTH_OF_FIELD // Enables Depth Of Field # Blurs
objects in the distance
#define PARALLAX_OCCLUSION // Enables Parallax Occlusion Mapping # Makes
surfaces look bumpy and 3d at the cost of fps. Worth it
#define SSAO // Enables Screen Space Ambient Occlusion #
Looks good if you are stuck on Object Dynamic Lighting
//#define SUN_SHAFTS // Enables Sun Shafts (god rays) # Only
noticable on Full Dynamic Lighting, looks very nice but causes poor performance on
some computers. Also makes the environment much brighter and natural.
//#define USE_SJITTER // Uses shadow jittering, a modern method of
smoothing out shadow edges. Applies to flashlight, and to world if SUN_FILTER is
enabled.
#define USE_SUNMASK // Enables sun shadow masking # Seems to be the
line that produces shadows based on sun orientation. I am not sure if F32 needs or
it should avoid it

//Screen Space effects


//#define USE_MBLUR // Enables Motion Blur # This forces Motion
Blur on like -mblur. Adjust the blur amount with MBLUR_COEF later in this script.
//#define IMPROVED_MBLUR // Use distance-depending Motion Blur -
Adjust START_DIST and FINAL_DIST to your needs.
//#define SKY4CE_MBLUR // # Seems to break Motion Blur and Anti-
Aliasing altogether
#define SATURATION_FILTER // Enables Saturation Filter, giving a grey
like appearance to areas which are "unsafe".
#define CONTRAST_FILTER // Enables Contrast Filter, giving a grey like
appearance to areas which are "unsafe".

//Other
//#define USE_F32 // Enables Float32 mod. Breaks saturation and
contrast filters. # If you are using Panoramic Mod 2.1 FINAL from Argus make sure
you have a // at the start of this line
//#define USE_F32_FOG // Enables Float32 style fog. Requires Float32
to be enabled.
#define CUSTOM_SHADOW_RESOLUTION int(2048) // Use a custom shadow size.
Default is 1024 (1024x1024).

//////////////////////////////////////////////////////////////
//Depth Of Field
//////////////////////////////////////////////////////////////

//Basic options:
#define DOF_QUALITY int(10) //Amount of DOF samples. Maximum value is 12.

//Distance Options:
#define MINDIST float(15.0) // Minimum distance DOF starts. Default is 0.4.
// TWILIGHT KET USES 15
#define MAXDIST float(275) // Distance at which DOF stops rendering.
Default is 375
#define MAXCOF float(4.0) // Blur amount - if using DDOF, this should not
differ too much from DDOF_MAXCOF (I use same value)

// Meltac: Total DOF Extensions


//
// Blur methods - enable at least one; can be combined/applied together,
// however in my experience the overall effect was worse in combination;
// use r2_aa_kernel to adjust the mix, 0.3 = full classic; 0.7 = full
gaussian
#define DOF_CLASSIC // Use classic blur algorithm, as
implemented by Sky4Ace
#define DOF_GAUSSIAN // Use simple gaussian blur algorithm
(blurs stronger with same MAXCOF value)
#define DOF_CORRECTION float (6.0) // Factor to equalize the amount of
gaussian to classic blur. Don't change this unless you know what you're doing.

// Oversampling for better quality (not really improving much, but making
game startup slower - use at your own risk)
#define DOF_OVERSAMPLING int(1) // oversampling ratio. Default is
1.

// Near Field DOF (see also Dynamic DOF, because the effects are
interfering!)
#define MAXNEAR float(0.7) // Distance at which Near Field DOF
starts. Default is 0.7. Larger values will blur your weapon more, and not only its
near part.
#define MINNEAR float(0.0) // Distance at which Near Field DOF
stops. Default is 0.0
#define MAXCOF_NEAR float(15.0) // Near Field blur amount.
Interferes heavily with DDOF. Default is value 7.0 without, 15.0 with DDOF.

// Zoom DOF
#define ZOOM_MINDIST float(15.0) // Minimum distance (radius) from screen
center where DOF starts.
#define ZOOM_MAXDIST float(260.0) // Distance radius from screen center at
which DOF stops rendering (beyond that value - full blur).
#define ZOOM_MAXCOF float(80.0) // Blur amount at the screen border
while zooming.
#define ZOOM_FACTOR float(10.0) // The stepness of the blur amount
raising from center to border. Good values are 10-12.
#define ZOOM_BARRIER float (20.0) // (DEBUG) Distance from the screen
center at which blurring starts, in relative pixels.

// Dynamic DOF
//#define DDOF // Enable/disable Dynamic DOF (blurring
coefficient is MAXCOF)
#define DDOF_MINDIST_ADD float(0.7) // Added to view distance, at this
distance begins blurring
#define DDOF_MAXDIST_FACTOR float(4.0) // Mindist times factor = maxdist
#define DDOF_MINDIST float(0.0) // Minimum distance DDOF starts.
#define DDOF_MAXDIST float(10.0) // Distance at which DOF stops rendering.
Beyond this view distance, only minor DDOF
#define DDOF_MAXCOF float(4.0) // DDOF blur factor - good balanced
is value 2.0 - 5.0 - see also MAXCOF
// End Meltac

///////////////////////////////////////////////////////////////////////////////////
//////////////////
//Anti-Aliasing (does not really work well, use at your own risk; at the moment,
non-zoom mode only)
///////////////////////////////////////////////////////////////////////////////////
//////////////////

// Basic options:
//#define AA // Enable Anti-Aliasing
#define AA_KERNEL float(100.0) // PS: 0.5

#define AA_BARRIER_X float(0.800000)


#define AA_BARRIER_Y float(0.500000)
#define AA_BARRIER_Z float(0.000000)

#define AA_WEIGHTS_X float(0.250000)


#define AA_WEIGHTS_Y float(0.250000)
#define AA_WEIGHTS_Z float(0.000000)

//////////////////////////////////////////////////////////////
//Parallax Occlusion Mapping
//////////////////////////////////////////////////////////////

//Basic Options:
#define MAX_SAMPLES int(35) //Maximum amount of samples done to a
texture.
#define MIN_SAMPLES int(4) //Minimum amount of samples done to a
texture.
#define PARALLAX_OFFSET float(0.015) //Height of surface per sample.
#define FINAL_INTERSECTION_LOOPS int(5) //Amount of additional samples to
increase accuracy.

