# Ungodly NVR - Ultra preset: every change from stock NVR 4.4.0

Author: StixsworldHD (StixsmasterHD4k)  |  285 of 688 settings altered.

| Section | Setting | Stock | Ungodly | What it does |
|---|---|---|---|---|
| `_Main.Develop.Main` | `DebugVar1` | `0.0` | `1.0` | Custom variable used when developing shaders. |
| `_Main.Develop.Main` | `DebugVar2` | `0.0` | `0.7` | Custom variable used when developing shaders. |
| `_Main.Main.Misc` | `ForceMSAA` | `false` | `true` | Override game setting to force MSAA. |
| `_Shaders.AmbientOcclusion.Exteriors` | `AngleBias` | `1.6` | `1.7` | Value to increase the contribution of closer samples for more detail in creases. |
| `_Shaders.AmbientOcclusion.Exteriors` | `BlurDropThreshold` | `8.0` | `6.0` | Distance cutoff for areas that shouldn't be blurred together (edge aware denoise). |
| `_Shaders.AmbientOcclusion.Exteriors` | `BlurRadiusMultiplier` | `2.0` | `2.5` | Blur radius to denoise AO. |
| `_Shaders.AmbientOcclusion.Exteriors` | `ClampStrength` | `0.25` | `0.28` | Lower limit to AO darkness (0 for pure black and 1 for pure white). |
| `_Shaders.AmbientOcclusion.Exteriors` | `LumThreshold` | `0.7` | `0.85` | Treshold to reduce AO strength on bright surfaces. |
| `_Shaders.AmbientOcclusion.Exteriors` | `Range` | `30.0` | `26.0` | Distance for sampling. Larger values create a softer AO, smaller creates sharper details. |
| `_Shaders.AmbientOcclusion.Exteriors` | `StrengthMultiplier` | `1.0` | `1.2` | Global AO strength/darkness multiplier. |
| `_Shaders.AmbientOcclusion.Interiors` | `AngleBias` | `0.0` | `0.35` | Value to increase the contribution of closer samples for more detail in creases. |
| `_Shaders.AmbientOcclusion.Interiors` | `BlurDropThreshold` | `8.0` | `6.0` | Distance cutoff for areas that shouldn't be blurred together (edge aware denoise). |
| `_Shaders.AmbientOcclusion.Interiors` | `BlurRadiusMultiplier` | `2.0` | `2.5` | Blur radius to denoise AO. |
| `_Shaders.AmbientOcclusion.Interiors` | `LumThreshold` | `0.5` | `0.7` | Treshold to reduce AO strength on bright surfaces. |
| `_Shaders.AmbientOcclusion.Interiors` | `Range` | `30.0` | `22.0` | Distance for sampling. Larger values create a softer AO, smaller creates sharper details. |
| `_Shaders.AmbientOcclusion.Interiors` | `StrengthMultiplier` | `1.0` | `1.35` | Global AO strength/darkness multiplier. |
| `_Shaders.Bloom.Interiors` | `Blending` | `0.04` | `0.045` | Blending between the base and bloom. Low values are preferable. Works for NVR and vanilla. |
| `_Shaders.Bloom.Interiors` | `PassBlending` | `0.0` | `0.3` | 0: Use additive blending, 0-1: Linear blending coefficient. |
| `_Shaders.Bloom.Interiors` | `Strength` | `1.0` | `1.05` | Scales the bloom. Works for NVR and vanilla. |
| `_Shaders.Bloom.Main` | `Blending` | `0.04` | `0.055` | Blending between the base and bloom. Low values are preferable. Works for NVR and vanilla. |
| `_Shaders.Bloom.Main` | `PassBlending` | `0.0` | `0.35` | 0: Use additive blending, 0-1: Linear blending coefficient. |
| `_Shaders.Bloom.Main` | `Strength` | `1.0` | `1.15` | Scales the bloom. Works for NVR and vanilla. |
| `_Shaders.Bloom.Night` | `Blending` | `0.04` | `0.07` | Blending between the base and bloom. Low values are preferable. Works for NVR and vanilla. |
| `_Shaders.Bloom.Night` | `PassBlending` | `0.0` | `0.35` | 0: Use additive blending, 0-1: Linear blending coefficient. |
| `_Shaders.Bloom.Night` | `Strength` | `1.0` | `1.35` | Scales the bloom. Works for NVR and vanilla. |
| `_Shaders.Cinema.Main` | `AspectRatio` | `2.35` | `1.0` | Letterbox/black bars effect. Use the value of Width/Height of the visible window (1 to disable). |
| `_Shaders.Cinema.Main` | `ChromaticAberration` | `1.0` | `0.35` | Lens distortion effect that separates the red/green and blue channels slightly as a real lens would. |
| `_Shaders.Cinema.Main` | `FilmGrainAmount` | `0.3` | `0.08` | Animated cinema grain at 24fps like film. |
| `_Shaders.Cinema.Main` | `Mode` | `3` | `0` | Chose when the letterbox effect is activated 0: always, 1: not during dialog, 2: only during dialog. |
| `_Shaders.Cinema.Main` | `OverlayStrength` | `0.1` | `0.05` | Overlays the screen image onto itself to increase color intensity and contrast. |
| `_Shaders.Cinema.Main` | `VignetteDarkness` | `1.2` | `0.4` | Darkening of the edges of the screen. |
| `_Shaders.Cinema.Main` | `VignetteRadius` | `0.6` | `0.85` | Distance to the center for the start of the Vignette effect. |
