# MinecraftPT — Path Traced Shader # An original implementation informed by study of iterationRP's architecture. clouds =off dynamicHandLight =false oldHandLight =false oldLighting =false underwaterOverlay =false shadowTranslucent =true sun =false moon =true stars =true vignette =false separateAo =true frustum.culling =true shadow.culling =false voxelizeLightBlocks=true allowConcurrentCompute=true iris.features.required=CUSTOM_IMAGES program.composite4.enabled=PT_IRC program.composite4_a.enabled=PT_IRC program.composite44.enabled=ENABLE_ROUGH_SPECULAR program.composite46.enabled=ENABLE_ROUGH_SPECULAR program.composite47.enabled=ENABLE_ROUGH_SPECULAR program.composite53.enabled=DOF program.composite67.enabled=MOTION_BLUR program.composite76.enabled=BLOOM # Same-buffer ping-pong (temporal/spatial accumulation) flip.composite10.colortex7=true flip.composite12.colortex7=true flip.composite13.colortex7=true flip.composite14.colortex7=true flip.composite15.colortex7=true flip.composite44.colortex11=true flip.composite46.colortex11=true flip.composite47.colortex11=true # HDR post chain (read + write colortex12) flip.composite40.colortex12=true flip.composite50.colortex12=true flip.composite51.colortex12=true flip.composite53.colortex12=true flip.composite65.colortex12=true flip.composite65.colortex13=true flip.composite67.colortex12=true flip.composite76.colortex12=true # Half resolution path tracing buffers #if PT_HALF_RES == 1 size.buffer.colortex6 = 0.5 0.5 size.buffer.colortex7 = 0.5 0.5 size.buffer.colortex8 = 0.5 0.5 size.buffer.colortex9 = 0.5 0.5 size.buffer.colortex10 = 0.5 0.5 #endif # Formats of the working buffers format.colortex0 = RGBA16 format.colortex1 = RGBA16 format.colortex2 = RGBA16 format.colortex3 = RGBA16 format.colortex4 = RGBA16 format.colortex5 = RGBA16 format.colortex6 = RGBA16F format.colortex7 = RGBA16F format.colortex8 = RGBA16F format.colortex9 = RGBA16F format.colortex10 = RG16F format.colortex11 = RG16F format.colortex12 = RGBA16F format.colortex13 = RGBA16F format.colortex14 = R16F format.colortex15 = RGBA16F format.colortex16 = RGBA16F format.colortex17 = R32F format.colortex18 = RGBA16F # Custom images image.img_voxelData3D = voxelData3D RGBA RGBA16 UNSIGNED_SHORT false false PT_VOXEL_RESOLUTION_X PT_VOXEL_RESOLUTION_Y PT_VOXEL_RESOLUTION_X #ifdef PT_IRC image.img_irradianceCache3D = irradianceCache3D RGBA RGBA16F HALF_FLOAT false false PT_IRC_RESOLUTION PT_IRC_RESOLUTION PT_IRC_RESOLUTION image.img_irradianceCache3D_Alt = irradianceCache3D_Alt RGBA RGBA16F HALF_FLOAT false false PT_IRC_RESOLUTION PT_IRC_RESOLUTION PT_IRC_RESOLUTION #endif image.img_skyBox2D = skyBox2D RGBA RGBA16F HALF_FLOAT false false SKYBOX_RESOLUTION_X SKYBOX_RESOLUTION_Y image.img_exposureTex = exposureTex R R16F HALF_FLOAT false true 1 1 image.img_pixelData2D = pixelData2D RG RG16F HALF_FLOAT false false 512 513 image.img_bloomA = bloomA RGBA RGBA16F HALF_FLOAT false true 1024 1024 image.img_bloomB = bloomB RGBA RGBA16F HALF_FLOAT false true 1024 1024 image.img_prevDepth2D = prevDepth2D RED R32F FLOAT false true 0.5 0.5 image.img_rtwImportance2D = rtwImportance2D RED R32F FLOAT true false RTW_RESOLUTION RTW_RESOLUTION_Y image.img_rtwWarp1D = rtwWarp1D RG RG16 UNSIGNED_SHORT false false RTW_RESOLUTION 2 texture.noise=texture/noise.png customTexture.atlas2D=minecraft:textures/atlas/blocks.png customTexture.atlasSpecular2D=minecraft:textures/atlas/blocks_s.png customTexture.CloudNoise3D=texture/CloudNoise_128_128_128.bin TEXTURE_3D RGBA8 128 128 128 RGBA UNSIGNED_BYTE customTexture.CloudDetailedNoise3D=texture/CloudNoise2_32_32_32.bin TEXTURE_3D RGB8 32 32 32 RGB UNSIGNED_BYTE customTexture.ripple2D=texture/ripple.png #if SKYBOX_RESOLUTION == 32 #define SKYBOX_RESOLUTION_X 96 #define SKYBOX_RESOLUTION_Y 64 #elif SKYBOX_RESOLUTION == 48 #define SKYBOX_RESOLUTION_X 144 #define SKYBOX_RESOLUTION_Y 96 #elif SKYBOX_RESOLUTION == 64 #define SKYBOX_RESOLUTION_X 192 #define SKYBOX_RESOLUTION_Y 128 #elif SKYBOX_RESOLUTION == 96 #define SKYBOX_RESOLUTION_X 288 #define SKYBOX_RESOLUTION_Y 192 #elif SKYBOX_RESOLUTION == 128 #define SKYBOX_RESOLUTION_X 384 #define SKYBOX_RESOLUTION_Y 256 #endif #if PT_VOXEL_RESOLUTION == 4004 #define PT_VOXEL_RESOLUTION_X 128 #define PT_VOXEL_RESOLUTION_Y 128 #elif PT_VOXEL_RESOLUTION == 6004 #define PT_VOXEL_RESOLUTION_X 192 #define PT_VOXEL_RESOLUTION_Y 128 #elif PT_VOXEL_RESOLUTION == 8004 #define PT_VOXEL_RESOLUTION_X 256 #define PT_VOXEL_RESOLUTION_Y 128 #elif PT_VOXEL_RESOLUTION == 8006 #define PT_VOXEL_RESOLUTION_X 256 #define PT_VOXEL_RESOLUTION_Y 192 #elif PT_VOXEL_RESOLUTION == 8008 #define PT_VOXEL_RESOLUTION_X 256 #define PT_VOXEL_RESOLUTION_Y 256 #elif PT_VOXEL_RESOLUTION == 12004 #define PT_VOXEL_RESOLUTION_X 384 #define PT_VOXEL_RESOLUTION_Y 128 #elif PT_VOXEL_RESOLUTION == 12006 #define PT_VOXEL_RESOLUTION_X 384 #define PT_VOXEL_RESOLUTION_Y 192 #elif PT_VOXEL_RESOLUTION == 12008 #define PT_VOXEL_RESOLUTION_X 384 #define PT_VOXEL_RESOLUTION_Y 256 #elif PT_VOXEL_RESOLUTION == 16004 #define PT_VOXEL_RESOLUTION_X 512 #define PT_VOXEL_RESOLUTION_Y 128 #elif PT_VOXEL_RESOLUTION == 16008 #define PT_VOXEL_RESOLUTION_X 512 #define PT_VOXEL_RESOLUTION_Y 256 #elif PT_VOXEL_RESOLUTION == 16016 #define PT_VOXEL_RESOLUTION_X 512 #define PT_VOXEL_RESOLUTION_Y 512 #endif #if RTW_RESOLUTION == 256 #define RTW_RESOLUTION_Y 258 #elif RTW_RESOLUTION == 512 #define RTW_RESOLUTION_Y 514 #elif RTW_RESOLUTION == 1024 #define RTW_RESOLUTION_Y 1026 #endif # Shadow framebuffer size (holds voxel atlas + shadow map) #if PT_VOXEL_RESOLUTION == 4004 || PT_VOXEL_RESOLUTION == 6004 || PT_VOXEL_RESOLUTION == 8004 size.shadowmap = 4096 4096 #elif PT_VOXEL_RESOLUTION == 8006 || PT_VOXEL_RESOLUTION == 8008 || PT_VOXEL_RESOLUTION == 12004 || PT_VOXEL_RESOLUTION == 12006 size.shadowmap = 8192 8192 #elif PT_VOXEL_RESOLUTION == 12008 || PT_VOXEL_RESOLUTION == 16004 || PT_VOXEL_RESOLUTION == 16008 size.shadowmap = 12288 12288 #elif PT_VOXEL_RESOLUTION == 16016 size.shadowmap = 16384 16384 #endif uniform.vec2.screenSize = vec2(viewWidth, viewHeight) uniform.vec2.pixelSize = vec2(1.0 / viewWidth, 1.0 / viewHeight) variable.int.taaJitterIndex = (frameCounter % 16) + 1 variable.int.taaPrevJitterIndex = ((frameCounter - 1) % 16) + 1 variable.float.taaJitterX = frac(0.5 + taaJitterIndex * 0.754877666) * 2.0 - 1.0 variable.float.taaJitterY = frac(0.5 + taaJitterIndex * 0.569840291) * 2.0 - 1.0 variable.float.taaPrevJitterX = frac(0.5 + taaPrevJitterIndex * 0.754877666) * 2.0 - 1.0 variable.float.taaPrevJitterY = frac(0.5 + taaPrevJitterIndex * 0.569840291) * 2.0 - 1.0 uniform.vec2.taaJitter = vec2(taaJitterX / viewWidth, taaJitterY / viewHeight) uniform.vec2.previousTaaJitter = vec2(taaPrevJitterX / viewWidth, taaPrevJitterY / viewHeight) uniform.vec2.taaJitterToPrevious = vec2((taaPrevJitterX - taaJitterX) / viewWidth, (taaPrevJitterY - taaJitterY) / viewHeight) uniform.vec3.gbufferProjection0 = vec3(gbufferProjection.0.0, gbufferProjection.1.1, gbufferProjection.2.2) uniform.vec3.gbufferProjection1 = vec3(gbufferProjection.3.0, gbufferProjection.3.1, gbufferProjection.3.2) uniform.vec4.gbufferProjectionInverse0 = vec4(gbufferProjectionInverse.0.0, gbufferProjectionInverse.1.1, gbufferProjectionInverse.2.3, gbufferProjectionInverse.3.3) uniform.vec3.gbufferProjectionInverse1 = vec3(gbufferProjectionInverse.3.0, gbufferProjectionInverse.3.1, gbufferProjectionInverse.3.2) uniform.vec3.gbufferPreviousProjection0 = vec3(gbufferPreviousProjection.0.0, gbufferPreviousProjection.1.1, gbufferPreviousProjection.2.2) uniform.vec3.gbufferPreviousProjection1 = vec3(gbufferPreviousProjection.3.0, gbufferPreviousProjection.3.1, gbufferPreviousProjection.3.2) uniform.vec3.shadowModelView0 = vec3(shadowModelView.0.0, shadowModelView.0.1, shadowModelView.0.2) uniform.vec3.shadowModelView1 = vec3(shadowModelView.1.0, shadowModelView.1.1, shadowModelView.1.2) uniform.vec3.shadowModelView2 = vec3(shadowModelView.2.0, shadowModelView.2.1, shadowModelView.2.2) uniform.vec3.shadowModelViewInverse2 = vec3(shadowModelViewInverse.2.0, shadowModelViewInverse.2.1, shadowModelViewInverse.2.2) variable.int.cameraPositionIntToPrevX = cameraPositionInt.x - previousCameraPositionInt.x variable.int.cameraPositionIntToPrevY = cameraPositionInt.y - previousCameraPositionInt.y variable.int.cameraPositionIntToPrevZ = cameraPositionInt.z - previousCameraPositionInt.z variable.float.cameraPositionToPrevX = cameraPositionFract.x - previousCameraPositionFract.x + cameraPositionIntToPrevX variable.float.cameraPositionToPrevY = cameraPositionFract.y - previousCameraPositionFract.y + cameraPositionIntToPrevY variable.float.cameraPositionToPrevZ = cameraPositionFract.z - previousCameraPositionFract.z + cameraPositionIntToPrevZ uniform.vec3.cameraPositionToPrevious = vec3(cameraPositionToPrevX, cameraPositionToPrevY, cameraPositionToPrevZ) variable.bool.modelViewVaildation = (gbufferModelView.2.0 * gbufferPreviousModelView.2.0 + gbufferModelView.2.1 * gbufferPreviousModelView.2.1 + gbufferModelView.2.2 * gbufferPreviousModelView.2.2) > (1.0 - 0.000005 / gbufferProjection.1.1) variable.bool.projectionVaildation = gbufferProjection.1.1 == gbufferPreviousProjection.1.1 variable.bool.cameraPosVaildation = (abs(cameraPositionToPrevX) + abs(cameraPositionToPrevY) + abs(cameraPositionToPrevZ)) < 0.000001 variable.bool.motionVaildation = modelViewVaildation && projectionVaildation && cameraPosVaildation variable.bool.frameVaildation = (frameCounter % 256) != 6 uniform.bool.rtwDiscardRefresh = motionVaildation && frameVaildation uniform.float.eyeBrightnessSmoothCurved = smooth(6, pow(clamp(eyeBrightness.y * 0.00527, 0.0, 1.0), 6.0), 7.0, 5.0) variable.float.eyeBrightnessZero = smooth(7, if(eyeBrightness.y == 0, 1.0, 0.0), 6.0, 0.0) uniform.float.eyeBrightnessZeroSmooth = smooth(8, if(eyeBrightnessZero > 0.99, 1.0, 0.0), 5.0, 2.0) uniform.float.eyeBrightnessOneSmooth = smooth(9, if(eyeBrightness.y == 240, 1.0, 0.0), 4.0, 4.0) uniform.float.eyeSnowySmooth = smooth(10, if(biome_precipitation > 1.5, 