// MinecraftPT — Settings // All configurable options. Change values here or via the in-game GUI. #ifndef SETTINGS_GLSL #define SETTINGS_GLSL // =============================== Path Tracing: Voxel =============================== // Voxelization resolution (width x height x width) // 4004=128³, 6004=192x128x192, 8004=256x128x256, 8006=256x192x256, 8008=256³ // 12004=384x128x384, 12006=384x192x384, 12008=384x256x384, 16004=512x128x512, 16008=512x256x512, 16016=512³ #define PT_VOXEL_RESOLUTION 8006 // Full block verification (more accurate, slightly slower) #define PT_FULLBLOCK_VERIFICATION 0 // Full block detection from geometry (helps modded blocks) #define PT_FULLBLOCK_DETECTION 0 // Sparse tracing — hierarchical empty-voxel skipping (much faster, recommended) #define PT_SPARE_TRACING 1 // Detect emissive blocks from vanilla light level #define VANILLA_EMISSIVE 1 // Trace through alpha pixels of blocks #define PT_TRACING_ALPHA 0 // =============================== Path Tracing: Diffuse =============================== // Max tracing distance for diffuse rays (blocks) #define PT_DIFFUSE_TRACING_DISTANCE 32.0 // Samples per pixel for diffuse tracing (1 = 1 ray) #define PT_DIFFUSE_SPP 1 // Screen space tracing for diffuse (SST) — helps short-range detail #define PT_DIFFUSE_SST 1 // Diffuse refraction through translucent blocks #define PT_DIFFUSE_REFRACTION 1 #define PT_DIFFUSE_REFRACTION_IOR 1.3 // ---- Diffuse denoiser ---- // Max temporal accumulation (frames) #define PT_DIFFUSE_TEMPORAL_MAX_ACCUM 8 // Spatial filter detail (0=low,1=medium,2=high,3=ultra) #define PT_DIFFUSE_SPATIAL_FILTER_DETAIL 2 #define PT_DIFFUSE_SPATIAL_FILTER_LUMINANCE_WEIGHT 0.4 #define PT_DIFFUSE_SPATIAL_FILTER_DEPTH_WEIGHT 0.8 #define PT_DIFFUSE_SPATIAL_FILTER_NORMAL_WEIGHT 0.4 // Fix history bleeding (0=off,1=on) #define PT_DIFFUSE_TEMPORAL_HISTORY_FIX 1 // =============================== Path Tracing: Specular =============================== // Enable rough specular (GGX) reflections #define ENABLE_ROUGH_SPECULAR 1 // Clamp minimum roughness #define ROUGHNESS_CLAMP 0 // Max tracing distance for specular rays #define PT_SPECULAR_TRACING_DISTANCE 64.0 // Screen space reflection mode (0=off,1=combined,2=only screen space) #define PT_SSR_MODE 1 // SSR quality (steps) #define PT_SSR_QUALITY 32 // Reuse screen-space data in specular tracing #define PT_SPECULAR_SCREEN_REUSE 1 // Smooth IRC specular #define PT_SPECULAR_IRC_SMOOTH 0 // Skybox resolution for reflections (32/48/64/96/128) #define SKYBOX_RESOLUTION 64 // =============================== Path Tracing: IRC =============================== // Irradiance cache resolution (16/32/48/64) #define PT_IRC_RESOLUTION 32 // Samples per IRC update #define PT_IRC_SPP 8 // IRC blend weight (0-1) #define PT_IRC_BLENDWEIGHT 0.5 // Self-bounce attenuation #define PT_IRC_SELFBOUNCE_ATTENUATION 1.0 // =============================== Lighting =============================== #define BLOCKLIGHT_BRIGHTNESS 1.0 #define SPHERELIGHT_BRIGHTNESS 1.0 #define BLOCKLIGHT_TEMPERATURE 1.5 #define PARTICLELIGHT_BRIGHTNESS 1.0 #define NOLIGHT_BRIGHTNESS 0.05 #define NIGHT_BRIGHTNESS 0.35 #define NETHER_BRIGHTNESS 1.0 #define COLD_MOONLIGHT 1 #define SUNRISE_ROTATION 0.0 #define SUN_ANGULAR_RADIUS 0.00465 #define SUNLIGHT_INTENSITY 1.0 // Light colors #define BRIGHTNESS_TORCH 1.0 #define COLOR_TORCH_R 1.0 #define COLOR_TORCH_G 0.64 #define COLOR_TORCH_B 0.32 #define BRIGHTNESS_ENDROD 1.0 #define COLOR_ENDROD_R 1.0 #define COLOR_ENDROD_G 0.75 #define COLOR_ENDROD_B 0.6 #define BRIGHTNESS_FIRE 1.8 #define COLOR_FIRE_R 1.0 #define COLOR_FIRE_G 0.45 #define COLOR_FIRE_B 0.13 #define BRIGHTNESS_LIGHTBLOCK 1.0 #define COLOR_LIGHTBLOCK_R 1.0 #define COLOR_LIGHTBLOCK_G 1.0 #define COLOR_LIGHTBLOCK_B 1.0 #define BRIGHTNESS_SOULTORCH 0.4 #define COLOR_SOULTORCH_R 0.4 #define COLOR_SOULTORCH_G 0.98 #define COLOR_SOULTORCH_B 1.0 #define BRIGHTNESS_AMETHYST 0.3 #define COLOR_AMETHYST_R 0.84 #define COLOR_AMETHYST_G 0.52 #define COLOR_AMETHYST_B 1.28 #define BRIGHTNESS_REDSTONETORCH 0.1 #define COLOR_REDSTONETORCH_R 1.0 #define COLOR_REDSTONETORCH_G 0.48 #define COLOR_REDSTONETORCH_B 0.39 // Held light (torch in hand) #define HELDLIGHT_BRIGHTNESS 1.0 #define HELDLIGHT_MODE 1 #define HELDLIGHT_FALLOFF 0.2 #define HELDLIGHT_COLOR_TEMPERATURE 1.5 #define SPECULAR_HELDLIGHT 0 #define HELDLIGHT_SHADOW 1 // =============================== Shadows =============================== // Shadow map render distance (4/6/8/12/16/24/32/48/64/96/128) #define SHADOW_RENDER_DISTANCE 16 // Variable penumbra shadows #define VARIABLE_PENUMBRA_SHADOWS 1 #define VPS_SPREAD 1.0 // Shadow map quality (1/2/3) #define SHADOW_QUALITY 2 #define SHADOW_BASIC_BLUR 0.0 // Use voxel shadow tracing instead of shadow map #define PT_SHADOW 1 // Screen space shadows #define SCREEN_SPACE_SHADOWS 1 // Colored shadows (from shadow map albedo) #define COLORED_SHADOWS 1 #define HAND_SCREEN_SHADOW 1 // Prevent light leaking at sun-grazing angles #define SUNLIGHT_LEAK_FIX 1 // RTWSM (warped shadow map) #define RTW_RESOLUTION 512 #define RTW_BACKWARD_DIST_FACTOR 1.0 #define RTW_BACKWARD_NORMAL_FACTOR 0.8 #define RTW_BLUR_FACTOR 2.0 // =============================== Surface =============================== // Block atlas texture resolution (0=auto) #define TEXTURE_RESOLUTION 0 // LAB PBR texture format (0=legacy,1=LAB-PBR 1.3,2=LAB-PBR 1.4) #define TEXTURE_PBR_FORMAT 1 // Emissiveness from LAB PBR #define LABPBR_EMISSIVENESS 1 // Hardcoded emissive blocks #define HARDCODED_EMISSIVENESS_MODE 1 // Subsurface scattering #define LABPBR_SSS 1 #define SSS_QUALITY 4 #define SSS_STRENGTH 0.4 #define SSS_STRENGTH_OFFSET 0.0 #define SSS_BRIGHTNESS 1.0 // Porosity (wetness) #define LABPBR_POROSITY 1 #define TEXTURE_DEFAULT_POROSITY 0.2 #define POROSITY_ABSORPTION 0.3 #define SURFACE_WETNESS 0.5 // Predefined