| `_Shaders.Cinema.Status` | `Enabled` | `false` | `true` | A collection of tweaks to give a more cinematic post processing feel. |
| `_Shaders.Coloring.Default` | `BaseGamma` | `1.6` | `1.5` |  |
| `_Shaders.Coloring.Default` | `Bleach` | `0.1` | `0.08` |  |
| `_Shaders.Coloring.Default` | `Contrast` | `0.8` | `0.85` |  |
| `_Shaders.Coloring.Default` | `Saturation` | `-0.1` | `-0.05` |  |
| `_Shaders.Coloring.Default` | `Strength` | `0.5` | `0.4` |  |
| `_Shaders.DepthOfField.FirstPersonView` | `BaseBlurRadius` | `1.0` | `0.55` | Strength of the blurriness caused by depth of Field. |
| `_Shaders.DepthOfField.FirstPersonView` | `BlurFallOff` | `1.5` | `1.4` | Hyperfocal distance (x1000). Before this distance, near and far field are blurred. After, only the near fie... |
| `_Shaders.DepthOfField.FirstPersonView` | `DiameterRange` | `0.8` | `0.85` | Bokeh treshold. Areas with brightness above this value will bloom in a bokeh like effect. |
| `_Shaders.DepthOfField.FirstPersonView` | `DistantBlurEndRange` | `150000` | `160000` | Far end of the area blurred in the distance (fully blurry). |
| `_Shaders.DepthOfField.FirstPersonView` | `DistantBlurStartRange` | `30000` | `42000` | Start of the area blurred in the distance (not yet blurry). |
| `_Shaders.DepthOfField.FirstPersonView` | `NearBlurCutOff` | `100` | `140` | Close up range that doesn't get blurred to avoid blurry gun/player character. |
| `_Shaders.DepthOfField.FirstPersonView` | `Radius` | `1.5` | `1.2` | Radius for the bokeh blur. |
| `_Shaders.DepthOfField.ThirdPersonView` | `BaseBlurRadius` | `2.0` | `1.1` | Strength of the blurriness caused by depth of Field. |
| `_Shaders.DepthOfField.ThirdPersonView` | `BlurFallOff` | `1.5` | `1.4` | Hyperfocal distance (x1000). Before this distance, near and far field are blurred. After, only the near fie... |
| `_Shaders.DepthOfField.ThirdPersonView` | `DistantBlurEndRange` | `150000` | `160000` | Far end of the area blurred in the distance (fully blurry). |
| `_Shaders.DepthOfField.ThirdPersonView` | `DistantBlurStartRange` | `30000` | `42000` | Start of the area blurred in the distance (not yet blurry). |
| `_Shaders.DepthOfField.ThirdPersonView` | `NearBlurCutOff` | `200` | `240` | Close up range that doesn't get blurred to avoid blurry gun/player character. |
| `_Shaders.DepthOfField.ThirdPersonView` | `Radius` | `1.5` | `1.3` | Radius for the bokeh blur. |
| `_Shaders.DepthOfField.VanityView` | `BaseBlurRadius` | `2.0` | `1.6` | Strength of the blurriness caused by depth of Field. |
| `_Shaders.DepthOfField.VanityView` | `BlurFallOff` | `1.5` | `1.6` | Hyperfocal distance (x1000). Before this distance, near and far field are blurred. After, only the near fie... |
| `_Shaders.DepthOfField.VanityView` | `DiameterRange` | `0.8` | `0.75` | Bokeh treshold. Areas with brightness above this value will bloom in a bokeh like effect. |
| `_Shaders.DepthOfField.VanityView` | `Enabled` | `false` | `true` | Wether to activate the DOF effect in vanity camera (free rotation camera). |
| `_Shaders.DepthOfField.VanityView` | `Radius` | `1.5` | `1.8` | Radius for the bokeh blur. |
| `_Shaders.Exposure.Interiors` | `DarkAdaptSpeed` | `50.0` | `34.0` | Speed for the exposure to adjust when the screen gets darker. |
| `_Shaders.Exposure.Interiors` | `LightAdaptSpeed` | `50.0` | `40.0` | Speed for the exposure to adjust when the screen gets brighter. |
| `_Shaders.Exposure.Interiors` | `MaxBrightness` | `0.3` | `0.42` | Brightness treshold above which the screen will be darkened. |
| `_Shaders.Exposure.Interiors` | `MinBrightness` | `1.0` | `0.95` | Brightness treshold below which the screen will be brightened. |
| `_Shaders.Exposure.Main` | `DarkAdaptSpeed` | `50.0` | `38.0` | Speed for the exposure to adjust when the screen gets darker. |
| `_Shaders.Exposure.Main` | `LightAdaptSpeed` | `50.0` | `44.0` | Speed for the exposure to adjust when the screen gets brighter. |
| `_Shaders.Exposure.Main` | `MaxBrightness` | `0.5` | `0.46` | Brightness treshold above which the screen will be darkened. |
| `_Shaders.Exposure.Main` | `MinBrightness` | `0.2` | `0.22` | Brightness treshold below which the screen will be brightened. |
| `_Shaders.Exposure.Night` | `DarkAdaptSpeed` | `50.0` | `30.0` | Speed for the exposure to adjust when the screen gets darker. |
| `_Shaders.Exposure.Night` | `LightAdaptSpeed` | `50.0` | `36.0` | Speed for the exposure to adjust when the screen gets brighter. |
