File size: 8,569 Bytes
b6a38d7 |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 |
if not FirstLoad then return end
hr.TrimParticles = 1
hr.MaxVisHeight = 25
hr.EnablePostProcRadialBlur = 0
hr.EnablePostProcDistanceBlur = 0
hr.EnableScreenSpaceAmbientObscurance = 0
hr.EnablePostProcAA = 1
hr.Shadowmap = 1
hr.ShadowPCFSize = 3
hr.ShadowCSMCascades = (Platform.ps4 or Platform.xbox_one and not Platform.xbox_one_x) and 3 or 4
hr.ShadowCSMRangeMinimum = 30
hr.ShadowCSMRangeMultiplier = 200
hr.ShadowSDSMEnable = true
hr.SSRZThickness = 0.07
hr.SSRZThicknessCoef = 0.005
hr.EnableDeposition = 1
-- Trails
hr.MaxTrails = 128
hr.GrassFadeRangeMin = 80
hr.GrassFadeRangeMax = 120
-- camera default parameters
hr.FarZ = 2048*1414 -- diagonal of 2048 map
hr.NearZ = 500
hr.CameraMaxZoomSlow = "0.05"
hr.CameraMaxZoomSpeed = "0.5"
hr.CameraMaxPanSpeed = 3
hr.CameraMaxPanSpeedFast = 40
hr.CameraMaxClampZ = 1200000
hr.CameraMaxClampXY = 700000
ShadingConst = {}
SetupVarTable(ShadingConst, "ShadingConst.")
SetVarTableLock(ShadingConst, true)
ShadingConst.ConstructionStage0Color = RGBA(40, 125, 130, 30)
ShadingConst.ConstructionStage1Color = RGBA(50, 70, 130, 30)
ShadingConst.ConstructionStage2Color = RGBA(45, 185, 25, 30)
-- ==== Shadowmap bias and rendering settings ===
ShadowBias = {
Small = {
clamp = "0.0",
slope = "0.0",
offset = "0.0",
},
Medium = {
clamp = "0.0",
slope = "0.0",
offset = "0.0",
},
Large = {
clamp = "0.0",
slope = "0.0",
offset = "0.0",
},
LowSlope = {
clamp = "0.0",
slope = "0.0",
offset = "0.0",
},
Terrain = {
clamp = "0.0",
slope = "0.0",
offset = "0.0",
}
}
hr.ShadowmapSize = 4096
hr.LightShadowsSize = 4096
hr.NumberOfLightsWithShadows = 64
if Platform.neo or Platform.scorpio then
hr.UIL_TextureWidth = 4096
hr.UIL_TextureHeight = 4096
else
hr.UIL_TextureWidth = 2048
hr.UIL_TextureHeight = 2048
end
hr.FovAngle = 70*60
hr.FovAngleAutoMinY = 40
hr.FovAngleAutoMaxY = 60
hr.FovAngleAutoLimits = 0
hr.HorizonWaterRange = 3000000
hr.ShadowFrustumNearCapOffset = 130
ShaderLists = {}
hr.ShadowFadeOutRangePercent = 30 -- shadows will fade more sharply, but keep their strength at longer distances
hr.ForceRefractionCopy = 1
hr.EnableShaderCompilation = 1
-- Setup for the sun path. Times assume 24h Earth day
hr.TODSunriseTime = 3*60 + 50
hr.TODSunriseAzi = 114*60
hr.TODSunsetTime = 20*60 + 10
hr.TODSunsetAzi = 246*60
hr.TODSunMaxElevation = 60*60
hr.TODSunShadowMinAltitude = 15*60
-- Change the celestial pole for a different planet
-- Coords are in Equatorial coordinate system, see Wiki
-- Defaults are for the pole on Earth (near Polaris). Example for Sirius:
-- hr.SkyCelestialPoleRightAscension = CSphereRA(6, 45, 9)
-- hr.SkyCelestialPoleDeclination = CSphereDec(-16, 42, 58)
const.MovieCorrectionDesaturation = 0
const.MovieCorrectionGamma = 1700
hr.ShadowSDSMReadbackLatency=1
if Platform.xbox then
hr.EnableShaderCompilation = 0
end
InsertProceduralMeshShaders({
-- Define project specific mesh shaders.
