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minecraft-pt/shaders/shaders.properties
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Properties

# 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 \
<empty> <empty> \
[PT_VOXEL] [LIGHTING] \
[PT_DIFFUSE] [SURFACE] \
[PT_SPECULAR] [VOL] \
[PT_IRC] [POSTPROCESSING] \
<empty> <empty> \
[SHORTCUT] <empty> \
<empty> <empty>
screen.PT_VOXEL=PT_VOXEL_RESOLUTION <empty> PT_FULLBLOCK_VERIFICATION PT_FULLBLOCK_DETECTION <empty> PT_SPARE_TRACING VANILLA_EMISSIVE
screen.PT_DIFFUSE = PT_DIFFUSE_TRACING_DISTANCE [PT_DIFFUSE_DENOISE] \
PT_DIFFUSE_SPP <empty> \
<empty> PT_DIFFUSE_REFRACTION \
PT_DIFFUSE_SST PT_DIFFUSE_REFRACTION_IOR \
PT_TRACING_ALPHA <empty>
screen.PT_DIFFUSE_DENOISE = PT_DIFFUSE_TEMPORAL_MAX_ACCUM PT_DIFFUSE_SPATIAL_FILTER_DETAIL \
<empty> PT_DIFFUSE_TEMPORAL_HISTORY_FIX \
PT_DIFFUSE_SPATIAL_FILTER_LUMINANCE_WEIGHT <empty> \
PT_DIFFUSE_SPATIAL_FILTER_DEPTH_WEIGHT <empty> \
PT_DIFFUSE_SPATIAL_FILTER_NORMAL_WEIGHT
screen.PT_SPECULAR= ENABLE_ROUGH_SPECULAR <empty> \
ROUGHNESS_CLAMP PT_SPECULAR_TRACING_DISTANCE \
PT_SSR_MODE PT_SSR_QUALITY \
<empty> PT_SPECULAR_SCREEN_REUSE \
SKYBOX_RESOLUTION <empty>
screen.PT_IRC = PT_IRC_RESOLUTION \
<empty> \
PT_IRC_SPP \
PT_IRC_BLENDWEIGHT \
<empty> \
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 \
<empty> SUNLIGHT_INTENSITY \
BLOCKLIGHT_TEMPERATURE <empty> \
<empty> NOLIGHT_BRIGHTNESS \
NIGHT_BRIGHTNESS <empty> \
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 <empty> HELDLIGHT_MODE HELDLIGHT_FALLOFF HELDLIGHT_COLOR_TEMPERATURE <empty> SPECULAR_HELDLIGHT HELDLIGHT_SHADOW
screen.SHADOW = SHADOW_RENDER_DISTANCE VARIABLE_PENUMBRA_SHADOWS \
SHADOW_QUALITY VPS_SPREAD \
SHADOW_BASIC_BLUR <empty> \
<empty> [RTW] \
PT_SHADOW <empty> \
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] <empty> \
[WATER] TEXTURE_RESOLUTION \
[RAIN] <empty> \
[SURFMISC] <empty>
screen.PBR= TEXTURE_PBR_FORMAT <empty> \
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 <empty> \
WAVE_NORMAL_STRENGTH WATER_SCATTERING_DENSITY \
<empty> WATER_SCATTERING_R \
WAVE_PARALLAX WATER_SCATTERING_G \
WAVE_PARALLAX_DEPTH WATER_SCATTERING_B \
<empty> <empty> \
UNDERWATER_VFOG WATER_ATTENUATION_R \
UNDERWATER_VFOG_QUALITY WATER_ATTENUATION_G \
UNDERWATER_VFOG_DENSITY WATER_ATTENUATION_B
screen.RAIN=drynessHalflife RAIN_SHADOW \
wetnessHalflife <empty> \
RAIN_VISIBILITY RAIN_SPLASH_EFFECT \
<empty> RAIN_SPLASH_SPEED \
RAIN_WIND_X RAIN_SPLASH_STRENGTH \
RAIN_WIND_Z RAIN_SPLASH_SCALE \
RAIN_DISTURBANCE
screen.SURFMISC=TERRAIN_VS_TBN <empty> \
ENTITIES_VS_TBN EYES_LIGHTING \
<empty> <empty> \
TERRAIN_NORMAL_MAP <empty> \