| `_Shaders.Exposure.Night` | `MaxBrightness` | `0.0` | `0.6` | Brightness treshold above which the screen will be darkened. |
| `_Shaders.Exposure.Night` | `MinBrightness` | `0.3` | `0.16` | Brightness treshold below which the screen will be brightened. |
| `_Shaders.GodRays.Main` | `DayMultiplier` | `1.0` | `1.15` | Strength of godrays during the day. |
| `_Shaders.GodRays.Main` | `Luminance` | `0.8` | `0.72` | Treshold for minimum luminosity of areas casting rays. Lower means more of the sky will cast rays. |
| `_Shaders.GodRays.Main` | `NightMultiplier` | `0.5` | `0.55` | Strength of godrays during the night. |
| `_Shaders.GodRays.Main` | `RayDensity` | `1.0` | `1.05` | Curve for reduction of the intensity of godrays near the sunglare. |
| `_Shaders.GodRays.Main` | `RayIntensity` | `1.0` | `1.15` | Multiplier for the intensity of the bright areas being blurred to create the rays. |
| `_Shaders.GodRays.Main` | `RayLength` | `1.0` | `1.12` | Multiplier for the length of rays. |
| `_Shaders.GodRays.Main` | `RayVisibility` | `50.0` | `55.0` | Exponent for the godrays contrast. |
| `_Shaders.ImageAdjust.Interiors` | `Contrast` | `1.0` | `1.04` | Overall image contrast. |
| `_Shaders.ImageAdjust.Interiors` | `DarkColorB` | `1.0` | `1.03` | Blue channel multiplier for darker tones. |
| `_Shaders.ImageAdjust.Interiors` | `DarkColorG` | `1.0` | `0.99` | Green channel multiplier for darker tones. |
| `_Shaders.ImageAdjust.Interiors` | `LightColorB` | `1.0` | `0.98` | Blue channel multiplier for lighter tones. |
| `_Shaders.ImageAdjust.Interiors` | `LightColorG` | `1.0` | `1.01` | Green channel multiplier for lighter tones. |
| `_Shaders.ImageAdjust.Interiors` | `LightColorR` | `1.0` | `1.03` | Red channel multiplier for lighter tones. |
| `_Shaders.ImageAdjust.Interiors` | `Saturation` | `1.0` | `1.03` | Overall image saturation. |
| `_Shaders.ImageAdjust.Main` | `Brightness` | `1.0` | `1.02` | Overall image brightness. |
| `_Shaders.ImageAdjust.Main` | `Contrast` | `1.0` | `1.06` | Overall image contrast. |
| `_Shaders.ImageAdjust.Main` | `DarkColorB` | `1.0` | `1.05` | Blue channel multiplier for darker tones. |
| `_Shaders.ImageAdjust.Main` | `DarkColorR` | `1.0` | `0.98` | Red channel multiplier for darker tones. |
| `_Shaders.ImageAdjust.Main` | `LightColorB` | `1.0` | `0.97` | Blue channel multiplier for lighter tones. |
| `_Shaders.ImageAdjust.Main` | `LightColorG` | `1.0` | `1.01` | Green channel multiplier for lighter tones. |
| `_Shaders.ImageAdjust.Main` | `LightColorR` | `1.0` | `1.03` | Red channel multiplier for lighter tones. |
| `_Shaders.ImageAdjust.Main` | `Saturation` | `1.0` | `1.05` | Overall image saturation. |
| `_Shaders.ImageAdjust.Night` | `Brightness` | `1.0` | `1.18` | Overall image brightness. |
| `_Shaders.ImageAdjust.Night` | `Contrast` | `1.0` | `0.99` | Overall image contrast. |
| `_Shaders.ImageAdjust.Night` | `DarkColorB` | `1.0` | `1.3` | Blue channel multiplier for darker tones. |
| `_Shaders.ImageAdjust.Night` | `DarkColorG` | `1.0` | `1.18` | Green channel multiplier for darker tones. |
| `_Shaders.ImageAdjust.Night` | `DarkColorR` | `1.0` | `1.14` | Red channel multiplier for darker tones. |
| `_Shaders.ImageAdjust.Night` | `LightColorR` | `1.0` | `1.02` | Red channel multiplier for lighter tones. |
| `_Shaders.ImageAdjust.Night` | `Saturation` | `1.0` | `1.02` | Overall image saturation. |
| `_Shaders.Lens.Interiors` | `Strength` | `0.05` | `0.06` | Global effect strength multiplier. |
| `_Shaders.Lens.Main` | `Smudginess` | `0.0` | `0.08` | Scales the texture so that more of the screen is affected |
| `_Shaders.Lens.Main` | `Strength` | `0.4` | `0.15` | Global effect strength multiplier. |
| `_Shaders.Lens.Night` | `Smudginess` | `0.4` | `0.12` | Scales the texture so that more of the screen is affected |
| `_Shaders.Lens.Night` | `Strength` | `0.4` | `0.1` | Global effect strength multiplier. |
| `_Shaders.Lens.Status` | `Enabled` | `false` | `true` | Simulates lens smudges refracting light around brightest areas of the screen. |
| `_Shaders.MotionBlur.FirstPersonView` | `BlurCutOff` | `15.0` | `12.0` |  |
| `_Shaders.MotionBlur.FirstPersonView` | `BlurOffsetMax` | `24.0` | `20.0` |  |
| `_Shaders.MotionBlur.FirstPersonView` | `BlurScale` | `4.0` | `3.0` |  |
| `_Shaders.PBR.Interiors` | `AmbientScale` | `1.0` | `1.02` | Ambient lighting scale. |
