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__BulbConfig.gml 1.7 KB

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  1. // Distance around the edge of the camera (in pixels) to draw dynamic occluders. Increase this
  2. // number if you have large dynamic occluders and are experiencing pop-in.
  3. #macro BULB_DYNAMIC_OCCLUDER_RANGE 100
  4. // Adds an extra triangle for each occluder to compensate for situations where a light might be
  5. // very close to an occluder. Normally, this would cause light to bleed through the wall. Setting
  6. // this macro to `true` will solve near-light problems but does incur a slight performance penalty.
  7. #macro BULB_COMPENSATE_FOR_NEAR_OCCLUDERS false
  8. // Whether renderers, lights, and sunlight should default to having normal map support enabled.
  9. // This saves a lot of time setting `.normalMap` on everything that you create. Enabling normal
  10. // maps has a significant performance penalty so use this carefully.
  11. #macro BULB_DEFAULT_USE_NORMAL_MAP false
  12. // The alpha threshold for sprites when drawing to the normal/specular map. Anything below this
  13. // value will be discarded by the shader.
  14. #macro BULB_NORMAL_MAP_ALPHA_THRESHOLD 0.5
  15. // How intense the specular map effect should be. This generally is only noticeable when using HDR
  16. // lighting. The specular map is packed into the alpha channel of the normal map surface.
  17. #macro BULB_SPECULAR_MAP_INTENSITY 10.0
  18. // The default notional "z height" for lights and sunlight. This z value is only used when
  19. // calculating normal map influence on lights. A lower value brings the light closer to the plane,
  20. // leading to a shallower angle of attack. This leads to more intense normal maps where the edges
  21. // of shapes will be highlighted more strongly than the tops of shapes, especially at distance.
  22. #macro BULB_DEFAULT_NORMAL_MAP_Z 0.2