//Performance Options:
//#define PARALLAX_FADE //Parllax textures fade back to regular
normals with distance; increases FPS and fixes anisotropic filtering. #Disabling
this strangely gave me a much higher FPS.
#define START_FADE float(0.0003) //Distance the fading starts
#define STOP_FADE float(0.0004) //Distance the fading stops, and
the texture returns to just using normals.

//Other Options:
//#define USE_TEXTURE_PACK //Uses height maps built into texture
files, rather than self generating them. Requires special textures (81mb) # Put
a // at the start of this line if you are running low on RAM or get 'Out of Memory'
errors. Also it may cause other problems such as disabling the feature altogether
//#define CORRECT_PERSPECTIVE //WARNING!!! artifacts will appear if
defined
#define CONTRAST_COEF_Q1 float(0.6) //Amount of contrast in calculations.
#define CONTRAST_COEF_Q2 float(1) //Amount of contrast in calculations.
#define BRIGHTNESS_COEF float(0.25) //Amount of brightness in calculations.

//////////////////////////////////////////////////////////////
//Screen Space Ambient Occlusion
//////////////////////////////////////////////////////////////

//Basic Options:
#define SSAO_QUALITY int(2) //Amount of SSAO samples. Use 2 for low quality
and 3 for high quality. 0 and 1 are invalid. #The only noticable difference is the
framerate :P
#define SSAO_TEX_CONT //Increase texture contrast for diffuse
lighting # This line makes SSAO much darker. If it is too dark add a // to the
start of the line or increase the value on the line below.
#define CONT_COEF float(0.3) //Brightness increase amount

//Only for testing.


#define FADE_DIST float(4)
#define FADE_COEF float(0.2)

//////////////////////////////////////////////////////////////
//Sun Shafts
//////////////////////////////////////////////////////////////

//Basic options:
#define RAY_SAMPLES int(15) //Amount of sun ray samples. The higher this
is, the better the quality and the lower your framerate.
#define SS_INTENSITY float(0.5) // intesity of sun shafts

//Only for testing.


#define SS_CONTRAST float(4) //Amount of contrast during sunray calculation.
//#define SS_FARNEARLERP //# Seemed to give me more FPS but caused
massive sun errors. Leave it disabled.

//////////////////////////////////////////////////////////////
//Motion Blur
//////////////////////////////////////////////////////////////

//Basic options:
#define MBLUR_SAMPLES int(20) // Quality(Intesity)

//Details:
#define SCALE_X float(-0.03) // Velocity ratio X
#define SCALE_Y float(0.03) // Velocity ratio Y
#define START_DIST float(1.0) // Interpolation start distance
#define FINAL_DIST float(300.0) // Interpolation end distance
#define VEL_START float(0.001) //Velocity softening at start distance -
default is 0.009, but I consider this value too high
#define VEL_FIN float(0.02) //Velocity softening at end distance
#define IMB_CLAMP float(0.01) //Motion Blur Ratio Clamp

// Meltac: Use this instead of the "r2_mblur" setting in the console to


define the motion blur amount
//#define MBLUR_COEF float2(1.0,0.0)

//////////////////////////////////////////////////////////////
//Saturation and Contrast
//////////////////////////////////////////////////////////////

//Basic options:
#define COLOR_SATURATION float(0.5) //Level of Grey. 0 is all grey
(Black and White), 1 is no Grey (Why have this enabled?)
#define COLOR_SAT_SUN_COEF float(1) //How much influence sun lighting
has on the saturation.
#define CONTRAST_FILTER_COEF float(0.15) //Level of full screen contrast.

//////////////////////////////////////////////////////////////
//Float32 v2.0
//////////////////////////////////////////////////////////////

//Basic options:
#define CT_int 1.25f //Cook Tolerance of the sun.
#define CT_int_in 1.25f //Cook Tolerance of indoor lighting.
#define BLOOM_val 0.6h //Bloom brightness - Increases HDR brightness
of the sky
#define HDR_int 10.h //HDR cutoff - Total HDR brightness

//RADEON COMPATIBILITY MODE - For those who can not use Fetch4 or have issues! Not
needed on most modern GPUs.
//#define NO_F4

//////////////////////////////
//Forced Settings - Debug
//////////////////////////////

// #define USE_GAMMA_22
// #define USE_SUNFILTER
// #define USE_HWSMAP
// #define USE_HWSMAP_PCF // nVidia GF3+, R600+
// #define USE_BRANCHING
// #define USE_VTF // VertexTextureFetch
// #define FP16_FILTER
// #define FP16_BLEND
// #define USE_PARALLAX
// #define USE_TDETAIL
// #define USE_LM_HEMI
// #define USE_DISTORT
// #define DBG_TMAPPING

#endif

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