| `_Shaders.PBR.Interiors` | `LightingScale` | `1.0` | `1.03` | Directional and point light scale. |
| `_Shaders.PBR.Interiors` | `Roughness` | `1.0` | `0.95` | Roughness scale. |
| `_Shaders.PBR.Interiors` | `Saturation` | `1.0` | `1.02` | Color saturation. |
| `_Shaders.PBR.Main` | `AmbientScale` | `1.0` | `1.03` | Ambient lighting scale. |
| `_Shaders.PBR.Main` | `LightingScale` | `1.0` | `1.03` | Directional and point light scale. |
| `_Shaders.PBR.Main` | `Roughness` | `1.0` | `0.95` | Roughness scale. |
| `_Shaders.PBR.Main` | `Saturation` | `1.0` | `1.03` | Color saturation. |
| `_Shaders.PBR.Night` | `AmbientScale` | `1.0` | `1.45` | Ambient lighting scale. |
| `_Shaders.PBR.Night` | `LightingScale` | `1.0` | `1.15` | Directional and point light scale. |
| `_Shaders.PBR.Night` | `Roughness` | `1.0` | `0.98` | Roughness scale. |
| `_Shaders.PBR.Night` | `Saturation` | `1.0` | `0.98` | Color saturation. |
| `_Shaders.PBR.NightRain` | `AmbientScale` | `1.0` | `1.45` | Ambient lighting scale. |
| `_Shaders.PBR.NightRain` | `LightingScale` | `1.0` | `1.15` | Directional and point light scale. |
| `_Shaders.PBR.NightRain` | `Roughness` | `1.0` | `0.68` | Roughness scale. |
| `_Shaders.PBR.NightRain` | `Saturation` | `1.0` | `0.98` | Color saturation. |
| `_Shaders.PBR.Rain` | `LightingScale` | `1.0` | `1.05` | Directional and point light scale. |
| `_Shaders.PBR.Rain` | `Roughness` | `1.0` | `0.72` | Roughness scale. |
| `_Shaders.PBR.Rain` | `Saturation` | `1.0` | `1.02` | Color saturation. |
| `_Shaders.PBR.Status` | `Enabled` | `false` | `true` | Adds PBR specular formula to object shaders |
| `_Shaders.Precipitations.Main` | `Bloom` | `0.5` | `0.6` | Rain effect that is blocked by objects above and refracts light. |
| `_Shaders.Precipitations.Main` | `Coloring` | `1.1` | `1.15` | Base coloring amount added to the refracted color. |
| `_Shaders.Precipitations.Main` | `Opacity` | `1.0` | `0.9` | Opacity of the drops. |
| `_Shaders.Precipitations.Main` | `Refraction` | `1.0` | `1.15` | Distance of the refraction of the screen image by the droplets. |
| `_Shaders.Precipitations.Main` | `Speed` | `3.0` | `2.8` | Multiplier for the rain speed. |
| `_Shaders.Precipitations.Main` | `VerticalScale` | `1.6` | `1.75` | Multiplier for the length of the drops/streaks. |
| `_Shaders.SMAA.Main` | `EdgeDetection` | `0` | `1` | Edge detection algorithm - 0:Luma (default), 1:Color, 2:Depth |
| `_Shaders.SMAA.Status` | `Enabled` | `false` | `true` | Apply SMAA. |
| `_Shaders.ShadowsExteriors.FormsFar` | `MinRadius` | `10.0` | `5.0` | Whether to include objects with a radius of less than x pixels on the screen in the shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsLod` | `Activators` | `false` | `true` | Whether to include objects with "Activator" flag when rendering shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsLod` | `Containers` | `false` | `true` | Whether to include objects with "Containers" flag when rendering shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsLod` | `Furniture` | `false` | `true` | Whether to include objects with "Furniture" flag when rendering shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsLod` | `MinRadius` | `10.0` | `6.0` | Whether to include objects with a radius of less than x pixels on the screen in the shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsLod` | `Misc` | `false` | `true` | Whether to include objects with misc flags when rendering shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsMiddle` | `Apparatus` | `false` | `true` | Whether to include objects with "Apparatus" flag when rendering shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsMiddle` | `Books` | `false` | `true` | Whether to include objects with "Books" flag when rendering shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsMiddle` | `MinRadius` | `1.0` | `0.75` | Whether to include objects with a radius of less than x pixels on the screen in the shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsNear` | `Apparatus` | `false` | `true` | Whether to include objects with "Apparatus" flag when rendering shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsNear` | `Books` | `false` | `true` | Whether to include objects with "Books" flag when rendering shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsNear` | `MinRadius` | `1.0` | `0.5` | Whether to include objects with a radius of less than x pixels on the screen in the shadowmaps. |
