diff options
Diffstat (limited to 'Config.cs')
| -rw-r--r-- | Config.cs | 63 |
1 files changed, 62 insertions, 1 deletions
@@ -51,7 +51,7 @@ namespace WorldTuningTool public class Config : IConfig { public String Name => "WorldTuningTool"; - public String Version => "0.9.4"; + public String Version => "1.0"; public static string StageToString(StageExt stage) { @@ -183,15 +183,76 @@ namespace WorldTuningTool { #if SHADER_FEATURES public bool FullResolutionSSLR { get; set; } = false; + public bool VolumeUpsampleNoLinear { get; set; } = false; + public bool FXAAMaxQualityPreset { get; set; } = false; + public bool SkinAllowNegativeWetness { get; set; } = false; #endif public bool FullResolutionVolumeBlur { get; set; } = false; public bool HigherThanHighestVolumeRendering { get; set; } = false; public bool DisableLODLimits { get; set; } = false; + public bool CharacterCreatorFaceRendering { get; set; } = false; public bool LargerFoliageSwayRange { get; set; } = false; public bool DisableReducedRateAnimations { get; set; } = false; public PatchConfig() {} } + public static Dictionary<string, string> OldParameterNames = new Dictionary<string, string>() + { + { "Sunlight Group", "Primary Light Group" }, + { "Sunlight Direction", "Primary Light Direction" }, + { "Sunlight Color", "Primary Light Color" }, + { "Sunlight Intensity", "Primary Light Intensity" }, + { "Sunlight Is Primary", "Primary Light Is Primary" }, + { "Projection Scale", "Primary Light Projection Scale" }, + { "Projection Offset Speed", "Primary Light Projection Offset Speed" }, + { "Projection Up", "Primary Light Projection Up" }, + { "Do Volumetric", "Primary Light Do Volumetric" }, + { "Shadow Cast", "Primary Shadow Cast" }, + { "Shadow Map Size", "Primary Shadow Map Size" }, + { "Shadow Near Clip Distance", "Primary Shadow Near Clip Distance" }, + { "Shadow Cascade Mode", "Primary Shadow Cascade Mode" }, + { "Shadow Cascade 2Way Bias", "Primary Shadow Cascade 2Way Bias" }, + { "Shadow Distance", "Primary Shadow Cascade Distance" }, + { "Shadow Backforward Distance", "Primary Shadow Cascade Backforward Distance" }, + { "Shadow Is Fixed Fov Mode", "Primary Shadow Is Fixed Fov Mode" }, + { "Shadow Fov", "Primary Shadow Fov" }, + { "Shadow Is Discretization Fov Mode", "Primary Shadow Is Discretization Fov Mode" }, + { "Shadow Discretization Angle", "Primary Shadow Discretization Angle" }, + { "Shadow Distribution", "Primary Shadow Cascade Distribution" }, + { "Cascade Manual Split", "Primary Shadow Cascade Manual Split" }, + { "Cascade Manual Split Distance[0]", "Primary Shadow Cascade Manual Split Distance[0]" }, + { "Cascade Manual Split Distance[1]", "Primary Shadow Cascade Manual Split Distance[1]" }, + { "Cascade Manual Split Distance[2]", "Primary Shadow Cascade Manual Split Distance[2]" }, + { "Shadow Sloped Depth Bias", "Primary Shadow Sloped Depth Bias" }, + { "Shadow Depth Bias", "Primary Shadow Depth Bias" }, + { "Shadow Max Depth Bias", "Primary Shadow Max Depth Bias" }, + { "Cascade Individual Shadow Bias", "Primary Shadow Cascade Individual Shadow Bias" }, + { "Cascade Depth Bias[0]", "Primary Shadow Cascade Depth Bias[0]" }, + { "Cascade Sloped Depth Bias[0]", "Primary Shadow Cascade Sloped Depth Bias[0]" }, + { "Cascade Max Depth Bias[0]", "Primary Shadow Cascade Max Depth Bias[0]" }, + { "Cascade Depth Bias[1]", "Primary Shadow Cascade Depth Bias[1]" }, + { "Cascade Sloped Depth Bias[1]", "Primary Shadow Cascade Sloped Depth Bias[1]" }, + { "Cascade Max Depth Bias[1]", "Primary Shadow Cascade Max Depth Bias[1]" }, + { "Cascade Depth Bias[2]", "Primary Shadow Cascade Depth Bias[2]" }, + { "Cascade Sloped Depth Bias[2]", "Primary Shadow Cascade Sloped Depth Bias[2]" }, + { "Cascade Max Depth Bias[2]", "Primary Shadow Cascade Max Depth Bias[2]" }, + { "Light Tone Map Type", "Tone Map Type" }, + { "Light Compute Luminance", "Tone Map Compute Luminance" }, + { "Light Luminance Version", "Tone Map Luminance Version" }, + { "Light Shoulder Strength", "Tone Map Shoulder Strength" }, + { "Light Linear Strength", "Tone Map Linear Strength" }, + { "Light Linear Angle", "Tone Map Linear Angle" }, + { "Light Toe Strength", "Tone Map Toe Strength" }, + { "Light Toe Num", "Tone Map Toe Num" }, + { "Light Toe Denum", "Tone Map Toe Denum" }, + { "Light White Point", "Tone Map White Point" }, + { "Light LUT Blend", "Color Grading LUT Blend" }, + { "Light Vfx LUT Blend", "Color Grading Vfx LUT Blend" }, + { "Light Enable Color Grading", "Color Grading Enable" }, + { "Light Is Linear To PQ", "Color Grading Is Linear To PQ" }, + { "Light Is PQ To Linear", "Color Grading Is PQ To Linear" } + }; + public bool DisableLightsFeature { get; set; } = false; public PatchConfig Patches { get; set; } = new PatchConfig(); |