Optimizations for water material and disable distance field stuff, replace with longer cascade shadows

This commit is contained in:
2026-08-27 23:08:55 +02:00
parent 3501bf4aea
commit a6f88e19d4
6 changed files with 14 additions and 18 deletions

View File

@@ -192,7 +192,8 @@ r.SSGI.Quality=4
r.VolumetricRenderTarget.Mode=1
r.VolumetricCloud.ViewRaySampleMaxCount=64
r.DistanceFieldAO=1
r.DistanceFieldAO=0
r.DistanceFieldShadowing=0
[/Script/LinuxTargetPlatform.LinuxTargetSettings]
TargetArchitecture=X86_64UnknownLinuxGnu

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@@ -477,19 +477,14 @@ void ATimeOfDayManager::ToggleTimeActive(bool bNewActive)
void ATimeOfDayManager::ApplyUserGraphicsScalability(int32 Index)
{
if (skyLight)
{
skyLight->SetCastShadows(Index > 2);
}
if (sunLight && moonLight)
{
constexpr float ShadowDistanceByIndex[] = { 3000.f, 7000.f, 10000.f, 20000.f };
constexpr float DistanceShadowDistanceByIndex[] = { 15000.f, 20000.f, 30000.f, 40000.f };
constexpr float ShadowDistanceByIndex[] = { 30000.f, 35000.f, 42000.f, 50000.f };
sunLight->SetDynamicShadowDistanceMovableLight(ShadowDistanceByIndex[Index]);
sunLight->DistanceFieldShadowDistance = DistanceShadowDistanceByIndex[Index];
sunLight->SetDynamicShadowCascades(Index >= 2? 3 : 2);
moonLight->SetDynamicShadowDistanceMovableLight(ShadowDistanceByIndex[Index]);
moonLight->DistanceFieldShadowDistance = DistanceShadowDistanceByIndex[Index];
moonLight->SetDynamicShadowCascades(Index >= 2? 3 : 2);
}
}