| `_Shaders.ShadowsExteriors.FormsOrtho` | `Activators` | `false` | `true` | Whether to include objects with "Activator" flag when rendering ortho map. |
| `_Shaders.ShadowsExteriors.FormsOrtho` | `AlphaEnabled` | `false` | `true` | Whether to take into account alpha of objects when rendering ortho map. |
| `_Shaders.ShadowsExteriors.Main` | `Darkness` | `0.75` | `0.76` | Darkness of shadows. |
| `_Shaders.ShadowsExteriors.Main` | `NightMinDarkness` | `0.35` | `0.22` | Darkness of shadows during dark moon phase. Set to 0 to disable shadows completely when there is no moon. |
| `_Shaders.ShadowsExteriors.Main` | `UsePointShadowsNight` | `false` | `true` | Whether to cast shadows from point lights during Nights. Requires a slight darkening of the entire screen. |
| `_Shaders.ShadowsExteriors.Ortho` | `Distance` | `3000` | `4500` | Distance to render ortho for. The unit is the same as the game uses for i.e. fog values. |
| `_Shaders.ShadowsExteriors.Ortho` | `Resolution` | `2` | `4` | Resolution of the texture used to store the ortho map. 0: 128, 1: 256, 2: 512, 3: 1024, 4: 2048 |
| `_Shaders.ShadowsExteriors.ScreenSpace` | `BlurRadius` | `1.0` | `1.2` | Blur strength for denoising screenspace shadows. Keep low, otherwise a lot of pixelation will occur. |
| `_Shaders.ShadowsExteriors.ShadowMaps` | `CascadeLambda` | `0.9` | `0.92` | [0.0-1.0] Controls how cascades are split, higher value means nearer cascades get higher resolution. |
| `_Shaders.ShadowsExteriors.ShadowMaps` | `Distance` | `6000` | `8500` | Distance to render shadows for. The unit is the same as the game uses for i.e. fog values. |
| `_Shaders.ShadowsExteriors.ShadowMaps` | `Format` | `0` | `1` | Texture format, higher means higher quality, but higher bandwidth cost. 0: 16 bit, 1: 32 bit |
| `_Shaders.ShadowsExteriors.SunSmoothing` | `PitchStepSize` | `0.25` | `0.15` | [0.0-15.0] Step size for changes in the vertical rotation of the sun, angle in degrees. |
| `_Shaders.ShadowsExteriors.SunSmoothing` | `SmoothingFactor` | `0.1` | `0.08` | [0.0-1.0] Lower number means slower smoothing between positions, higher means more instantenous. |
| `_Shaders.ShadowsExteriors.SunSmoothing` | `YawStepSize` | `1.0` | `0.5` | [0.0-15.0] Step size for changes in the horizontal rotation of the sun, angle in degrees. |
| `_Shaders.ShadowsInteriors.Main` | `Darkness` | `0.65` | `0.66` | Darkness of shadows. |
| `_Shaders.ShadowsInteriors.Main` | `DrawDistance` | `4000` | `6000` | Max distance for point light shadow rendering. |
| `_Shaders.ShadowsInteriors.Main` | `LightRadiusMult` | `1.5` | `1.7` | A muliplier for the lights radius to render shadows for. |
| `_Shaders.ShadowsInteriors.Main` | `MinRadius` | `10.0` | `5.0` | Wether to include objects with a radius of less than x pixels on the screen in the shadowmaps. |
| `_Shaders.ShadowsInteriors.Main` | `ShadowCubeMapSize` | `512` | `1024` | The resolution of one face for the point light shadow cubemaps. |
| `_Shaders.Sharpening.Main` | `Clamp` | `0.1` | `0.12` |  |
| `_Shaders.Sharpening.Main` | `Offset` | `2.0` | `1.8` |  |
| `_Shaders.Sharpening.Main` | `Strength` | `0.75` | `0.55` |  |
| `_Shaders.Sharpening.Status` | `Enabled` | `false` | `true` | Edge contrast shader to increase detail sharpness. |
| `_Shaders.Sky.Clouds` | `Brightness` | `0.9` | `0.95` | Clouds base brightness |
| `_Shaders.Sky.Clouds` | `Transparency` | `0.4` | `0.36` | Clouds base transparency |
| `_Shaders.Sky.Main` | `AthmosphereThickness` | `2.0` | `2.2` | Determins the height of the athmosphere on the horizon |
| `_Shaders.Sky.Main` | `GlareStrength` | `1.0` | `0.95` | How much influence does the Sun have over Glare, inversed |
| `_Shaders.Sky.Main` | `StarStrength` | `1.0` | `1.35` | Multiplier for stars brightness |
| `_Shaders.Sky.Main` | `StarTwinkle` | `1.0` | `1.15` | Speed of the star twinkling |
| `_Shaders.Sky.Main` | `SunInfluence` | `1.0` | `1.1` | How wide a side of the athmosphere will the sky lit up. |
| `_Shaders.Sky.Main` | `SunStrength` | `1.0` | `1.15` | How strong is the sun brighness when reflected by athmosphere |
| `_Shaders.Sky.Main` | `SunsetB` | `0.03` | `0.05` | Color boost for sunset/sunrise sun color (Blue) |
| `_Shaders.Sky.Main` | `SunsetG` | `0.0` | `0.06` | Color boost for sunset/sunrise sun color (Green) |
| `_Shaders.Sky.Main` | `SunsetR` | `0.5` | `0.62` | Color boost for sunset/sunrise sun color (Red) |
| `_Shaders.Snow.Main` | `Flakes` | `0.5` | `0.55` |  |