TERRAIN_SPECULAR_MAP <empty> \
ENTITIES_NORMAL_MAP <empty> \
ENTITIES_SPECULAR_MAP
screen.VOL= PLANAR_CLOUDS VOLUMETRIC_CLOUDS \
[PC] [VC] \
<empty> <empty> \
VFOG LANDSCATTERING \
[VFOG] <empty> \
VFOG_REFLECTION <empty> \
VFOG_REFRACTION <empty> \
<empty> <empty> \
INDOOR_FOG <empty>
screen.PC = PC_ALTITUDE PC_NOISE_SCALE <empty> PC_CLEAR_COVERAGE PC_CLEAR_DENSITY PC_CLEAR_SUNLIGHTING PC_CLEAR_SKYLIGHTING
screen.VC = CLOUD_QUALITY CLOUD_DETAILED_NOISE_STRENGTH \
<empty> CLOUD_BASE_NOISE_SCALE \
VC_CLEAR_SETTING CLOUD_DETAILED_NOISE_SCALE \
<empty> CLOUD_COVERAGE_NOISE_OFFSET \
<empty> <empty> \
CLOUD_FADE CLOUD_BOTTOM_BRIGHTNESS \
<empty> CLOUD_OUTSCATTER_FACTOR \
CLOUD_SHADOW <empty>
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 \
<empty> VFOG_FALLOFF \
VFOG_DENSITY <empty> \
VFOG_DENSITY_BASE VFOG_IGNORE_WORLDTIME \
VFOG_SUNLIGHT_ABSORPTION VFOG_RAIN_DENSITY_MUL \
<empty> <empty> \
VFOG_SUNLIGHT_DENSITY VFOG_STAINED \
VFOG_FOG_DENSITY VFOG_CLOUD_SHADOW
screen.VFOG_NOISE_SETTING = VFOG_NOISE_TYPE <empty> VFOG_NOISE_OCTAVE VFOG_NOISE_COVERAGE VFOG_NOISE_HORIZONTAL_SCALE VFOG_NOISE_VERTICAL_SCALE
screen.POSTPROCESSING = [DOF_SETTING] <empty> \
[EXPOSURE_SETTING] <empty> \
[MOTION_BLUR_SETTING] <empty> \
<empty> [TAA_SETTING] \
[BLOOM_SETTING] <empty> \
[COLOR] <empty>
screen.TAA_SETTING= TAA_BLENDWEIGHT TAA_AGGRESSION <empty> TAA_SUBPIXEL_SHARPNING
screen.DOF_SETTING= DOF CAMERA_FOCUS_MODE \
DISABLE_HAND_DOF CAMERA_FOCAL_POINT \
<empty> DOF_DEPTH_SMMOOTH_HALFLIFE \
DOF_BLUR DOF_FOCUS_IGNORE_HAND_PARTICLE \
DOF_MAX_COC <empty> \
DOF_QUALITY DOF_CATSEYE \
<empty> DOF_CATSEYE_STRENGTH \
DOF_COCSPREAD_QUALITY DOF_CATSEYE_MIDPOINT
screen.EXPOSURE_SETTING=AE_MODE SMOOTH_EXPOSURE \
AE_CURVE EXPOSURE_TIME \
AE_OFFSET <empty> \
<empty> MANUAL_EXPOSURE \
LUMINANCE_WEIGHT_MODE EV_VALUE \
LUMINANCE_WEIGHT_STRENGTH
screen.MOTION_BLUR_SETTING= MOTION_BLUR MOTION_BLUR_DITHER MOTION_BLUR_QUALITY <empty> MOTION_BLUR_SUTTER_MODE MOTION_BLUR_SUTTER_ANGLE MOTION_BLUR_SUTTER_SPEED
screen.BLOOM_SETTING = BLOOM BLOOM_AMOUNT BLOOM_CLAMP_STRENGTH <empty> NETHER_END_BLOOM_BOOST
screen.COLOR = TONEMAP_OPERATOR <empty> \
AGX_EV AGX_HDR_EV \
ABNEY_EFFECT_CORRECTION AGX_HDR_MIDGREY \
<empty> <empty> \
ADVANCED_COLOR [ADVANCED_COLOR] \
<empty> <empty>
screen.ADVANCED_COLOR = HIGHLIGHT_CURVE WHITE_POINT <empty> \
SHADOW_CURVE BLACK_POINT <empty> \
<empty> <empty> <empty> \
MIDTONE_HUE HIGHLIGHT_HUE SHADOW_HUE \
MIDTONE_STRENGTH HIGHLIGHT_STRENGTH SHADOW_STRENGTH \
KEEP_LUMINANCE <empty> <empty> \
SATURATION GAMMA
screen.SHORTCUT=CAVE_MODE <empty> MANUAL_EXPOSURE EV_VALUE <empty> 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