diff options
author | David Parks <davep@lindenlab.com> | 2009-09-22 11:11:45 +0000 |
---|---|---|
committer | David Parks <davep@lindenlab.com> | 2009-09-22 11:11:45 +0000 |
commit | 536e38ad51b89808f26d8e3cd107fe093862d22a (patch) | |
tree | 230159ae9e319f5c419f1a643177b2bbb17d52c5 /indra/newview/app_settings/settings.xml | |
parent | 760adead96e62cab8f9cdacc6469773a87dfbc1a (diff) |
Merging render-pipeline-6-qa-2 into viewer-2
Self reviewed.
Diffstat (limited to 'indra/newview/app_settings/settings.xml')
-rw-r--r-- | indra/newview/app_settings/settings.xml | 670 |
1 files changed, 651 insertions, 19 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index bbe69531b4..c794d7d319 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -2597,6 +2597,17 @@ <key>Value</key> <integer>1</integer> </map> + <key>EnableTextureAtlas</key> + <map> + <key>Comment</key> + <string>Whether to use texture atlas or not</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>EnableVoiceChat</key> <map> <key>Comment</key> @@ -5513,42 +5524,56 @@ <key>Value</key> <integer>1</integer> </map> - - <key>RenderShadowGaussian</key> + + <key>RenderShadowNearDist</key> <map> <key>Comment</key> - <string>Gaussian coefficients for the two shadow/SSAO blurring passes (z component unused).</string> + <string>Near clip plane of shadow camera (affects precision of depth shadows).</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>Vector3</string> <key>Value</key> <array> - <real>2.0</real> - <real>2.0</real> - <real>0.0</real> + <real>256</real> + <real>256</real> + <real>256</real> </array> </map> - - <key>RenderShadowNearDist</key> + <key>RenderShadowClipPlanes</key> <map> <key>Comment</key> - <string>Near clip plane of shadow camera (affects precision of depth shadows).</string> + <string>Near clip plane split distances for shadow map frusta.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> <string>Vector3</string> <key>Value</key> <array> - <real>256</real> - <real>256</real> - <real>256</real> + <real>1.0</real> + <real>12.0</real> + <real>32.0</real> </array> </map> - <key>RenderShadowClipPlanes</key> + <key>RenderShadowSplitExponent</key> <map> <key>Comment</key> - <string>Near clip plane split distances for shadow map frusta.</string> + <string>Near clip plane split distances for shadow map frusta (x=perspective, y=ortho, z=transition rate).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Vector3</string> + <key>Value</key> + <array> + <real>3.0</real> + <real>3.0</real> + <real>2.0</real> + </array> + </map> + <key>RenderShadowOrthoClipPlanes</key> + <map> + <key>Comment</key> + <string>Near clip plane split distances for orthographic shadow map frusta.</string> <key>Persist</key> <integer>1</integer> <key>Type</key> @@ -5560,6 +5585,39 @@ <real>24.0</real> </array> </map> + <key>RenderShadowProjOffset</key> + <map> + <key>Comment</key> + <string>Amount to scale distance to virtual origin of shadow perspective projection.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>2.0</real> + </map> + <key>RenderShadowSlopeThreshold</key> + <map> + <key>Comment</key> + <string>Cutoff slope value for points to affect perspective shadow generation</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.0</real> + </map> + <key>RenderShadowProjExponent</key> + <map> + <key>Comment</key> + <string>Exponent applied to transition between ortho and perspective shadow projections based on viewing angle and light vector.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.5</real> + </map> <key>RenderSSAOScale</key> <map> <key>Comment</key> @@ -5628,7 +5686,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>128</real> + <real>64</real> </map> <key>RenderCubeMap</key> <map> @@ -5707,7 +5765,7 @@ <key>Value</key> <integer>0</integer> </map> - + <key>RenderAnimateTrees</key> <map> <key>Comment</key> @@ -5719,6 +5777,174 @@ <key>Value</key> <integer>0</integer> </map> + + <key>RenderGIRange</key> + <map> + <key>Comment</key> + <string>Distance to cut off GI effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>96</real> + </map> + + <key>RenderGILuminance</key> + <map> + <key>Comment</key> + <string>Luminance factor of global illumination contribution.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.075</real> + </map> + + <key>RenderGIBrightness</key> + <map> + <key>Comment</key> + <string>Brightness factor of global illumination contribution.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.3</real> + </map> + + <key>RenderGINoise</key> + <map> + <key>Comment</key> + <string>Noise of position sampling for GI photon mapping.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.7</real> + </map> + + <key>RenderGIAttenuation</key> + <map> + <key>Comment</key> + <string>Distance attenuation factor for indirect lighting.