Shaders Settings
force shaders
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | user settings.cfg |
Force rendering with shaders for all objects, even those that do not strictly need them. Required if enhancements like shadows or reverse z are enabled. May have a significant performance impact.
force per pixel lighting
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | In Game > Settings > Options > Video > Lights |
Force per-pixel lighting on all shader objects. Changes lighting behavior from the original MW engine. Groundcover shaders and particles ignore this setting.
clamp lighting
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | true | user settings.cfg |
Restrict lighting to a maximum of (1,1,1) on shader objects. Prevents overly bright or shifted colors but can dull lighting. Terrain is always drawn with shaders to prevent seams.
auto use object normal maps
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Automatically detect and use object normal maps named with pattern defined by normal map pattern. Otherwise normal maps must be explicitly listed in mesh files.
auto use object specular maps
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Automatically detect and use object specular maps named with pattern defined by specular map pattern. Only supported in .osg files.
auto use terrain normal maps
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Same as auto use object normal maps, but applies to terrain.
auto use terrain specular maps
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Use terrain specular maps if matching terrain specular map pattern texture exists. Texture RGB is layer color, alpha is specular multiplier.
normal map pattern
Type |
Range |
Default |
Location |
|---|---|---|---|
| string | _n | user settings.cfg |
Filename pattern used to detect normal maps automatically.
normal height map pattern
Type |
Range |
Default |
Location |
|---|---|---|---|
| string | _nh | user settings.cfg |
Alternative pattern for normal maps containing height in alpha channel for parallax effects.
specular map pattern
Type |
Range |
Default |
Location |
|---|---|---|---|
| string | _spec | user settings.cfg |
Filename pattern to detect object specular maps.
terrain specular map pattern
Type |
Range |
Default |
Location |
|---|---|---|---|
| string | _diffusespec | user settings.cfg |
Filename pattern to detect terrain specular maps.
apply lighting to environment maps
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Enable lighting effects on environment map reflections to prevent glowing in dark areas.
lighting method
Type |
Range |
Default |
Location |
|---|---|---|---|
| string | legacy | shaders compatibility | shaders | shaders compatibility | In Game > Settings > Options > Video > Lights Launcher > Settings > Visuals > Lighting |
Controls internal light source handling: - legacy: fixed-function pipeline, max 8 lights per object. - shaders compatibility: removes light limit, better attenuation, recommended for older hardware. - shaders: modern lighting approach, higher light counts, better for modern GPUs.
light bounds multiplier
Type |
Range |
Default |
Location |
|---|---|---|---|
| float32 | 0.0-5.0 | 1.65 | In Game > Settings > Options > Video > Lights |
Multiplier for point light bounding sphere radius, affecting light transition smoothness and performance.
classic falloff
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | In Game > Settings > Options > Video > Lights |
Use traditional point light attenuation without early fade out. Reduces lighting seams but may darken the scene.
match sunlight to sun
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | In Game > Settings > Options > Video > Lights |
Aligns the sun light source direction with the visible sun position for realism.
maximum light distance
Type |
Range |
Default |
Location |
|---|---|---|---|
| float32 | full float range | 8192 | In Game > Settings > Options > Video > Lights |
Maximum distance at which lights illuminate objects. Set to ≤ 0 to disable fading for lights.
light fade start
Type |
Range |
Default |
Location |
|---|---|---|---|
| float32 | 0.0-1.0 | 0.85 | In Game > Settings > Options > Video > Lights |
Fraction of max distance where light fading begins.
max lights
Type |
Range |
Default |
Location |
|---|---|---|---|
| int | 2-64 | 8 | In Game > Settings > Options > Video > Lights |
Maximum lights affecting each object. Too high values may reduce performance unless using ‘shaders’ method.
minimum interior brightness
Type |
Range |
Default |
Location |
|---|---|---|---|
| float32 | 0.0-1.0 | 0.08 | In Game > Settings > Options > Video > Lights |
Minimum ambient brightness inside interiors. Should be small to avoid unwanted visual changes.
antialias alpha test
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Converts alpha testing to alpha-to-coverage for smoother edges with MSAA enabled.
adjust coverage for alpha test
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | true | Launcher > Settings > Visuals > Shaders |
Mitigates shrinking artifacts on alpha-tested textures without coverage-preserving mipmaps.
soft particles
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Enables soft particles effect for smoother particle intersections.
weather particle occlusion
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Prevents rain and snow clipping through ceilings by using an extra render pass.
Warning
Experimental and may cause visual oddities.