1.0, 0.0), 4.0, 7.0) uniform.float.eyeNoPrecipitationSmooth = smooth(11, if(biome_precipitation < 0.5, 1.0, 0.0), 7.0, 7.0) variable.float.frameTimeFactor = 0.003183099 / if(frameTime == 0, 5, frameTime) variable.float.angleRx = asin(gbufferModelView.1.1 * gbufferPreviousModelView.1.2 - gbufferModelView.1.2 * gbufferPreviousModelView.1.1) * frameTimeFactor variable.float.angleRy = asin(gbufferModelView.0.2 * gbufferPreviousModelView.0.0 - gbufferModelView.0.0 * gbufferPreviousModelView.0.2) * frameTimeFactor uniform.float.eyeRxSmooth = smooth(12, angleRx, 0.7, 0.7) uniform.float.eyeRySmooth = smooth(13, angleRy, 0.7, 0.7) # UI Layout screen.columns=2 screen.PT_VOXEL.columns=1 screen.PT_DIFFUSE.columns=2 screen.PT_DIFFUSE_DENOISE.columns=2 screen.PT_SPECULAR.columns=2 screen.PT_IRC.columns=1 screen.LIGHTING.columns=1 screen.LIGHT_SOURCE.columns=2 screen.HELDLIGHT.columns=1 screen.SHADOW.columns=2 screen.RTW.columns=1 screen.SURFACE.columns=2 screen.WATER.columns=2 screen.RAIN.columns=2 screen.VOL.columns=2 screen.VC.columns=2 screen.VFOG.columns=2 screen.POSTPROCESSING.columns=2 screen.TAA_SETTING.columns=1 screen.DOF_SETTING.columns=2 screen.EXPOSURE_SETTING.columns=2 screen.BLOOM_SETTING.columns=1 screen.COLOR.columns=2 screen.ADVANCED_COLOR.columns=3 screen.SHORTCUT.columns=1 screen= MinecraftPT_INFO MinecraftPT_VERSION \ \ [PT_VOXEL] [LIGHTING] \ [PT_DIFFUSE] [SURFACE] \ [PT_SPECULAR] [VOL] \ [PT_IRC] [POSTPROCESSING] \ \ [SHORTCUT] \ screen.PT_VOXEL=PT_VOXEL_RESOLUTION PT_FULLBLOCK_VERIFICATION PT_FULLBLOCK_DETECTION PT_SPARE_TRACING VANILLA_EMISSIVE screen.PT_DIFFUSE = PT_DIFFUSE_TRACING_DISTANCE [PT_DIFFUSE_DENOISE] \ PT_DIFFUSE_SPP \ PT_DIFFUSE_REFRACTION \ PT_DIFFUSE_SST PT_DIFFUSE_REFRACTION_IOR \ PT_TRACING_ALPHA screen.PT_DIFFUSE_DENOISE = PT_DIFFUSE_TEMPORAL_MAX_ACCUM PT_DIFFUSE_SPATIAL_FILTER_DETAIL \ PT_DIFFUSE_TEMPORAL_HISTORY_FIX \ PT_DIFFUSE_SPATIAL_FILTER_LUMINANCE_WEIGHT \ PT_DIFFUSE_SPATIAL_FILTER_DEPTH_WEIGHT \ PT_DIFFUSE_SPATIAL_FILTER_NORMAL_WEIGHT screen.PT_SPECULAR= ENABLE_ROUGH_SPECULAR \ ROUGHNESS_CLAMP PT_SPECULAR_TRACING_DISTANCE \ PT_SSR_MODE PT_SSR_QUALITY \ PT_SPECULAR_SCREEN_REUSE \ SKYBOX_RESOLUTION screen.PT_IRC = PT_IRC_RESOLUTION \ \ PT_IRC_SPP \ PT_IRC_BLENDWEIGHT \ \ PT_IRC_SELFBOUNCE_ATTENUATION screen.LIGHTING=[LIGHT_SOURCE] [HELDLIGHT] [SHADOW] screen.LIGHT_SOURCE=BLOCKLIGHT_BRIGHTNESS SUNRISE_ROTATION \ SPHERELIGHT_BRIGHTNESS sunPathRotation \ [LIGHT_COLOR] SUN_ANGULAR_RADIUS \ SUNLIGHT_INTENSITY \ BLOCKLIGHT_TEMPERATURE \ NOLIGHT_BRIGHTNESS \ NIGHT_BRIGHTNESS \ COLD_MOONLIGHT screen.LIGHT_COLOR= BRIGHTNESS_TORCH BRIGHTNESS_ENDROD \ COLOR_TORCH_R COLOR_ENDROD_R \ COLOR_TORCH_G COLOR_ENDROD_G \ COLOR_TORCH_B COLOR_ENDROD_B \ BRIGHTNESS_FIRE BRIGHTNESS_LIGHTBLOCK \ COLOR_FIRE_R COLOR_LIGHTBLOCK_R \ COLOR_FIRE_G COLOR_LIGHTBLOCK_G \ COLOR_FIRE_B COLOR_LIGHTBLOCK_B \ BRIGHTNESS_SOULTORCH BRIGHTNESS_AMETHYST \ COLOR_SOULTORCH_R COLOR_AMETHYST_R \ COLOR_SOULTORCH_G COLOR_AMETHYST_G \ COLOR_SOULTORCH_B COLOR_AMETHYST_B screen.HELDLIGHT = HELDLIGHT_BRIGHTNESS HELDLIGHT_MODE HELDLIGHT_FALLOFF HELDLIGHT_COLOR_TEMPERATURE SPECULAR_HELDLIGHT HELDLIGHT_SHADOW screen.SHADOW = SHADOW_RENDER_DISTANCE VARIABLE_PENUMBRA_SHADOWS \ SHADOW_QUALITY VPS_SPREAD \ SHADOW_BASIC_BLUR \ [RTW] \ PT_SHADOW \ SCREEN_SPACE_SHADOWS COLORED_SHADOWS \ HAND_SCREEN_SHADOW SUNLIGHT_LEAK_FIX screen.RTW= RTW_RESOLUTION RTW_BACKWARD_DIST_FACTOR RTW_BACKWARD_NORMAL_FACTOR RTW_BLUR_FACTOR screen.SURFACE= [PBR] \ [WATER] TEXTURE_RESOLUTION \ [RAIN] \ [SURFMISC] screen.PBR= TEXTURE_PBR_FORMAT \ LABPBR_EMISSIVENESS HARDCODED_EMISSIVENESS_MODE \ LABPBR_SSS [SSS] \ LABPBR_POROSITY [POROSITY] \ LABPBR_PREDEFINED_METAL [METAL] screen.SSS= SSS_QUALITY SSS_STRENGTH SSS_STRENGTH_OFFSET SSS_BRIGHTNESS screen.POROSITY=TEXTURE_DEFAULT_POROSITY POROSITY_ABSORPTION SURFACE_WETNESS screen.METAL = METAL_MINIMAL_F0 METAL_ORIGIN_COLOR METALMASK_STRENGTH screen.WATER = WAVE_SCALE WATER_FOG \ WAVE_SPEED \ WAVE_NORMAL_STRENGTH WATER_SCATTERING_DENSITY \ WATER_SCATTERING_R \ WAVE_PARALLAX WATER_SCATTERING_G \ WAVE_PARALLAX_DEPTH WATER_SCATTERING_B \ \ UNDERWATER_VFOG WATER_ATTENUATION_R \ UNDERWATER_VFOG_QUALITY WATER_ATTENUATION_G \ UNDERWATER_VFOG_DENSITY WATER_ATTENUATION_B screen.RAIN=drynessHalflife RAIN_SHADOW \ wetnessHalflife \ RAIN_VISIBILITY RAIN_SPLASH_EFFECT \ RAIN_SPLASH_SPEED \ RAIN_WIND_X RAIN_SPLASH_STRENGTH \ RAIN_WIND_Z RAIN_SPLASH_SCALE \ RAIN_DISTURBANCE screen.SURFMISC=TERRAIN_VS_TBN \ ENTITIES_VS_TBN EYES_LIGHTING \ \ TERRAIN_NORMAL_MAP \ TERRAIN_SPECULAR_MAP \ ENTITIES_NORMAL_MAP \ ENTITIES_SPECULAR_MAP screen.VOL= PLANAR_CLOUDS VOLUMETRIC_CLOUDS \ [PC] [VC] \ \ VFOG LANDSCATTERING \ [VFOG] \ VFOG_REFLECTION \ VFOG_REFRACTION \ \ INDOOR_FOG screen.PC = PC_ALTITUDE PC_NOISE_SCALE PC_CLEAR_COVERAGE PC_CLEAR_DENSITY PC_CLEAR_SUNLIGHTING PC_CLEAR_SKYLIGHTING screen.VC = CLOUD_QUALITY CLOUD_DETAILED_NOISE_STRENGTH \ CLOUD_BASE_NOISE_SCALE \ VC_CLEAR_SETTING CLOUD_DETAILED_NOISE_SCALE \ CLOUD_COVERAGE_NOISE_OFFSET \ \ CLOUD_FADE