2 bank_name = "desert.smallbank";
\r
4 // Search pathes for shape and ig
\r
9 // Additional ig file name
\r
15 sun_direction = { -0.5, +0.0, -0.85 };
\r
17 // Load instance group. 0 disable, 1 enable
\r
20 // Enable shadows. 0 disable, 1 enable
\r
23 // Center of the landscape pointed by the sun
\r
24 sun_center = {18096, -25440, 0};
\r
26 // Distance of the sun
\r
27 sun_distance = 50000;
\r
29 // FOV of the sun in radian
\r
30 sun_fov = 0.52359877; // Pi / 6
\r
32 // Sun radius, (for softshadow sampling)
\r
35 // Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
\r
36 zbuffer_landscape_size = 32768;
\r
38 // Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
\r
39 zbuffer_object_size = 98304;
\r
41 // Square root of the number of soft shadow samples
\r
42 soft_shadow_samples_sqrt = 4;
\r
44 // Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
\r
45 soft_shadow_jitter = 0.4;
\r
47 // Enable the sun contribution. 0 disable, 1 enable
\r
48 sun_contribution = 1;
\r
50 // Enable the sky global illumaniation. 0 disable, 1 enable
\r
51 sky_contribution = 1;
\r
53 // The sky global illumaniation intensity . [0 ~ 1]
\r
54 sky_intensity = 0.25;
\r
56 // Accuracy of the sky global illumaniation algorithm in meter
\r
57 global_illumination_cell_size = 5;
\r
59 // shadow bias for water surfaces
\r
60 water_shadow_bias = 0.8;
\r
62 // ambient lighting for water. [0 ~ 1]
\r
63 water_ambient = 0.3;
\r
65 // diffuse lighting for water. [0 ~ 1]
\r
66 water_diffuse = 1.0;
\r
68 // true if the water color should be modulated with the source diffuse map
\r
69 modulate_water_color = 0;
\r
71 // 1 if the water should receive sky lighting contribution
\r
72 sky_contribution_for_water = 0;
\r
74 // Side length of landscape used to compute the sky global illumaniation in meter
\r
75 global_illumination_length = 600;
\r
77 // Size of the quad grid side in meter. Should be a power of 2. (optimisation)
\r
78 quad_grid_size = 512;
\r
80 // Size of a cell of the quad grid in meter. (optimisation)
\r
81 quad_grid_cell_size = 1;
\r
83 // Number of CPU used to calculate the lightmaps. 0 for automatic detection.
\r
86 /// Evaluation the max vegetable height in meters. This is used to decide wether vegetable of a tile
\r
87 /// are above, below, or intersect a water surface (rough approximation).
\r
88 /// As a matter of fact, these flags are processed during hte lighting as well.
\r
89 vegetable_height = 2;
\r