/* SkyGRAPHICS options file v2.0 RC4.1 */
#ifndef SKYOPT_CFG
#define SKYOPT_CFG
//////////////////////////////////////////////////////////////////
//FX control
#define IMPROVED_MBLUR // Enable/Disable Motion Blur
#define DEPTH_OF_FIELD // Enable/Disable Depth Of Field
#define PARALLAX_OCCLUSION // Enable/Disable Parallax Occlusion Mapping
#define SSAO // Enable/Disable Screen Space Ambient Occlusion
//#define SUN_SHAFTS // Enable/Disable Sun Shafts (god rays)
//
//////////////////////////////////////////////////////////////////
//---------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Motion Blur
#define MBLUR_SAMPLES int(12) // Quality(Intesity)
//Only for testing.
#define SCALE_X float(-0.05) // velocity ratio X
#define SCALE_Y float(0.05) // velocity ratio Y
#define START_DIST float(0.7) // start distance of interpolation
#define FINAL_DIST float(1.3) // final distance of interpolation
#define VEL_START float(0.008) //velocity softness start distance
#define VEL_FIN float(0.02) //velocity softness final distance
#define IMB_CLAMP float(0.05) //improved motion blur clamp ratio
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Depth Of Field
#define DOF_QUALITY int(12) // MAX - 12
#define MINDIST float(20)
#define MAXDIST float(35)
#define MAXCOF float(1)
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Parallax Occlusion Mapping
#define MAX_SAMPLES int(40) //number of maximum samples
#define MIN_SAMPLES int(5) //number of minimum samples
#define PARALLAX_OFFSET float(0.025) //height of extruded surface
#define FINAL_INTERSECTION_LOOPS int(5) //Quantity of cycles of accuracy
//#define USE_TEXTURE_PACK //use additional textures package(81mb)
//#define CORRECT_PERSPECTIVE //WARNING!!! artifacts will appear if defined
//Only for testing.
//These options for algorithm of increase in contrast parallax maps
#define CONTRAST_COEF_Q1 float(0.6)
#define CONTRAST_COEF_Q2 float(1)
#define BRIGHTNESS_COEF float(0.25)
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Screen Space Ambient Occlusion
#define SSAO_QUALITY int(3) //2 - low quality; 3 - high quality
#define SSAO_TEX_CONT //on/off. Rise texture contrast for diffuse lighting
#define CONT_COEF float(0.6) //Rise brightness
//Only for testing.
#define FADE_DIST float(4)
#define FADE_COEF float(0.2)
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//Sun Shafts
#define RAY_SAMPLES int(20) //sun shafts qulaity, greater - better default 20
#define SS_INTENSITY float(0.8) // intesity of sun shafts
//Only for testing.
#define SS_CONTRAST float(4)
//#define SS_FARNEARLERP
//
//////////////////////////////////////////////////////////////////
//--------------------------------------------------------------//
//////////////////////////////////////////////////////////////////
//FLOAT32 v2.0 options
//Cook-Torrance intensity values
#define CT_int 1.25f //CT sun
#define CT_int_in 1.25f //CT indoors
#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!
// To turn this mode on, remove the comment brackets "ex. // ".
// If you need to ue NO_F4 then you need to comment out YES_F4 below!!!!
//#define NO_F4
//
//////////////////////////////////////////////////////////////////
/*
Îïèñàíèå ïàðàìåòðîâ.
#define IMPROVED_MBLUR
Âêëþ÷àåò/âûêëþ÷àåò óñîâåðøåíñòâîâàííûé Motion Blur. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó, íàïðèìåð:
#define IMPROVED_MBLUR
Äëÿ âûêëþ÷åíèÿ - íàäî çàêîììåíòèðîâàòü:
//#define IMPROVED_MBLUR
#define MBLUR_SAMPLES int(12)
Ïàðàìåòð äëÿ Motion Blur`à, îïðåäåëÿåò èíòåíñèâíîñòü ýôôåêòà. ×åì áîëüøå çíà÷åíèå òåì áîëüøàÿ èíòåíñèâíîñòü. Âëèÿåò íà ïðîèçâîäèòåëüíîñòü. Ïàðàìåòð íå ìîæåò ïðèíèìàòü äðîáíûõ çíà÷åíèé.