| `_Shaders.Snow.Status` | `Enabled` | `false` | `true` | Snow precipitation shader. |
| `_Shaders.SnowAccumulation.Main` | `BlurRadiusMultiplier` | `2.0` | `2.2` | Screen space blur radius for ortho coverage smoothing |
| `_Shaders.SnowAccumulation.Main` | `SnowColorB` | `0.8` | `0.86` | Blue chanel for the color of snow coverage |
| `_Shaders.SnowAccumulation.Main` | `SnowColorG` | `0.9` | `0.92` | Green chanel for the color of snow coverage |
| `_Shaders.SnowAccumulation.Main` | `SnowColorR` | `0.9` | `0.92` | Red chanel for the color of snow coverage |
| `_Shaders.SnowAccumulation.Main` | `SunPower` | `1.0` | `1.1` | Multiplier for the lighting strength |
| `_Shaders.SnowAccumulation.Status` | `Enabled` | `false` | `true` | Snow accumulation on the floor during snowstorms. |
| `_Shaders.Specular.Exterior` | `BlurMultiplier` | `1.0` | `1.1` | Blur strength for detail smoothing. |
| `_Shaders.Specular.Exterior` | `DistanceFade` | `30000` | `45000` | Max distance at which the effects will be displayed. Doesn't apply to sky tint. |
| `_Shaders.Specular.Exterior` | `FresnelStrength` | `1.0` | `1.1` | Strength for the grazing surface lighting boost called fresnel. |
| `_Shaders.Specular.Exterior` | `Glossiness` | `16` | `20` | Higher value will make the specular effect affect more intensely a smaller region. |
| `_Shaders.Specular.Exterior` | `SkyTintSaturation` | `1.0` | `1.05` | Saturation of the sky lighting effect. Sky lighting is based on sky color. |
| `_Shaders.Specular.Exterior` | `SkyTintStrength` | `0.5` | `0.55` | Strength for the sky lighting effect. This mostly affects horizontal, dark areas outside. |
| `_Shaders.Specular.Exterior` | `SpecLumaTreshold` | `0.25` | `0.22` | Treshold for the luma of areas affected by the specular boost. |
| `_Shaders.Specular.Exterior` | `SpecularStrength` | `0.2` | `0.24` | Strength of the effect for specular boost. |
| `_Shaders.Specular.Rain` | `BlurMultiplier` | `3.0` | `2.6` | Blur strength for detail smoothing during rainy weathers. |
| `_Shaders.Specular.Rain` | `DistanceFade` | `30000` | `45000` | Max distance at which the effects will be displayed during rainy weathers. Doesn't apply to sky tint. |
| `_Shaders.Specular.Rain` | `FresnelStrength` | `1.0` | `1.15` | Strength for the grazing surface lighting boost called fresnel during rainy weathers. |
| `_Shaders.Specular.Rain` | `Glossiness` | `7` | `9` | Higher value will make the specular effect affect more intensely a smaller region during rainy weathers. |
| `_Shaders.Specular.Rain` | `SkyTintStrength` | `0.1` | `0.14` | Strength for the sky lighting effect during rainy weathers. This mostly affects horizontal, dark areas outs... |
| `_Shaders.Specular.Rain` | `SpecLumaTreshold` | `0.25` | `0.22` | Treshold for the luma of areas affected by the specular boost during rainy weathers. |
| `_Shaders.Specular.Rain` | `SpecularStrength` | `1.0` | `1.15` | Strength of the effect for specular boost during rainy weathers. |
| `_Shaders.Specular.Status` | `Enabled` | `false` | `true` | Shader that boosts a few lighting effects: specular boost, sky lighting and fresnel boost. |
| `_Shaders.Terrain.LOD` | `LODNoiseScale` | `0.7` | `0.8` | Amount of noise applied to LOD. |
| `_Shaders.Terrain.LOD` | `LODNoiseTile` | `2.7` | `3.0` | LOD noise texture tiling modifier. |
| `_Shaders.Terrain.Main` | `LightingScale` | `1.0` | `1.05` | Scale non-ambient lighting (sun or spotlights). |
| `_Shaders.Terrain.Main` | `Roughness` | `1.0` | `0.92` | Scale texture roughness, higher roughness decreases specular. |
| `_Shaders.Terrain.Main` | `TerrainSaturation` | `1.0` | `1.05` | Control terrain saturation. |
| `_Shaders.Terrain.Night` | `AmbientScale` | `1.0` | `1.45` | Scale ambient lighting. |
| `_Shaders.Terrain.Night` | `LightingScale` | `1.0` | `1.15` | Scale non-ambient lighting (sun or spotlights). |
| `_Shaders.Terrain.NightRain` | `AmbientScale` | `1.0` | `1.45` | Scale ambient lighting. |
| `_Shaders.Terrain.NightRain` | `LightingScale` | `1.0` | `1.15` | Scale non-ambient lighting (sun or spotlights). |
| `_Shaders.Terrain.NightRain` | `Roughness` | `0.6` | `0.45` | Scale texture roughness, higher roughness decreases specular. |
| `_Shaders.Terrain.Parallax` | `MaxDistance` | `2048` | `4096` | Controls the maximum distance for the parallax and shadow effects. |
| `_Shaders.Terrain.Parallax` | `ShadowsIntensity` | `2.0` | `2.4` | Intensity of self shadowing. |
