Optimizations for water material and disable distance field stuff, replace with longer cascade shadows
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@@ -192,7 +192,8 @@ r.SSGI.Quality=4
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r.VolumetricRenderTarget.Mode=1
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r.VolumetricRenderTarget.Mode=1
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r.VolumetricCloud.ViewRaySampleMaxCount=64
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r.VolumetricCloud.ViewRaySampleMaxCount=64
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r.DistanceFieldAO=1
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r.DistanceFieldAO=0
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r.DistanceFieldShadowing=0
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[/Script/LinuxTargetPlatform.LinuxTargetSettings]
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[/Script/LinuxTargetPlatform.LinuxTargetSettings]
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TargetArchitecture=X86_64UnknownLinuxGnu
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TargetArchitecture=X86_64UnknownLinuxGnu
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@@ -477,19 +477,14 @@ void ATimeOfDayManager::ToggleTimeActive(bool bNewActive)
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void ATimeOfDayManager::ApplyUserGraphicsScalability(int32 Index)
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void ATimeOfDayManager::ApplyUserGraphicsScalability(int32 Index)
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{
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{
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if (skyLight)
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{
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skyLight->SetCastShadows(Index > 2);
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}
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if (sunLight && moonLight)
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if (sunLight && moonLight)
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{
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{
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constexpr float ShadowDistanceByIndex[] = { 3000.f, 7000.f, 10000.f, 20000.f };
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constexpr float ShadowDistanceByIndex[] = { 30000.f, 35000.f, 42000.f, 50000.f };
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constexpr float DistanceShadowDistanceByIndex[] = { 15000.f, 20000.f, 30000.f, 40000.f };
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sunLight->SetDynamicShadowDistanceMovableLight(ShadowDistanceByIndex[Index]);
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sunLight->SetDynamicShadowDistanceMovableLight(ShadowDistanceByIndex[Index]);
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sunLight->DistanceFieldShadowDistance = DistanceShadowDistanceByIndex[Index];
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sunLight->SetDynamicShadowCascades(Index >= 2? 3 : 2);
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moonLight->SetDynamicShadowDistanceMovableLight(ShadowDistanceByIndex[Index]);
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moonLight->SetDynamicShadowDistanceMovableLight(ShadowDistanceByIndex[Index]);
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moonLight->DistanceFieldShadowDistance = DistanceShadowDistanceByIndex[Index];
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moonLight->SetDynamicShadowCascades(Index >= 2? 3 : 2);
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}
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}
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}
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}
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