#define SCALE_X float(-0.03)
#define SCALE_Y float(0.03)
#define VEL_START float(0.009)
#define VEL_FIN float(0.02)
#define IMB_CLAMP float(0.01)
Ïàðàìåòðû äëÿ Motion Blur`à, îòâå÷àþò çà õàðàêòåð ðàçìûòèÿ êàðòèíêè. Íå ðåêîìåíäóåòñÿ èõ ìåíÿòü.
#define START_DIST float(0.7)
#define FINAL_DIST float(1.3)
Ïàðàìåòðû äëÿ Motion Blur`à, îïðåäåëÿþò ðàññòîÿíèå ñ êîòîðîãî âêëþ÷àåòñÿ Motion Blur (START_DIST), è ðàññòîÿíèå ñ êîòîðîãî íà÷èíàåòñÿ ïîëíîå ðàçìûòèå (FINAL_DIST). Ìåæäó START_DIST è FINAL_DIST ïðîèñõîäèò ïëàâíûé ïåðåõîä îò íå ðàçìûòîé îáëàñòè ê ðàçìûòîé. Ïàðàìåòðû óñëîâíî èçìåðÿþòñÿ â ìåòðàõ.
#define DEPTH_OF_FIELD
Âêëþ÷àåò/âûêëþ÷àåò ýôôåêò Depth Of Field. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó, íàïðèìåð:
#define DEPTH_OF_FIELD
Äëÿ âûêëþ÷åíèÿ - íàäî çàêîììåíòèðîâàòü:
//#define DEPTH_OF_FIELD
#define DOF_QUALITY int(12)
Ïàðàìåòð äëÿ Depth Of Field, îïðåäåëÿåò êà÷åñòâî ýôôåêòà. Âëèÿåò íà ïðîèçâîäèòåëüíîñòü. Ïàðàìåòð íå ìîæåò ïðèíèìàòü äðîáíûõ çíà÷åíèé.
#define MINDIST float(0.4)
#define MAXDIST float(35)
Ïàðàìåòðû äëÿ Depth Of Field, îïðåäåëÿþò ðàññòîÿíèå ñ êîòîðîãî âêëþ÷àåòñÿ Depth Of Field (MINDIST), è ðàññòîÿíèå ñ êîòîðîãî íà÷èíàåòñÿ ïîëíîå ðàçìûòèå (MAXDIST). Ïàðàìåòðû óñëîâíî èçìåðÿþòñÿ â ìåòðàõ.
#define MAXCOF float(0.6)
Ïàðàìåòð äëÿ Depth Of Field, îïðåäåëÿåò ñòåïåíü ðàçìûòèÿ ýôôåêòà.
#define PARALLAX_OCCLUSION
Âêëþ÷àåò/âûêëþ÷àåò ýôôåêò Parallax Occlusion Mapping. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó.
#define MAX_SAMPLES int(40)
#define MIN_SAMPLES int(5)
Ïàðàìåòðû äëÿ Parallax Occlusion, îïðåäåëÿþò êîëè÷åñòâî òåêñòóðíûõ âûáîðîê. ×åì èõ áîëüøå, òåì êà÷åñòâåííåå ýôôåêò. Âëèÿåò íà ïðîèçâîäèòåëüíîñòü. Ïàðàìåòðû íå ìîãóò ïðèíèìàòü äðîáíûõ çíà÷åíèé.
#define PARALLAX_OFFSET float(0.025)
Ïàðàìåòð äëÿ Paralax Occlusion, îïðåäåëÿåò âûñîòó ïîâåðõíîñòè(ñòåïåíü ñìåùåíèÿ). ×åì áîëüøå çíà÷åíèå, òåì áîëüøå âûñîòà.
#define FINAL_INTERSECTION_LOOPS int(5)
Ïàðàìåòð äëÿ Parallax Occlusion, îïðåäåëÿåò êîëè÷èñòâî öèêëîâ äëÿ íàõîæäåíèÿ òî÷êè ïåðåñå÷åíèÿ. ×åì èõ áîëüøå òåì êà÷åñòâåííåå ýôôåêò. Âëèÿåò íà ïðîèçâîäèòåëüíîñòü. Ïàðàìåòð íå ìîæåò ïðèíèìàòü äðîáíûõ çíà÷åíèé.
