[Engine] bShowSettings = true ; Show AntTweakBar GUI bDefaultRenderer = true bVSync = false bDebugInfo = false [Hotkeys] ShowSettings = 0x76 ; Hotkey to show or hide AntTweakBar GUI (F7 by default) PauseGame = -1 TakeScreenshot = 0x23 ; (End by default) [Camera] bConstantVerticalFoV = false bFreeCamera = false Speed = 11.0 FoV = 90.0 NearZ = 100.0 FarZ = 3000.0 [RenderStage] bSkybox = true bTerrain = true bFogOfWar = true bTerrainShadow = false bWaterShadow = false bWeather = true bSelectionCircle = true bFootprint = true bDecoration = true bUnit = true bDestructible = true bWater = true bSelectionBox = true bBuilding = true bUbersplat = true bUnknown1 = true bIndicator = true bUnknown2 = true bOcclusionMask = true bLightning = true bFloatingText = true bCineFilter = true bUserInterface = true bCustomUserInterface = true [Lighting] SkyLight.bEnabled = true SkyLight.bDefaultColor = true SkyLight.bColorSRGB = true SkyLight.AmbColor = (R=0.2, G=0.2, B=0.2) SkyLight.SkyColor = (R=0.0863, G=0.1412, B=0.2667) SkyLight.IndColor = (R=1.0, G=1.0, B=1.0) SkyLight.Intensity = 1.0 DirectionalLight.bDefaultColor = false DirectionalLight.bColorSRGB = false DirectionalLight.bDefaultDirection = true DirectionalLight.Color = (R=1.0, G=1.0, B=1.0) DirectionalLight.Direction = (X=-0.26, Y=-0.11, Z=-0.99) DirectionalLight.Intensity = 1.0 DirectionalLight.bUseTemperature = false DirectionalLight.Temperature = 6500.0 PointLight.bEnabled = true PointLight.bColorSRGB = true PointLight.IntensityUnits = 0 ; 0 - Unitless, 1 - Candelas, 2 - Lumens PointLight.Intensity = 100.0 PointLight.Radius = 10000.0 [IBL] ; Image Based Lighting (Reflections) bEnabled = true CubemapTexture = Textures\Environment.dds CubemapBrightness = 0.24 CubemapRotation = 0.0 ; Range [0.0; 360.0] bCubemapSwapYZ = true [Terrain] bCastShadows = true Roughness = 0.9 Metallic = 0.0 Specular = 0.5 bNormalMap = true NormalMapTexture = Textures\test_normal.png [Objects] bCastShadows = false Roughness = 0.9 Metallic = 0.0 Specular = 0.5 Translucent = 0.0 bMaterialColor = true bMaterialColorSRGB = false bVertexColor = true bVertexColorSRGB = true bUnshadedMaterials = false bUnfoggedMaterials = true [Skybox] bShading = true bUseFogColor = false Intensity = 1.0 bFixTwitching = false ; Correctly works only for the skybox consisting of one mesh [FogOfWar] ; You can change default colors in MiscData.txt bBuildingsShadows = false bMaskedObjects = true bMapBounds = true [Shadows] ShadowMapSize = 1024 ; Range [64; 4096] CullMode = 1 ; 1 - None, 2 - Clockwise, 3 - Counterclockwise SoftTransitionScale = 200.0 BlurRadius = 1.0 AlphaThreshold = 0.8 FarZ = 3000.0 FoV = 45.0 ; Increase this value if you have shadows artifacts on the edges of the screen [Material] bEnablePBS = true ; Physically Based Shading bSimpleMaterial = false bTextures = true bAnisoFiltering = true iMaxAnisotropy = 16 [Fog] bEnabled = true bDefaultFog = true bColorSRGB = false Technique = 0 ; 0 - Linear, 1 - Exponential, 2 - Exponential Squared, 3 - Height Based FogColor = (R=0.447, G=0.638, B=1.0) Start = 1000.0 ; For Linear and Height Based End = 6000.0 ; Only for Linear Density = 0.1 ; For Exponential, Exponential Squared and Height Based Height = 1000.0 ; Only for Height Based HeightFalloff = 2.0 MaxOpacity = 1.0 CutoffDistance = 0.0 bSun = true SunColor = (R=0.25, G=0.25, B=0.125) SunIntensity = 4.0 SunStartDistance = 3000.0 [PostProcess] bEnabled = true ; Tone Mapping Tonemapper.FilmSlope = 0.55 Tonemapper.FilmToe = 0.55 Tonemapper.FilmShoulder = 0.0 Tonemapper.FilmBlackClip = 0.0 Tonemapper.FilmWhiteClip = 0.00 ; Color Grading ; https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/ColorGrading/ ColorGrading.WhiteBalance.Temp = 6500.0 ColorGrading.WhiteBalance.Tint = 0.0 ColorGrading.Global.Saturation = (R=1.2, G=1.2, B=1.2, A=1.0) ColorGrading.Global.Contrast = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Global.Gamma = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Global.Gain = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Global.Offset = (R=0.0, G=0.0, B=0.0, A=0.0) ColorGrading.Shadows.Saturation = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Shadows.Contrast = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Shadows.Gamma = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Shadows.Gain = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Shadows.Offset = (R=0.0, G=0.0, B=0.0, A=0.0) ColorGrading.Shadows.ShadowsMax = 0.09 ColorGrading.Midtones.Saturation = (R=1.3, G=1.3, B=1.3, A=1.0) ColorGrading.Midtones.Contrast = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Midtones.Gamma = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Midtones.Gain = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Midtones.Offset = (R=0.0, G=0.0, B=0.0, A=0.0) ColorGrading.Highlights.Saturation = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Highlights.Contrast = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Highlights.Gamma = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Highlights.Gain = (R=1.0, G=1.0, B=1.0, A=1.0) ColorGrading.Highlights.Offset = (R=0.0, G=0.0, B=0.0, A=0.0) ColorGrading.Highlights.HighlightsMin = 0.5 ColorGrading.BlueCorrection = 0.6 ; Correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet ColorGrading.ExpandGamut = 1.0 ; Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering. ColorGrading.UserLUT.bEnabled = false ColorGrading.UserLUT.Texture = Textures\lut.png ColorGrading.UserLUT.Intensity = 1.0 ; Auto Exposure AutoExposure.bEnabled = false ; A good value should be positive near 0. This is the minimum brightness the auto exposure can adapt to. ; It should be tweaked in a dark lighting situation (too small: image appears too bright, too large: image appears too dark). ; Set MinBrightness and MaxBrightness to 1.0 to use a fixed exposure, and then use ExposureCompensation to adjust it AutoExposure.MinBrightness = 0.3 ; A good value should be positive (2 is a good value). This is the maximum brightness the auto exposure can adapt to. ; It should be tweaked in a bright lighting situation (too small: image appears too bright, too large: image appears too dark). AutoExposure.MaxBrightness = 1.5 AutoExposure.SpeedUp = 2.0 AutoExposure.SpeedDown = 1.0 AutoExposure.ExposureBias = -0.3 ; Logarithmic adjustment for the exposure, 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter AutoExposure.HistogramLogMin = -8.0 ; Range [-16.0; 0.0] Temporary exposed until we found good values, -8: 1/256, -10: 1/1024 AutoExposure.HistogramLogMax = 4.0 ; Range [0.0; 16.0] Temporary exposed until we found good values, 4: 16, 8: 256 AutoExposure.CalibrationConstant = 16.0 ; Calibration constant for 18% albedo ; Ambient Occlusion SSAO.bEnabled = false SSAO.bDownsample = false SSAO.Intensity = 1.0 SSAO.Radius = 100.0 SSAO.Contrast = 0.6 SSAO.GeometryCoeff = 0.8 SSAO.Beta = 0.002 ; Screen Space Reflections SSR.bEnabled = true SSR.bDownsample = true SSR.Step = 0.3 SSR.RayhitThreshold = 1.0 ; Range [0.0; 1.0] Set to 1.0 to disable threshold check ; Contact Shadows ContactShadows.bEnabled = true ContactShadows.bDownsample = true ContactShadows.RayLength = 0.4 ; Range [0.0; 1.0] ; Bloom Bloom.bEnabled = true Bloom.Treshhold = 1.0 Bloom.Intensity = 0.5 Bloom.Passes = 7 ; Range [2; 10] Bloom.AnamorphicRatio = 0.0 ; Range [-1.0; 1.0] Bloom.bLensDirt = true Bloom.LensDirtTexture = Textures\LensDirt.png Bloom.LensDirtIntensity = 2.0 ; Chromatic Aberration CA.bEnabled = true CA.Intensity = 0.09 ; Vignette Vignette.bEnabled = true Vignette.bRounded = true Vignette.Color = (R=0.0, G=0.0, B=0.0) Vignette.Intensity = 0.05 Vignette.Smoothness = 0.2 Vignette.Roundness = 1.0 ; Film Grain FilmGrain.bEnabled = false FilmGrain.Intensity = 0.5 FilmGrain.Variance = 0.4 FilmGrain.SignalToNoiseRatio = 6 ; Dithering Dithering.bEnabled = true ; Anti-aliasing AA.SMAA.bEnabled = true AA.SMAA.Input = 1 ; 0 - Luma, 1 - Color, 2 - Depth AA.SMAA.Threshold = 0.1 ; Range [0.05; 0.5] AA.SMAA.SearchSteps = 16 ; Range [0; 98] AA.SMAA.DiagSearchSteps = 8 ; Range [0; 20] AA.SMAA.CornerRounding = 25.0 ; Range [0.0; 100.0] AA.TAA.bEnabled = true AA.TAA.JitterSpread = 0.75 ; Range [0.0; 1.0] AA.TAA.Sharpness = 0.25 ; Range [0.0; ] AA.TAA.StationaryBlending = 0.95 ; Range [0.0; 1.0] AA.TAA.MotionBlending = 0.85 ; Range [0.0; 1.0] ; Gamma Correction ; OutputDevice: ; 0 - Rec709 / sRGB, D65 ; 1 - DCI-P3, D65 ; 2 - Rec2020 / BT2020, D65 ; 3 - ACES, D60 ; 4 - ACEScg, D60 ; ColorGamut: ; 0 - sRGB (LDR) ; 1 - Rec709 (LDR) ; 2 - Explicit gamma mapping (LDR) GammaCorrection.OutputDevice = 0 GammaCorrection.ColorGamut = 0 GammaCorrection.Gamma = 2.2 ; Only for Explicit gamma mapping (LDR)