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-rw-r--r--Config.cs63
1 files changed, 62 insertions, 1 deletions
diff --git a/Config.cs b/Config.cs
index 70419df..3f9d6ec 100644
--- a/Config.cs
+++ b/Config.cs
@@ -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();