#define USE_TEXTURE_PACK
Ïàðàìåòð äëÿ Parallax Occlusion, âêë\âûêë èñïîëüçîâàíèå äîïîëíèòåëüíûõ òåêñòóð èç ïåðâûõ âåðñèé ìîäà(1.0 - 1.4)(81ìá).
#define CORRECT_PERSPECTIVE
Ïàðàìåòð äëÿ Parallax Occlusion, âêëþ÷àåò/âûêëþ÷àåò áîëåå ïðàâèëüíóþ ïåðñïåêòèâó íà îñòðûõ óãëàõ ãåîìåòðèè. Ïîâûøàåò èëëþçèþ ñìåùåíèÿ. Òðåáóåò áîëåå âûñîêèõ çíà÷åíèé äëÿ MAX_SAMPLES è MIN_SAMPLES. Èç-çà îñîáåííîñòåé èãðîâîé ãåîìåòðèè ñòàëêåðà, íà íåêîòîðûõ ïîâåðõíîñòÿõ ïîÿâëÿþòñÿ àðòåôàêòû, â âèäå èñêàæåíèé. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó, íàïðèìåð:
#define CORRECT_PERSPECTIVE
Äëÿ âûêëþ÷åíèÿ - íàäî çàêîììåíòèðîâàòü:
//#define CORRECT_PERSPECTIVE
#define CONTRAST_COEF_Q1 float(0.6)
#define CONTRAST_COEF_Q2 float(1)
#define BRIGHTNESS_COEF float(0.25)
Ïàðàìåòðû äëÿ Parallax Occlusion, èñïîëüçóþòñÿ â àëãîðèòìå ïîâûøåíèÿ êîíòðàñòíîñòè êàðò âûñîò. Íå ðåêîìåíäóåòñÿ èõ ìåíÿòü.
#define SSAO
Âêëþ÷àåò/âûêëþ÷àåò ýôôåêò Screen Space Ambient Occlusion. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó.
#define SSAO_QUALITY int(3)
Ïàðàìåòð äëÿ SSAO, îïðåäåëÿåò êà÷åñòâî. Ïðèíèìàåò ïàðàìåòðû 2 è 3, ãäå 2 - íèçêîå êà÷åñòâî (âûøå ïðîèçâîäèòåëüíîñòü) , 3 - âûñîêîå êà÷åñòâî.
#define SSAO_TEX_CONT
Ïàðàìåòð äëÿ SSAO, ïîâûøàåò êîíòðàñòíîñòü îñâåùåíèÿ äëÿ óëó÷øåíèÿ îòîáðàæåíèÿ ýôôåêòà ssao. Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó.
#define CONT_COEF float(0.2)
Ïàðàìåòð äëÿ SSAO, êîåôèöèåíò äëÿ ïîâûøåíèÿ ÿðêîñòè SSAO_TEX_CONT.
#define FADE_DIST float(4)
#define FADE_COEF float(0.2)
Ïàðàìåòðû äëÿ SSAO, âëèÿþò íà çàòóõàíèå ýôôåêòà âáëèçè. Íóæíî äëÿ óìåíüøåíèÿ àðòåôàêòîâ.
#define SUN_SHAFTS
Âêëþ÷àåò/âûêëþ÷àåò ýôôåêò Sun Shafts (ëó÷è ñâåòà). Äëÿ âêëþ÷åíèÿ íàäî ðàñêîììåíòèðîâàòü ýòó ñòðîêó.
#define RAY_SAMPLES int(20)
Ïàðàìåòð äëÿ Sun Shafts, îïðåäåëÿåò êà÷åñòâî. ×åì áîëüøå çíà÷åíèå, òåì ëó÷øå êà÷åñòâî (è ìåíüøå ïðîèçâîäèòåëüíîñòü).
#define SS_CLAMP float(0.2)
Ïàðàìåòð äëÿ Sun Shafts, èñïîëüçóåòñÿ äëÿ óñòðàíåíèÿ àðòåôàêòîâ.
#define SS_INTENSITY float(0.8)
Ïàðàìåòð äëÿ Sun Shafts, âëèÿåò íà èíòåíñèâíîñòü.
#define USE_F32
Âêë\âûêë ìîäà Float32 v2.0.
*/
#endif