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.1</real> + </map> + + <key>RenderGIBlurBrightness</key> + <map> + <key>Comment</key> + <string>Brightness factor of global illumination blur effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.025</real> + </map> + + <key>RenderGIBlurEdgeWeight</key> + <map> + <key>Comment</key> + <string>Edge weight for GI soften filter (sharpness).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.8</real> + </map> + + <key>RenderGIBlurIncrement</key> + <map> + <key>Comment</key> + <string>Increment of scale for each pass of global illumination blur effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.8</real> + </map> + + <key>RenderLuminanceScale</key> + <map> + <key>Comment</key> + <string>Luminance value scalar for darkening effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.0</real> + </map> + + <key>RenderSunLuminanceScale</key> + <map> + <key>Comment</key> + <string>Sun Luminance value scalar for darkening effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.0</real> + </map> + + <key>RenderSunLuminanceOffset</key> + <map> + <key>Comment</key> + <string>Sun Luminance value offset for darkening effect.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0</real> + </map> + + <key>RenderLuminanceDetail</key> + <map> + <key>Comment</key> + <string>Mipmap level to use for luminance</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>16.0</real> + </map> + + <key>RenderEdgeDepthCutoff</key> + <map> + <key>Comment</key> + <string>Cutoff for depth difference that amounts to an edge.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.01</real> + </map> + <key>RenderEdgeNormCutoff</key> + <map> + <key>Comment</key> + <string>Cutoff for normal difference that amounts to an edge.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.25</real> + </map> + <key>RenderDeferredAlphaSoften</key> <map> <key>Comment</key> @@ -5741,6 +5967,178 @@ <key>Value</key> <real>4</real> </map> + <key>RenderDeferredSpotShadowBias</key> + <map> + <key>Comment</key> + <string>Bias value for spot shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>-64.0</real> + </map> + <key>RenderDeferredSpotShadowOffset</key> + <map> + <key>Comment</key> + <string>Offset value for spot shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.8</real> + </map> + + <key>RenderShadowBias</key> + <map> + <key>Comment</key> + <string>Bias value for shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>-0.008</real> + </map> + <key>RenderShadowOffset</key> + <map> + <key>Comment</key> + <string>Offset value for shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.01</real> + </map> + + <key>RenderShadowResolutionScale</key> + <map> + <key>Comment</key> + <string>Scale of shadow map resolution vs. screen resolution</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.0</real> + </map> + + + + <key>RenderDeferredTreeShadowBias</key> + <map> + <key>Comment</key> + <string>Bias value for tree shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.0</real> + </map> + <key>RenderDeferredTreeShadowOffset</key> + <map> + <key>Comment</key> + <string>Offset value for tree shadows (prevent shadow acne).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.0</real> + </map> + + <key>RenderHighlightFadeTime</key> + <map> + <key>Comment</key> + <string>Transition time for mouseover highlights.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.1</real> + </map> + + <key>RenderHighlightBrightness</key> + <map> + <key>Comment</key> + <string>Brightness of mouseover highlights.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>4.0</real> + </map> + + <key>RenderHighlightThickness</key> + <map> + <key>Comment</key> + <string>Thickness of mouseover highlights.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.6</real> + </map> + + <key>RenderHighlightColor</key> + <map> + <key>Comment</key> + <string>Brightness of mouseover highlights.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Color4</string> + <key>Value</key> + <array> + <real>0.4</real> + <real>0.98</real> + <real>0.93</real> + <real>1.0</real> + </array> + </map> + + <key>RenderSpecularResX</key> + <map> + <key>Comment</key> + <string>Spec map resolution.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>128</real> + </map> + + <key>RenderSpecularResY</key> + <map> + <key>Comment</key> + <string>Spec map resolution.