| `_Shaders.Terrain.Rain` | `LightingScale` | `1.0` | `1.03` | Scale non-ambient lighting (sun or spotlights). |
| `_Shaders.Terrain.Rain` | `Roughness` | `0.7` | `0.55` | Scale texture roughness, higher roughness decreases specular. |
| `_Shaders.Tonemapping.Interiors` | `Exposure` | `1.3` | `1.4` | Scales the engine lighting strength/brightness range before tonemap, useful for HDR rendering |
| `_Shaders.Tonemapping.Interiors` | `HighlightSaturation` | `1.0` | `1.15` | Highlight saturation for VT Lottes, controls how saturated bright elements are as they approach the White P... |
| `_Shaders.Tonemapping.Interiors` | `Saturation` | `1.0` | `1.04` | Saturation of the image before tonemapping |
| `_Shaders.Tonemapping.Interiors` | `ToneMappingColor` | `1.0` | `0.95` | Changes the strength of the vanilla tint influence (not fades) |
| `_Shaders.Tonemapping.Interiors` | `TonemapContrast` | `1.0` | `1.05` | Contrast setting for Lottes, Uchimura |
| `_Shaders.Tonemapping.Interiors` | `TonemapWhitePoint` | `1.0` | `1.04` | White point Setting for Lottes, Reinhard (both), Uncharted. Adjust point that the image clips/exceeds max b... |
| `_Shaders.Tonemapping.Interiors` | `WeatherModifier` | `1.0` | `0.95` | Influence of the vanilla weather modifiers (brightness, contrast, saturation) |
| `_Shaders.Tonemapping.Main` | `Exposure` | `1.5` | `1.62` | Scales the engine lighting strength/brightness range before tonemap, useful for HDR rendering |
| `_Shaders.Tonemapping.Main` | `HighlightSaturation` | `1.0` | `1.12` | Highlight saturation for VT Lottes, controls how saturated bright elements are as they approach the White P... |
| `_Shaders.Tonemapping.Main` | `Saturation` | `1.0` | `1.08` | Saturation of the image before tonemapping |
| `_Shaders.Tonemapping.Main` | `SkyMultiplier` | `1.0` | `1.12` | Scales the brightness of the sky/sun textures. Requires Sky shader enabled |
| `_Shaders.Tonemapping.Main` | `ToneMappingColor` | `1.0` | `0.92` | Changes the strength of the vanilla tint influence (not fades) |
| `_Shaders.Tonemapping.Main` | `TonemapBrightness` | `1.0` | `1.02` | Brightness setting for Lottes, Uncharted, Uchimura |
| `_Shaders.Tonemapping.Main` | `TonemapContrast` | `1.0` | `1.08` | Contrast setting for Lottes, Uchimura |
| `_Shaders.Tonemapping.Main` | `TonemapWhitePoint` | `1.0` | `1.06` | White point Setting for Lottes, Reinhard (both), Uncharted. Adjust point that the image clips/exceeds max b... |
| `_Shaders.Tonemapping.Main` | `WeatherModifier` | `1.0` | `0.9` | Influence of the vanilla weather modifiers (brightness, contrast, saturation) |
| `_Shaders.Tonemapping.Night` | `Exposure` | `1.5` | `1.95` | Scales the engine lighting strength/brightness range before tonemap, useful for HDR rendering |
| `_Shaders.Tonemapping.Night` | `HighlightSaturation` | `1.0` | `1.2` | Highlight saturation for VT Lottes, controls how saturated bright elements are as they approach the White P... |
| `_Shaders.Tonemapping.Night` | `SkyMultiplier` | `1.0` | `1.05` | Scales the brightness of the sky/sun textures. Requires Sky shader enabled |
| `_Shaders.Tonemapping.Night` | `TonemapBrightness` | `1.0` | `1.12` | Brightness setting for Lottes, Uncharted, Uchimura |
| `_Shaders.Tonemapping.Night` | `TonemapContrast` | `1.0` | `0.96` | Contrast setting for Lottes, Uchimura |
| `_Shaders.Tonemapping.Night` | `TonemapWhitePoint` | `1.0` | `1.1` | White point Setting for Lottes, Reinhard (both), Uncharted. Adjust point that the image clips/exceeds max b... |
| `_Shaders.Tonemapping.Night` | `WeatherModifier` | `1.0` | `0.9` | Influence of the vanilla weather modifiers (brightness, contrast, saturation) |
| `_Shaders.VolumetricFog.Interiors` | `Amount` | `0.25` | `0.3` | Global multiplier for fog strength in interiors |
| `_Shaders.VolumetricFog.Interiors` | `Extinction` | `0.4` | `0.45` | Light lost due to absorption of particles when seen throught the fog. |
| `_Shaders.VolumetricFog.Interiors` | `HeightFogDensity` | `0.6` | `0.64` | Density multiplier for the general height fog |
| `_Shaders.VolumetricFog.Interiors` | `Inscattering` | `0.35` | `0.4` | Light gained from light scattering when seen through the fog. |
| `_Shaders.VolumetricFog.Interiors` | `MinimumBaseFog` | `0.3` | `0.32` | How much fog will be present as a base line when weather has no fog |
| `_Shaders.VolumetricFog.Main` | `Amount` | `0.4` | `0.5` | Global multiplier for fog strength in exteriors |
