tool_tip="This option controls whether Volumtric Lighting should fade out when looking away from the sun."
layout="topleft"
left_pad="0"
name="RenderGodraysDirectional"
top_delta="0"
width="115"/>
<text
width="115" />-->
<!--<text
font="SansSerif"
font.style="BOLD"
font_shadow="soft"
...
...
@@ -534,7 +535,7 @@ width="345">
top_pad="0"
width="10">
┣
</text>
</text>-->
<check_box
control_name="RenderDeferredSSAO"
enabled_control="RenderDeferred"
...
...
@@ -546,11 +547,11 @@ width="345">
|<b>Graphics:</b> Medium
||This option toggles Screen Space Ambient Occlusion (SSAO) emulating indirect lighting and the lack thereof giving objects a more realistic, less flat look."
layout="topleft"
left_pad="0"
left="10"
name="UseSSAO"
top_delta="0"
top_pad="1"
width="115"/>
<text
<!--<text
font="SansSerif"
font.style="BOLD"
font_shadow="soft"
...
...
@@ -563,7 +564,7 @@ width="345">
top_pad="0"
width="10">
┣
</text>
</text>-->
<check_box
control_name="RenderScreenSpaceReflections"
height="16"
...
...
@@ -575,11 +576,11 @@ width="345">
|<b>Graphics:</b> Medium
||This option toggles cheap looking but performance costly reflections based on a copy what you see on screen."
layout="topleft"
left_pad="0"
left_delta="0"
name="RenderScreenSpaceReflections"
top_delta="0"
top_pad="0"
width="115"/>
<text
<!--<text
font="SansSerif"
font.style="BOLD"
font_shadow="soft"
...
...
@@ -592,7 +593,7 @@ width="345">
top_pad="0"
width="10">
┣
</text>
</text>-->
<check_box
control_name="RenderDepthOfField"
enabled_control="RenderDeferred"
...
...
@@ -604,11 +605,11 @@ width="345">
|<b>Graphics:</b> Medium
||This option toggles Depth of Field on or off, it is often used to blur out the background or unfocused parts of the scene."
layout="topleft"
left_pad="0"
left_delta="0"
name="UseDoF"
top_delta="0"
top_pad="0"
width="115"/>
<text
<!--<text
font="SansSerif"
font.style="BOLD"
font_shadow="soft"
...
...
@@ -621,8 +622,8 @@ width="345">
top_pad="0"
width="10">
┃
</text>
<text
</text>-->
<!--<text
font="SansSerif"
font.style="BOLD"
font_shadow="soft"
...
...
@@ -630,9 +631,9 @@ width="345">
height="20"
text_color="BeaconColor"
layout="topleft"
left_pad="7"
left_delta="7"
name="shaders"
top_delta="0"
top_pad="0"
width="10">
┣
</text>
...
...
@@ -640,14 +641,15 @@ width="345">
control_name="RenderDepthOfFieldAlphas"
height="16"
initial_value="true"
label="Include Alphas into Depth"
enabled="false"
label="<red>[Include Alphas into Depth]</red>"
tool_tip="This option toggle if the Viewer should include alphas and particles into the depth map. This will affect whether alpha transparent surfaces block godrays and if said surface is considered a solid surface when blurring."
||This option controls the amount of iterations the screen space reflection shader should go through. More iterations mean finer grained reflections but also much higher performance impact."