CLOUD_BOTTOM_BRIGHTNESS \ CLOUD_OUTSCATTER_FACTOR \ CLOUD_SHADOW screen.VC_CLEAR_SETTING=CLOUD_CLEAR_ALTITUDE \ CLOUD_CLEAR_THICKNESS \ CLOUD_CLEAR_COVERY \ CLOUD_CLEAR_DENSITY \ CLOUD_CLEAR_SUNLIGHTING \ CLOUD_CLEAR_SKYLIGHTING \ CLOUD_CLEAR_SCALE screen.VFOG=[VFOG_NOISE_SETTING] VFOG_HEIGHT \ VFOG_QUALITY VFOG_HEIGHT_2 \ VFOG_FALLOFF \ VFOG_DENSITY \ VFOG_DENSITY_BASE VFOG_IGNORE_WORLDTIME \ VFOG_SUNLIGHT_ABSORPTION VFOG_RAIN_DENSITY_MUL \ \ VFOG_SUNLIGHT_DENSITY VFOG_STAINED \ VFOG_FOG_DENSITY VFOG_CLOUD_SHADOW screen.VFOG_NOISE_SETTING = VFOG_NOISE_TYPE VFOG_NOISE_OCTAVE VFOG_NOISE_COVERAGE VFOG_NOISE_HORIZONTAL_SCALE VFOG_NOISE_VERTICAL_SCALE screen.POSTPROCESSING = [DOF_SETTING] \ [EXPOSURE_SETTING] \ [MOTION_BLUR_SETTING] \ [TAA_SETTING] \ [BLOOM_SETTING] \ [COLOR] screen.TAA_SETTING= TAA_BLENDWEIGHT TAA_AGGRESSION TAA_SUBPIXEL_SHARPNING screen.DOF_SETTING= DOF CAMERA_FOCUS_MODE \ DISABLE_HAND_DOF CAMERA_FOCAL_POINT \ DOF_DEPTH_SMMOOTH_HALFLIFE \ DOF_BLUR DOF_FOCUS_IGNORE_HAND_PARTICLE \ DOF_MAX_COC \ DOF_QUALITY DOF_CATSEYE \ DOF_CATSEYE_STRENGTH \ DOF_COCSPREAD_QUALITY DOF_CATSEYE_MIDPOINT screen.EXPOSURE_SETTING=AE_MODE SMOOTH_EXPOSURE \ AE_CURVE EXPOSURE_TIME \ AE_OFFSET \ MANUAL_EXPOSURE \ LUMINANCE_WEIGHT_MODE EV_VALUE \ LUMINANCE_WEIGHT_STRENGTH screen.MOTION_BLUR_SETTING= MOTION_BLUR MOTION_BLUR_DITHER MOTION_BLUR_QUALITY MOTION_BLUR_SUTTER_MODE MOTION_BLUR_SUTTER_ANGLE MOTION_BLUR_SUTTER_SPEED screen.BLOOM_SETTING = BLOOM BLOOM_AMOUNT BLOOM_CLAMP_STRENGTH NETHER_END_BLOOM_BOOST screen.COLOR = TONEMAP_OPERATOR \ AGX_EV AGX_HDR_EV \ ABNEY_EFFECT_CORRECTION AGX_HDR_MIDGREY \ \ ADVANCED_COLOR [ADVANCED_COLOR] \ screen.ADVANCED_COLOR = HIGHLIGHT_CURVE WHITE_POINT \ SHADOW_CURVE BLACK_POINT \ \ MIDTONE_HUE HIGHLIGHT_HUE SHADOW_HUE \ MIDTONE_STRENGTH HIGHLIGHT_STRENGTH SHADOW_STRENGTH \ KEEP_LUMINANCE \ SATURATION GAMMA screen.SHORTCUT=CAVE_MODE MANUAL_EXPOSURE EV_VALUE SUNRISE_ROTATION sunPathRotation SHADOW_RENDER_DISTANCE SUNLIGHT_LEAK_FIX sliders=PT_VOXEL_RESOLUTION \ PT_DIFFUSE_TRACING_DISTANCE PT_DIFFUSE_SPP PT_DIFFUSE_TEMPORAL_MAX_ACCUM PT_DIFFUSE_SPATIAL_FILTER_DETAIL PT_DIFFUSE_SPATIAL_FILTER_LUMINANCE_WEIGHT PT_DIFFUSE_SPATIAL_FILTER_DEPTH_WEIGHT PT_DIFFUSE_SPATIAL_FILTER_NORMAL_WEIGHT PT_DIFFUSE_REFRACTION_IOR \ PT_SPECULAR_TRACING_DISTANCE PT_SSR_QUALITY SKYBOX_RESOLUTION \ PT_IRC_RESOLUTION PT_IRC_SPP PT_IRC_BLENDWEIGHT PT_IRC_SELFBOUNCE_ATTENUATION \ BLOCKLIGHT_BRIGHTNESS SPHERELIGHT_BRIGHTNESS BLOCKLIGHT_TEMPERATURE SUNRISE_ROTATION