![]() Uniform bool MXAO_DEBUG_VIEW_ENABLE = false ![]() Uniform float MXAO_SAMPLE_RADIUS_SECONDARY = 0.2 Uniform float MXAO_SSIL_SATURATION = 1.00 Uniform float MXAO_GLOBAL_RENDER_SCALE = 1.0 ![]() Uniform float MXAO_SAMPLE_NORMAL_BIAS = 0.2 ![]() Uniform int MXAO_GLOBAL_SAMPLE_QUALITY_PRESET = 1 #define MXAO_ENABLE_TSS 0 // Combines the current frame AO with older frames to improve quality a LOT, at the expense of some ghosting. #define MXAO_TWO_LAYER 0 // Splits MXAO into two separate layers that allow for both large and fine AO. #define MXAO_SMOOTHNORMALS 0 // This feature makes low poly surfaces smoother, especially useful on older games. #define MXAO_ENABLE_IL 0 //Ğnables Indirect Lighting calculation. 0 = fullscreen, 1 = 1/2 screen width/height, 2 = 1/4 screen width/height and so forth. #define MXAO_MIPLEVEL_IL 2 // Miplevel of IL texture. Best results: IL MipLevel = AO MipLevel + 2 ![]() #define MXAO_MIPLEVEL_AO 0 // Miplevel of AO texture. Ambient Obscurance with Indirect Lighting "MXAO" 3.1.0 by Marty McFly visit /MartyMcModding for news/updates ![]()
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