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      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <real>1</real>
    </map>
    <key>RenderAutoMaskAlphaMaxRMSE</key>
    <map>
      <key>Comment</key>
      <string>Sets the maximum random mean square error cutoff used when detecting suitable textures for alphamasking. (RenderAutoMaskAlphaUseRMSE must be TRUE for this to have any effect)</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.18</real>
    </map>
    <key>RenderAutoMaskAlphaMaxMid</key>
    <map>
      <key>Comment</key>
      <string>Sets the maximum percent of mid-range alpha pixels textures for alphamasking. (RenderAutoMaskAlphaUseRMSE must be TRUE for this to have any effect)</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.275</real>
    </map>
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    <key>RenderColorGradeLUT</key>
    <map>
      <key>Comment</key>
      <string>Name of image file for color grading LUT(TGA, PNG, or WebP)</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>String</string>
      <key>Value</key>
      <string></string>
    </map>
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    <key>RenderFocusPointLocked</key>
    <map>
        <key>Comment</key>
        <string>Whether the focus point used for DoF is currently Locked in place</string>
        <key>Persist</key>
        <integer>0</integer>
        <key>Type</key>
        <string>Boolean</string>
        <key>Value</key>
        <integer>0</integer>
    </map>
    <key>RenderFocusPointFollowsPointer</key>
    <map>
        <key>Comment</key>
        <string>Allows the Depth of Field focus to actively follow the mouse point</string>
        <key>Persist</key>
        <integer>0</integer>
        <key>Type</key>
        <string>Boolean</string>
        <key>Value</key>
        <integer>0</integer>
    </map>
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    <key>RenderSharpenMethod</key>
    <map>
      <key>Comment</key>
      <string>Sharpening Method - 0 (None), 1 (Contrast Adaptive Sharpening), 2 (DLS)</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>U32</string>
      <key>Value</key>
      <integer>1</integer>
    </map>
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    <key>RenderSharpenCASSharpness</key>
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    <map>
      <key>Comment</key>
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      <string>Sharpening level for CAS 0 to 1 range.</string>
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      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
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      <string>F32</string>
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      <key>Value</key>
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      <real>0.6</real>
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    </map>
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    <key>RenderSharpenDLSSharpness</key>
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    <map>
      <key>Comment</key>
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      <string>Sharpening level for DLS 0 to 1 range.</string>
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      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
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      <string>F32</string>
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      <key>Value</key>
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      <real>0.6</real>
    </map>
    <key>RenderSharpenDLSDenoise</key>
    <map>
      <key>Comment</key>
      <string>Denoise level for DLS 0 to 1 range.</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.17</real>
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    </map>
    <key>RenderToneMapType</key>
      <string>Tonemapping type 0 - HDR Debug, 1 - ACES, 2 - Uchimura, 3 - AMD, 4 - Uncharted</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>U32</string>
      <key>Value</key>
      <integer>1</integer>
    </map>
    <key>AlchemyToneMapAMDHDRMax</key>
    <map>
      <key>Comment</key>
      <string>Maximum input value.</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
    <key>AlchemyToneMapAMDExposure</key>
    <map>
      <key>Comment</key>
      <string>Number of stops between 'hdrMax' and 18% mid-level on input.</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>8.0</real>
    </map>
	<key>AlchemyToneMapAMDContrast</key>
    <map>
      <key>Comment</key>
      <string>Input range 0.0 (no extra contrast) to 1.0 (maximum contrast)</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.25</real>
    </map>
    <key>AlchemyToneMapAMDCrosstalkR</key>
    <map>
      <key>Comment</key>
      <string>One channel must be 1.0, the rest can be greater than or equal to 1.0 but not zero.</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.5</real>
    </map>
    <key>AlchemyToneMapAMDCrosstalkG</key>
    <map>
      <key>Comment</key>
      <string>One channel must be 1.0, the rest can be greater than or equal to 1.0 but not zero.</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>1.0</real>