sunPathRotation SUN_ANGULAR_RADIUS SUNLIGHT_INTENSITY NOLIGHT_BRIGHTNESS NIGHT_BRIGHTNESS \ BRIGHTNESS_TORCH COLOR_TORCH_R COLOR_TORCH_G COLOR_TORCH_B BRIGHTNESS_ENDROD COLOR_ENDROD_R COLOR_ENDROD_G COLOR_ENDROD_B BRIGHTNESS_FIRE COLOR_FIRE_R COLOR_FIRE_G COLOR_FIRE_B BRIGHTNESS_SOULTORCH COLOR_SOULTORCH_R COLOR_SOULTORCH_G COLOR_SOULTORCH_B BRIGHTNESS_AMETHYST COLOR_AMETHYST_R COLOR_AMETHYST_G COLOR_AMETHYST_B BRIGHTNESS_LIGHTBLOCK COLOR_LIGHTBLOCK_R COLOR_LIGHTBLOCK_G COLOR_LIGHTBLOCK_B \ HELDLIGHT_BRIGHTNESS HELDLIGHT_FALLOFF HELDLIGHT_COLOR_TEMPERATURE \ SHADOW_RENDER_DISTANCE RTW_BACKWARD_DIST_FACTOR RTW_BACKWARD_NORMAL_FACTOR RTW_BLUR_FACTOR SHADOW_BASIC_BLUR SHADOW_QUALITY VPS_SPREAD \ TEXTURE_RESOLUTION \ SSS_QUALITY SSS_STRENGTH SSS_STRENGTH_OFFSET SSS_BRIGHTNESS TEXTURE_DEFAULT_POROSITY POROSITY_ABSORPTION SURFACE_WETNESS METAL_MINIMAL_F0 METAL_ORIGIN_COLOR METALMASK_STRENGTH \ WAVE_SCALE WAVE_SPEED WAVE_NORMAL_STRENGTH WAVE_PARALLAX_DEPTH RAIN_VISIBILITY WATER_SCATTERING_DENSITY WATER_SCATTERING_R WATER_SCATTERING_G WATER_SCATTERING_B WATER_ATTENUATION_R WATER_ATTENUATION_G WATER_ATTENUATION_B \ wetnessHalflife drynessHalflife RAIN_SHADOW RAIN_WIND_X RAIN_WIND_Z RAIN_DISTURBANCE RAIN_SPLASH_SPEED RAIN_SPLASH_STRENGTH RAIN_SPLASH_SCALE \ PC_ALTITUDE PC_NOISE_SCALE PC_CLEAR_COVERAGE PC_CLEAR_DENSITY PC_CLEAR_SUNLIGHTING PC_CLEAR_SKYLIGHTING \ CLOUD_QUALITY CLOUD_SPEED CLOUD_DETAILED_NOISE_STRENGTH CLOUD_BASE_NOISE_SCALE CLOUD_DETAILED_NOISE_SCALE CLOUD_BOTTOM_BRIGHTNESS CLOUD_OUTSCATTER_FACTOR CLOUD_COVERAGE_NOISE_OFFSET \ CLOUD_CLEAR_ALTITUDE CLOUD_CLEAR_THICKNESS CLOUD_CLEAR_COVERY CLOUD_CLEAR_DENSITY CLOUD_CLEAR_SUNLIGHTING CLOUD_CLEAR_SKYLIGHTING CLOUD_CLEAR_SCALE \ VFOG_HEIGHT VFOG_HEIGHT_2 VFOG_FALLOFF VFOG_DENSITY VFOG_DENSITY_BASE VFOG_SUNLIGHT_ABSORPTION VFOG_RAIN_DENSITY_MUL VFOG_SUNLIGHT_DENSITY VFOG_FOG_DENSITY VFOG_NOISE_OCTAVE VFOG_NOISE_COVERAGE VFOG_NOISE_HORIZONTAL_SCALE VFOG_NOISE_VERTICAL_SCALE \ TAA_BLENDWEIGHT TAA_AGGRESSION \ DOF_BLUR DOF_QUALITY DOF_COCSPREAD_QUALITY DOF_MAX_COC DOF_CATSEYE_STRENGTH DOF_CATSEYE_MIDPOINT CAMERA_FOCAL_POINT DOF_DEPTH_SMMOOTH_HALFLIFE \ EV_VALUE AE_OFFSET AE_CURVE EXPOSURE_TIME LUMINANCE_WEIGHT_STRENGTH \ MOTION_BLUR_QUALITY MOTION_BLUR_SUTTER_ANGLE MOTION_BLUR_SUTTER_SPEED \ BLOOM_AMOUNT NETHER_END_BLOOM_BOOST \ AGX_EV AGX_HDR_EV AGX_HDR_MIDGREY HIGHLIGHT_CURVE SHADOW_CURVE WHITE_POINT BLACK_POINT MIDTONE_HUE MIDTONE_STRENGTH HIGHLIGHT_HUE HIGHLIGHT_STRENGTH SHADOW_HUE SHADOW_STRENGTH SATURATION GAMMA