metals #define LABPBR_PREDEFINED_METAL 1 #define METAL_MINIMAL_F0 0.04 #define METAL_ORIGIN_COLOR 1.0 #define METALMASK_STRENGTH 1.0 // Parallax occlusion mapping #define PARALLAX_MODE 0 #define ENTITIES_PARALLAX 0 #define PARALLAX_DEPTH 0.08 #define PARALLAX_QUALITY 6 // Waving plants #define WAVING_PLANTS 1 #define SHADOW_WAVING_PLANTS 0 #define WAVING_RANGE 24.0 #define WAVING_SPEED 1.0 #define GRASS_AMPLITUDE 0.05 #define LEAVES_AMPLITUDE 0.08 // =============================== Water =============================== #define WAVE_SCALE 8.0 #define WAVE_SPEED 1.0 #define WAVE_NORMAL_STRENGTH 0.4 #define WAVE_PARALLAX 1 #define WAVE_PARALLAX_DEPTH 0.4 #define WATER_FOG 1 #define WATER_SCATTERING_DENSITY 0.3 #define WATER_SCATTERING_R 0.3 #define WATER_SCATTERING_G 0.6 #define WATER_SCATTERING_B 0.8 #define WATER_ATTENUATION_R 0.6 #define WATER_ATTENUATION_G 0.4 #define WATER_ATTENUATION_B 0.3 #define UNDERWATER_VFOG 1 #define UNDERWATER_VFOG_QUALITY 8 #define UNDERWATER_VFOG_DENSITY 1.0 // Rain / wetness #define drynessHalflife 0.25 #define wetnessHalflife 2.0 #define RAIN_SHADOW 0.98 #define RAIN_VISIBILITY 1.0 #define RAIN_SPLASH_EFFECT 1 #define RAIN_SPLASH_SPEED 1.0 #define RAIN_SPLASH_STRENGTH 1.0 #define RAIN_SPLASH_SCALE 1.0 #define RAIN_WIND_X 1.0 #define RAIN_WIND_Z 1.0 #define RAIN_DISTURBANCE 1.0 #define DISABLE_LOCAL_PRECIPITATION 0 // =============================== Sky / Atmosphere =============================== #define ATMO_HORIZON 1 #define ATMO_REFLECTION_HORIZON 1 #define SKY_TEXTURE_BRIGHTNESS 1.0 #define HASHSTARS_BRIGHTNESS 1.0 #define STAR_TYPE 0 #define MOON_TEXTURE 1 #define BILINEAR_MOON_TEXTURE 1 #define END_PLANET_CYCLE 0 #define ACCRETIONDISC_ANGLE 0.0 #define BLACKHOLE_LQ 0 // =============================== Clouds =============================== #define PLANAR_CLOUDS 1 #define VOLUMETRIC_CLOUDS 1 #define PC_ALTITUDE 128.0 #define PC_NOISE_SCALE 0.001 #define PC_CLEAR_COVERAGE 0.4 #define PC_CLEAR_DENSITY 0.5 #define PC_CLEAR_SUNLIGHTING 1.0 #define PC_CLEAR_SKYLIGHTING 0.6 #define PC_RAIN_COVERAGE 0.9 #define PC_RAIN_DENSITY 0.8 #define PC_RAIN_SUNLIGHTING 1.0 #define PC_RAIN_SKYLIGHTING 0.3 #define CLOUD_QUALITY 4 #define CLOUD_DETAILED_NOISE_STRENGTH 0.5 #define CLOUD_BASE_NOISE_SCALE 0.004 #define CLOUD_DETAILED_NOISE_SCALE 0.016 #define CLOUD_COVERAGE_NOISE_OFFSET 0.5 #define CLOUD_FADE 0.2 #define CLOUD_BOTTOM_BRIGHTNESS 0.6 #define CLOUD_OUTSCATTER_FACTOR 0.4 #define CLOUD_SHADOW 1 #define CLOUD_SPEED 1.0 #define CLOUD_CLEAR_ALTITUDE 192.0 #define CLOUD_CLEAR_THICKNESS 64.0 #define CLOUD_CLEAR_COVERY 0.5 #define CLOUD_CLEAR_DENSITY 0.35 #define CLOUD_CLEAR_SUNLIGHTING 1.0 #define CLOUD_CLEAR_SKYLIGHTING 0.7 #define CLOUD_CLEAR_SCALE 1.0 // =============================== Volumetric fog =============================== #define VFOG 1 #define VFOG_REFLECTION 1 #define VFOG_REFRACTION 1 #define VFOG_HEIGHT 160.0 #define VFOG_HEIGHT_2 