    </map>
    <key>AlchemyToneMapAMDCrosstalkB</key>
    <map>
      <key>Comment</key>
      <string> One channel must be 1.0, the rest can be greater than or equal to 1.0 but not zero.</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.03125</real>
    </map>
    <key>AlchemyToneMapAMDSaturationR</key>
    <map>
      <key>Comment</key>
      <string>A per channel adjustment, use less than 0 decrease, 0=no change, greater 0 increase.</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.0</real>
    </map>
    <key>AlchemyToneMapAMDSaturationG</key>
    <map>
      <key>Comment</key>
      <string>A per channel adjustment, use less than 0 decrease, 0=no change, greater 0 increase.</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.0</real>
    </map>
    <key>AlchemyToneMapAMDSaturationB</key>
    <map>
      <key>Comment</key>
      <string>A per channel adjustment, use less than 0 decrease, 0=no change, greater 0 increase.</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.0</real>
    </map>
    <key>AlchemyToneMapAMDShoulderContrast</key>
    <map>
      <key>Comment</key>
      <string>Use optional extra shoulderContrast tuning (set to false if shoulderContrast is 1.0).</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <integer>0</integer>
    <key>AlchemyToneMapAMDShoulderContrastRange</key>
    <map>
      <key>Comment</key>
      <string>Shoulder shaping, 1.0 = no change (fast path)</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>1.0</real>
    </map>
    <key>AlchemyToneMapUchimuraMaxBrightness</key>
      <string>Maximum Possible Display Brightness</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <real>1.0</real>
    <key>AlchemyToneMapUchimuraContrast</key>
      <string>Contrast Adjustment</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <real>1.0</real>
    <key>AlchemyToneMapUchimuraLinearStart</key>
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    <map>
      <key>Comment</key>
      <string>Curve Linear Section Start</string>
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      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
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      <key>Value</key>
      <real>0.22</real>
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    </map>
    <key>AlchemyToneMapUchimuraLinearLength</key>
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    <map>
      <key>Comment</key>
      <string>Length of linear section in tonemapping curve</string>
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      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
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      <key>Value</key>
      <real>0.44</real>
    <key>AlchemyToneMapUchimuraBlackLevel</key>
      <string>Adjust black range of curve</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <real>1.33</real>
    <key>AlchemyToneMapFilmicToeStr</key>
      <string>Toe Strength</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <real>0.22</real>
    <key>AlchemyToneMapFilmicToeLen</key>
      <string>Toe Length</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <real>0.30</real>
    <key>AlchemyToneMapFilmicShoulderStr</key>
      <string>Shoulder Strength</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <real>0.22</real>
    </map>
    <key>AlchemyToneMapFilmicShoulderLen</key>
    <map>
      <key>Comment</key>
      <string>Shoulder Length</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.20</real>
    </map>
    <key>AlchemyToneMapFilmicShoulderAngle</key>
    <map>
      <key>Comment</key>
      <string>Shoulder Angle</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.01</real>
    </map>
    <key>AlchemyToneMapFilmicGamma</key>
    <map>
      <key>Comment</key>
      <string>Curve Gamma</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>0.3</real>
    </map>
    <key>AlchemyToneMapFilmicWhitePoint</key>
    <map>
      <key>Comment</key>
      <string>Curve White Point</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>8.0</real>
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    </map>
    <key>ResetUserColorsOnLogout</key>
    <map>
      <key>Comment</key>
      <string>Saves an empty color file on login to start fresh on next launch</string>
      <key>Persist</key>
      <integer>0</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <integer>0</integer>
    </map>
    <key>ShowGroupFloaters</key>
    <map>
      <key>Comment</key>
      <string>Show group profiles in floaters rather than the sidebar</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <boolean>1</boolean>
    </map>
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    <key>ShowStatusBarFPS</key>
    <map>
      <key>Comment</key>
      <string>Show FPS in Status Bar</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <integer>1</integer>
    </map>
    <key>ShowStreamInfo</key>
    <map>
      <key>Comment</key>
      <string>Show audio stream info in toasts</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