{ shaderid = "RangeContours.fx", defines = {"RANGE_CONTOUR"}, name = "range_contour", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "RangeContours.fx", defines = {"RANGE_CONTOUR_DEFAULT"}, name = "range_contour_default", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "RangeContours.fx", defines = {"INSIDE_BORDER"}, name = "inside_border_active", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "RangeContours.fx", defines = {"COMBAT_BORDER"}, name = "combat_border", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "runtime" },
{ shaderid = "RangeContours.fx", defines = {"INSIDE_BORDER", "INACTIVE"}, name = "inside_border_inactive", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "RangeContours.fx", defines = {"INSIDE_BORDER", "INACTIVE"}, name = "enemy_aware_range", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "never" },
{ shaderid = "RangeContours.fx", defines = {"RANGE_CONTOUR"}, name = "path_contour", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "runtime" },
{ shaderid = "RangeContours.fx", defines = {"CENTERED_LINE"}, name = "centered_line", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "runtime" },
{ shaderid = "RangeContours.fx", defines = {"VISION_LINE"}, name = "vision_line", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "runtime" },
{ shaderid = "RangeContours.fx", defines = {"EXIT_ZONE"}, name = "exit_zone", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "RangeContours.fx", defines = {"CONE"}, name = "cone", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "runtime" },
{ shaderid = "RangeContours.fx", defines = {"MAP_BORDER"}, name = "map_border", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "RangeContours.fx", defines = {"GROUND_STROKES"}, name = "ground_strokes", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "runtime" },
{ shaderid = "RangeContours.fx", defines = {"DEPLOYMENT_GRID"}, name = "deployment_grid", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "Overwatch.fx", defines = {"AOE_TILES_SECTOR"}, name = "aoe_tiles_sector", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "Overwatch.fx", defines = {"OVERWATCH_WALLS"}, name = "overwatch_lines", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "Overwatch.fx", defines = {"GRENADE_SPHERE"}, name = "grenade_sphere", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "Overwatch.fx", defines = {"GRENADE_AOE_TILES_SPHERE"}, name = "grenade_aoe_tiles_sphere", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "RangeContours.fx", defines = {"MELEE_AOE_TILES"}, name = "melee_aoe_tiles", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "RangeContours.fx", defines = {"AOE_TILES_CIRCLE"}, name = "aoe_tiles_circle", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "RangeContours.fx", defines = {"AOE_TILES_CYLINDER"}, name = "aoe_tiles_cylinder", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
{ shaderid = "RangeContours.fx", defines = {"AWARENESS_INDICATOR"}, name = "awareness_indicator", topology = const.ptTriangleList, cull_mode = const.cullModeNone,
blend_mode = const.blendNormal, depth_test = "always" },
})
-- Hair Parameters initial values for testing purposes
hr.HairRoughness = 100
hr.HairMetallic = 50
function LimitTextureMips()
local resources = {
{res = "UI/SatelliteView/SatView.dds", MinLevel = 1},
{res = "Textures/2216029.dds", MinLevel = 2},
}
local folders = {
"UI/Mercs/",
"UI/Enemies/",
"UI/NPCs/",
}
for _,folder in ipairs(folders) do
local err, files = AsyncListFiles(folder, "*", "")
for _,file in ipairs(files) do
resources[#resources+1] = {res = file, MinLevel = 1}
end
end
for _,res in ipairs(resources) do
local updated = ResourceManager.SetMetadataField(ResourceManager.GetResourceID(res.res), "MinLevel", res.MinLevel)
assert(updated)
end
end
function OnMsg.Start()
if Platform.ps4 and not Platform.ps4_pro or Platform.xbox_one and not Platform.xbox_one_x then
LimitTextureMips()
end
end
|