40.0 #define VFOG_FALLOFF 0.002 #define VFOG_DENSITY 1.0 #define VFOG_DENSITY_BASE 0.001 #define VFOG_QUALITY 24 #define VFOG_IGNORE_WORLDTIME 0 #define VFOG_SUNLIGHT_ABSORPTION 1.0 #define VFOG_RAIN_DENSITY_MUL 1.0 #define VFOG_SUNLIGHT_DENSITY 1.0 #define VFOG_STAINED 1 #define VFOG_FOG_DENSITY 0.05 #define VFOG_CLOUD_SHADOW 1 #define VFOG_NOISE_TYPE 1 #define VFOG_NOISE_OCTAVE 3 #define VFOG_NOISE_COVERAGE 0.3 #define VFOG_NOISE_HORIZONTAL_SCALE 0.004 #define VFOG_NOISE_VERTICAL_SCALE 0.01 #define LANDSCATTERING 1 #define LANDSCATTERING_STRENGTH 1.0 #define LANDSCATTERING_SHADOW 1 #define LANDSCATTERING_SHADOW_QUALITY 8 #define LANDSCATTERING_REFLECTION 1 #define LANDSCATTERING_REFRACTION 1 #define INDOOR_FOG 0 #define CAVE_FOG 1 #define CAVE_FOG_BRIGHTNESS 0.8 #define NETHERFOG_DENSITY 1.0 // =============================== Post-processing =============================== // TAA #define TAA_BLENDWEIGHT 0.9 #define TAA_AGGRESSION 0.05 #define TAA_SUBPIXEL_SHARPNING 0.8 // DOF #define DOF 1 #define DISABLE_HAND_DOF 1 #define DOF_BLUR 0.5 #define DOF_QUALITY 12 #define DOF_COCSPREAD_QUALITY 12 #define DOF_MAX_COC 12.0 #define DOF_CATSEYE 0 #define DOF_CATSEYE_STRENGTH 1.0 #define DOF_CATSEYE_MIDPOINT 0.5 #define CAMERA_FOCUS_MODE 0 #define CAMERA_FOCAL_POINT 50.0 #define DOF_DEPTH_SMMOOTH_HALFLIFE 0.1 #define DOF_FOCUS_IGNORE_HAND_PARTICLE 0 // Exposure #define AE_MODE 0 #define SMOOTH_EXPOSURE 0.3 #define AE_CURVE 0.6 #define AE_OFFSET 0.0 #define EXPOSURE_TIME 0.1 #define MANUAL_EXPOSURE 1.0 #define LUMINANCE_WEIGHT_MODE 0 #define LUMINANCE_WEIGHT_STRENGTH 1.0 #define EV_VALUE 0.0 // Motion blur #define MOTION_BLUR 1 #define MOTION_BLUR_DITHER 1 #define MOTION_BLUR_QUALITY 8 #define MOTION_BLUR_SUTTER_MODE 0 #define MOTION_BLUR_SUTTER_ANGLE 0.0 #define MOTION_BLUR_SUTTER_SPEED 1.0 // Vignette #define VIGNETTE 0 #define VIGNETTE_FALLOFF 1.0 #define VIGNETTE_ROUNDNESS 1.0 #define SNEAKING_VIGNETTE 1 // Bloom #define BLOOM 1 #define BLOOM_AMOUNT 0.3 #define BLOOM_CLAMP_STRENGTH 1.0 #define NETHER_END_BLOOM_BOOST 1.0 // Color #define TONEMAP_OPERATOR 0 // 0=ACES, 1=AGX, 2=filmic, 3=Vanilla #define AGX_EV 0.0 #define AGX_HDR_EV 0.0 #define ABNEY_EFFECT_CORRECTION 1 #define AGX_HDR_MIDGREY 0.18 #define ADVANCED_COLOR 1 #define HIGHLIGHT_CURVE 1.0 #define SHADOW_CURVE 1.0 #define WHITE_POINT 1.0 #define BLACK_POINT 0.0 #define MIDTONE_HUE 0.0 #define MIDTONE_STRENGTH 0.0 #define HIGHLIGHT_HUE 0.0 #define HIGHLIGHT_STRENGTH 0.0 #define SHADOW_HUE 0.0 #define SHADOW_STRENGTH 0.0 #define KEEP_LUMINANCE 0 #define SATURATION 1.0 #define GAMMA 1.0 // =============================== Misc =============================== #define CAVE_MODE 0 #define PT_HALF_RES 1 #define DEBUG_COUNTER 0 #define DEBUG_IRC 0 #define DISABLE_NIGHTVISION 0 #define DISABLE_BLINDNESS_DARKNESS 0 #define WHITE_DEBUG_WORLD 0 // RTWSM resolution #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 #endif