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      <integer>1</integer>
    </map>
    <key>ShowStreamInfoToChat</key>
    <map>
      <key>Comment</key>
      <string>Show audio stream info in nearby chat</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <integer>0</integer>
    </map>
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    <key>SnapshotDetection</key>
    <map>
      <key>Comment</key>
      <string>Detect snapshot animation being played</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <integer>0</integer>
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    </map>
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    <key>UIImgTransparentUUID</key>
    <map>
      <key>Comment</key>
      <string />
      <key>Persist</key>
      <integer>0</integer>
      <key>Type</key>
      <string>String</string>
      <key>Value</key>
      <string>8dcd4a48-2d37-4909-9f78-f7a9eb4ef903</string>
    </map>
    <key>VoiceMultiInstance</key>
    <map>
      <key>Comment</key>
      <string>Enables using voice in multiple simultaneous viewer instances</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <integer>1</integer>
    </map>
    <key>ALInspectColumnConfig</key>
    <map>
      <key>Comment</key>
      <string>Stores the column visibility of the inspect window</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>U32</string>
      <key>Value</key>
      <integer>1023</integer>
    </map>
    <key>AlchemyLookAtShow</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <integer>0</integer>
    </map>
    <key>AlchemyLookAtLines</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <integer>0</integer>
    </map>
    <key>AlchemyLookAtNames</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>U32</string>
      <key>Value</key>
      <integer>0</integer>
    </map>
    <key>AlchemyLookAtHideSelf</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <integer>0</integer>
    </map>
    <key>RenderToneMapExposure</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>F32</string>
      <key>Value</key>
      <real>1.0</real>
    </map>
    <key>RenderToneMapLottesA</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Vector3</string>
      <key>Value</key>
      <array>
        <real>1.4</real>
        <real>1.0</real>
        <real>16.0</real>
      </array>
    </map>
    <key>RenderToneMapLottesB</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Vector3</string>
      <key>Value</key>
      <array>
        <real>0.18</real>
        <real>0.18</real>
        <real>0.0</real>
      </array>
    </map>
    <key>RenderToneMapUchimuraA</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Vector3</string>
      <key>Value</key>
      <array>
        <real>1.0</real>
        <real>1.0</real>
        <real>0.22</real>
      </array>
    </map>
    <key>RenderToneMapUchimuraB</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Vector3</string>
      <key>Value</key>
      <array>
        <real>0.4</real>
        <real>1.13</real>
        <real>0.0</real>
      </array>
    </map>
    <key>RenderToneMapUnchartedA</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Vector3</string>
      <key>Value</key>
      <array>
        <real>0.22</real>
        <real>0.30</real>
        <real>0.10</real>
      </array>
    </map>
    <key>RenderToneMapUnchartedB</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Vector3</string>
      <key>Value</key>
      <array>
        <real>0.20</real>
        <real>0.01</real>
        <real>0.30</real>
      </array>
    </map>
    <key>RenderToneMapUnchartedC</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Vector3</string>
      <key>Value</key>
      <array>
        <real>6.5</real>
        <real>2.0</real>
        <real>0.0</real>
      </array>
    </map>
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    <key>RenderSharpenCASParams</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Vector3</string>
      <key>Value</key>
      <array>
        <real>1.0</real>
        <real>0.6</real>
        <real>0.0</real>
      </array>
    </map>
    <key>RenderSharpenDLSParams</key>
    <map>
      <key>Comment</key>
      <string>[OBSOLETE]</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Vector3</string>
      <key>Value</key>
      <array>
        <real>0.6</real>
        <real>0.17</real>
        <real>0.0</real>
      </array>
    </map>
    <key>ClickingAvatarKeepsCamera</key>
    <map>
      <key>Comment</key>
      <string>This option allows you to orbit your camera without your avatar rotating when clicking on it or your nametag.</string>
      <key>Persist</key>
      <integer>1</integer>
      <key>Type</key>
      <string>Boolean</string>
      <key>Value</key>
      <integer>0</integer>
    </map>
      <key>RenderDepthOfFieldNearBlur</key>
      <map>
        <key>Comment</key>
        <string>Whether to blur near camera in depth of field</string>
        <key>Persist</key>
        <integer>1</integer>
        <key>Type</key>
        <string>Boolean</string>
        <key>Value</key>
        <integer>0</integer>
      </map>