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DX9Settings.ini
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executable file
·86 lines (71 loc) · 3.61 KB
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[General]
; UseRenderedShaders=true is nearly always useful, because it trims the
; list of shaders seen while hunting down to just those active in the
; current scene. Disable this only if you get crashes during hunting.
UseRenderedShaders=true
; DumpAll will generate ASM text files for every shader seen by the game.
; This is usually worth doing once, but not useful for every run.
DumpAll=true
; Less crashes when reloading shaders:
OverrideMethod = 2
; Unity games recently started using borderless window mode, so use a profile
; that supports 3D in a window. "3D-Hub Player" is pretty minimal:
GameProfile = fxdplayer
; Mouse tends to stop working in Unity games (related to borderless window?):
InitMouse = false
; Force square surfaces (shadow maps) to be mono:
DefSquareSurfaceMode = 2
; Allow access to the view size in pixel shaders to calculate the pixel
; position on screen. This isn't usually necessary in the generic lighting fix,
; but sometimes a situation arises where it is necessary.
DefPSViewSizeConst = 210
; Fixes clipping at the edge of spot & point lights - common in Unity games.
SkipSetScissorRect = true
; Copy the MVP and inverted MV matrices to all lighting shaders to allow us to
; calculate the projection matrix and find the horizontal FOV. This technique
; was first used to fix Dreamfall Chapters - take a look at the forum thread
; for that game and it's fix for more details on how this works.
; The projection matrix will be calculated from the matrices passed into the
; lighting shader whenever possible. This is not possible for directional
; lighting or other times it is drawing a full-screen quad, so we must also
; find other shaders to get the MV+MVP matrices from in that case. The below
; shader is a pretty common one in Unity games that we can use, but you may
; need to find others (avoid UI and depth shaders that often do not have a
; valid projection matrix). My extract_unity_headers.py script is useful to
; find other shaders that can be used here.
[VS61CAF50F]
; Particle Alpha Blend.shader - example of shader with MV+MVP matrices
; MV is in c0-c3. Copy this and invert it:
UseMatrix = true
GetMatrixFromReg = 0
InverseMatrix = true
; MVP is in c4-c7. We only need the first column so only bother with c4
GetConst1FromReg = 4
; Lighting vertex shaders to copy the matrices to. We used to also copy them to
; the pixel shaders, but now we pass them from the vertex shaders to the pixel
; shaders instead, which makes it easier to tweak the FOV source on a game by
; game basis.
[VSDF7A050C]
; Unity Hidden/Internal-PrePassLighting.shader - ***VERTEX SHADER FOR ALL VARIANTS***
; This shader will use it's own MV+MVP matrices when they are valid (even
; inverting the MV matrix inside the shader to avoid needing Helix mod to do
; it), and the passed in ones when they are not:
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[VS36A3FBCB]
; Unity Hidden/Internal-PrePassLighting.shader (older version of VSDF7A050C)
; This shader will use it's own MV+MVP matrices when they are valid (even
; inverting the MV matrix inside the shader to avoid needing Helix mod to do
; it), and the passed in ones when they are not:
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[VSBAEDDED5]
; Unity Hidden/Internal-PrePassCollectShadows.shader - ***VERTEX SHADER FOR ALL VARIANTS***
; This shader is used for directional lighting, and must always have an
; alternate source of the MV+MVP matrices passed to it.
; Note: This shader has an MVP matrix, but not the matching MV matrix.
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190