| `_Shaders.VolumetricFog.Main` | `DistantFogBlend` | `0.3` | `0.36` | Blending power of the distant fog |
| `_Shaders.VolumetricFog.Main` | `DistantFogHeight` | `0.3` | `0.28` | Height limit for the distant fog. If set to 0, will use the sky as a mask. |
| `_Shaders.VolumetricFog.Main` | `DistantFogRange` | `0.9` | `0.95` | Range of the distance fog that blends moutains into the sky. |
| `_Shaders.VolumetricFog.Main` | `Extinction` | `3.0` | `3.2` | Light lost due to absorption of particles when seen throught the fog. |
| `_Shaders.VolumetricFog.Main` | `FogNight` | `2.0` | `2.1` | Scales the fog distances at night. |
| `_Shaders.VolumetricFog.Main` | `FogSaturation` | `1.7` | `1.55` | Tune the saturation of the fog |
| `_Shaders.VolumetricFog.Main` | `HeightFogDensity` | `0.6` | `0.68` | Density multiplier for the general height fog |
| `_Shaders.VolumetricFog.Main` | `HeightFogDist` | `0.4` | `0.44` | Distance multiplier for Height fog. Pushes back the fog. |
| `_Shaders.VolumetricFog.Main` | `HeightFogFalloff` | `50.0` | `46.0` | Vertical falloff of atmospheric height fog, |
| `_Shaders.VolumetricFog.Main` | `HeightFogRolloff` | `1.3` | `1.35` | Pushes back the Height fog without changing the far distance. Changes the curve of progression |
| `_Shaders.VolumetricFog.Main` | `Inscattering` | `1.6` | `1.75` | Light gained from light scattering when seen through the fog. |
| `_Shaders.VolumetricFog.Main` | `MinimumBaseFog` | `0.2` | `0.22` | How much fog will be present as a base line when weather has no fog |
| `_Shaders.VolumetricFog.Main` | `SimpleFogBlend` | `0.5` | `0.55` | General strength of the impact of simple fog on the final look. |
| `_Shaders.VolumetricFog.Main` | `SunPower` | `0.2` | `0.3` | Controls the influence of Sun Color when shining through fog |
| `_Shaders.VolumetricFog.Main` | `WeatherImpact` | `0.5` | `0.55` | How much the fog will scale with weather fog strength |
| `_Shaders.Water.Default` | `causticsStrength` | `3.0` | `3.6` | Caustic strength underwater. Caustics seen from above water not currently supported |
| `_Shaders.Water.Default` | `causticsStrengthS` | `0.2` | `0.26` | Godrays intensity underwater. |
| `_Shaders.Water.Default` | `choppiness` | `0.7` | `0.85` | Exponent for the waves normals. A higher value will create more defined wave crests. |
| `_Shaders.Water.Default` | `depthDarkness` | `1.0` | `1.1` | How much light reaches the bottom of the water. |
| `_Shaders.Water.Default` | `reflectivity` | `1.0` | `1.15` | Multiplier for the strength of reflections on the surface. |
| `_Shaders.Water.Default` | `refractionPower` | `0.2` | `0.26` | Multiplier for the refraction. |
| `_Shaders.Water.Default` | `shoreFactor` | `6.0` | `6.5` | Size of the shore fading area on shallow slope areas. |
| `_Shaders.Water.Default` | `shoreMovement` | `0.3` | `0.34` | Speed of wave movement in the shore. |
| `_Shaders.Water.Default` | `turbidity` | `3.0` | `2.6` | Water murkiness. |
| `_Shaders.Water.Default` | `waveSpeed` | `0.7` | `0.75` | Speed multiplier for waves animation. |
| `_Shaders.Water.Default` | `waveWidth` | `0.8` | `0.72` | Multiplier for the wave texture size. |
| `_Shaders.Water.Interiors` | `choppiness` | `0.5` | `0.55` | Exponent for the waves normals. A higher value will create more defined wave crests. |
| `_Shaders.Water.Interiors` | `reflectivity` | `0.0` | `0.25` | Multiplier for the strength of reflections on the surface. |
| `_Shaders.Water.Interiors` | `refractionPower` | `0.2` | `0.24` | Multiplier for the refraction. |
| `_Shaders.Water.Interiors` | `waveWidth` | `0.8` | `0.75` | Multiplier for the wave texture size. |
| `_Shaders.Water.Placed` | `choppiness` | `0.5` | `0.55` | Exponent for the waves normals. A higher value will create more defined wave crests. |
| `_Shaders.Water.Placed` | `reflectivity` | `0.0` | `0.2` | Multiplier for the strength of reflections on the surface. |
| `_Shaders.Water.Placed` | `refractionPower` | `0.2` | `0.24` | Multiplier for the refraction. |
| `_Shaders.Water.Placed` | `waveWidth` | `0.8` | `0.75` | Multiplier for the wave texture size. |
| `_Shaders.WaterLens.Main` | `Amount` | `0.1` | `0.14` |  |
| `_Shaders.WetWorld.Main` | `Amount` | `0.0` | `0.45` | Darkness of puddles |
| `_Shaders.WetWorld.Main` | `Decrease` | `0.0` | `3.0` | Time it takes in game hours for puddles to dissipate |
| `_Shaders.WetWorld.Main` | `Increase` | `0.0` | `0.6` | Time it takes in game hours for puddles to appear |