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>128</real> + </map> + + <key>RenderSpecularExponent</key> + <map> + <key>Comment</key> + <string>Specular exponent for generating spec map</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1</real> + </map> + <key>RenderDeferred</key> <map> <key>Comment</key> @@ -5752,6 +6150,31 @@ <key>Value</key> <integer>0</integer> </map> + + <key>RenderDeferredShadow</key> + <map> + <key>Comment</key> + <string>Enable shadows in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + + <key>RenderDeferredGI</key> + <map> + <key>Comment</key> + <string>Enable GI in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> + <key>RenderDeferredSunShadow</key> <map> <key>Comment</key> @@ -5763,6 +6186,67 @@ <key>Value</key> <integer>1</integer> </map> + + <key>RenderDeferredSun</key> + <map> + <key>Comment</key> + <string>Execute sunlight shader in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + + <key>RenderDeferredAtmospheric</key> + <map> + <key>Comment</key> + <string>Execute atmospheric shader in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + + <key>RenderDeferredBlurLight</key> + <map> + <key>Comment</key> + <string>Execute shadow softening shader in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + + <key>RenderDeferredLocalLights</key> + <map> + <key>Comment</key> + <string>Execute local lighting shader in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + + <key>RenderDeferredFullscreenLights</key> + <map> + <key>Comment</key> + <string>Execute local lighting shader in deferred renderer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>1</integer> + </map> + <key>RenderDeferredSunWash</key> <map> <key>Comment</key> @@ -5785,6 +6269,45 @@ <key>Value</key> <real>-0.0001</real> </map> + <key>RenderShadowErrorCutoff</key> + <map> + <key>Comment</key> + <string>Cutoff error value to use ortho instead of perspective projection.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>5.0</real> + </map> + <key>RenderShadowFOVCutoff</key> + <map> + <key>Comment</key> + <string>Cutoff FOV to use ortho instead of perspective projection.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>1.1</real> + </map> + + <key>RenderShadowGaussian</key> + <map> + <key>Comment</key> + <string>Gaussian coefficients for the two shadow/SSAO blurring passes (z component unused).</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Vector3</string> + <key>Value</key> + <array> + <real>3.0</real> + <real>2.0</real> + <real>0.0</real> + </array> + </map> + <key>RenderShadowBlurSize</key> <map> <key>Comment</key> @@ -5794,7 +6317,7 @@ <key>Type</key> <string>F32</string> <key>Value</key> - <real>0.7</real> + <real>1.4</real> </map> <key>RenderShadowBlurSamples</key> <map> @@ -5805,8 +6328,106 @@ <key>Type</key> <string>U32</string> <key>Value</key> - <real>5</real> + <real>4</real> </map> + <key>RenderShadowBlurDistFactor</key> + <map> + <key>Comment</key> + <string>Distance scaler for shadow blur.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.1</real> + </map> + + <key>RenderGIAmbiance</key> + <map> + <key>Comment</key> + <string>Ambiance factor of global illumination contribution.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.5</real> + </map> + + <key>RenderGIMinRenderSize</key> + <map> + <key>Comment</key> + <string>Minimum size of objects to put into GI source map.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.5</real> + </map> + + <key>RenderGIBlurColorCurve</key> + <map> + <key>Comment</key> + <string>Color curve for GI softening kernel</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>0.02</real> + </array> + </map> + + <key>RenderGIBlurPasses</key> + <map> + <key>Comment</key> + <string>Scale of GI softening kernel.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>4</real> + </map> + + <key>RenderGIBlurSize</key> + <map> + <key>Comment</key> + <string>Scale of GI softening kernel.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>4.0</real> + </map> + <key>RenderGIBlurSamples</key> + <map> + <key>Comment</key> + <string>Number of samples to take for each pass of GI blur (value range 1-16). Actual number of samples is value * 2 - 1.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>U32</string> + <key>Value</key> + <real>16</real> + </map> + <key>RenderGIBlurDistFactor</key> + <map> + <key>Comment</key> + <string>Distance scaler for GI blur.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.0</real> + </map> + <key>RenderDynamicLOD</key> <map> <key>Comment</key> @@ -6143,7 +6764,7 @@ <key>Type</key> <string>S32</string> <key>Value</key> - <integer>4096</integer> + <integer>8192</integer> </map> <key>RenderMaxVBOSize</key> <map> @@ -6354,6 +6975,17 @@ <key>Value</key> <integer>0</integer> </map> + <key>RenderUIBuffer</key> + <map> + <key>Comment</key> + <string>Cache ui render in a screen aligned buffer.</string> + <key>Persist</key> + <integer>1</integer> + <key>Type</key> + <string>Boolean</string> + <key>Value</key> + <integer>0</integer> + </map> <key>RenderUnloadedAvatar</key> <map> <key>Comment</key> |