pub enum ExperimentalShader {
Show 29 variants Brickloren, NoNoise, Sobel, GradientSobel, CurvedWorld, ProceduralLodDetail, Underwarper, NoCaustics, NoDither, NonSrgbDither, TriangleNoiseDither, BareMinimum, LowGlowNearCamera, NoLodVoxels, TerrainPop, DirectionalShadowMapTexelGrid, NoRainbows, PuddleDetails, ViewNormals, ViewMaterials, ViewDepth, SmearReflections, PointShadowsWithShadowMapping, UiNearestScaling, Photorealistic, Newspaper, ColorDithering, Cinematic, SnowGlitter,
}
Expand description

Experimental shader modes.

You can enable these using Voxygen’s settings.ron. See here for more information.

Variants§

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Brickloren

Add brick-like normal mapping to the world.

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NoNoise

Remove the default procedural noise from terrain.

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Sobel

Add a sobel filter that draws lines in post-process by detecting edges inbetween colors. This does perform 8 times more texture samples in post-processing so there is potentially a significant performance impact especially with anti aliasing enabled.

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GradientSobel

Like Sobel, but on the gradient texture instead of the color texture.

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CurvedWorld

Simulate a curved world.

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ProceduralLodDetail

Adds extra detail to distant LoD (Level of Detail) terrain procedurally.

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Underwarper

Add a warping effect when underwater.

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NoCaustics

Remove caustics from underwater terrain when shiny water is enabled.

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NoDither

Don’t dither color in post-processing.

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NonSrgbDither

Don’t use the nonlinear srgb space for dithering color.

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TriangleNoiseDither

Use triangle PDF noise for dithering instead of uniform noise.

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BareMinimum

Removes as many effects (including lighting) as possible in the name of performance.

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LowGlowNearCamera

Lowers strength of the glow effect for lights near the camera.

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NoLodVoxels

Disable the fake voxel effect on LoD features.

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TerrainPop

Enable a ‘pop-in’ effect when loading terrain.

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DirectionalShadowMapTexelGrid

Display grid lines to visualize the distribution of shadow map texels for the directional light from the sun.

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NoRainbows

Disable rainbows

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PuddleDetails

Add extra detailing to puddles.

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ViewNormals

Show gbuffer surface normals.

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ViewMaterials

Show gbuffer materials.

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ViewDepth

Show gbuffer depth.

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SmearReflections

Rather than fading out screen-space reflections at view space borders, smear screen space to cover the reflection vector.

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PointShadowsWithShadowMapping

Apply the point shadows from cheap shadows on top of shadow mapping.

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UiNearestScaling

Make the UI uses nearest neighbor filtering for scaling images instead of trying to filter based on the coverage of the sampled pixels.

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Photorealistic

Prefer using physically-based values for various rendering parameters, where possible.

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Newspaper

A noisy newspaper effect.

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ColorDithering

A colorful dithering effect.

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Cinematic

Cinematic color grading.

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SnowGlitter

Glittering snow.

Trait Implementations§

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impl Clone for ExperimentalShader

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fn clone(&self) -> ExperimentalShader

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ExperimentalShader

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for ExperimentalShader

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Display for ExperimentalShader

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl FromStr for ExperimentalShader

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type Err = ParseError

The associated error which can be returned from parsing.
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fn from_str(s: &str) -> Result<ExperimentalShader, <Self as FromStr>::Err>

Parses a string s to return a value of this type. Read more
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impl Hash for ExperimentalShader

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl IntoEnumIterator for ExperimentalShader

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impl PartialEq<ExperimentalShader> for ExperimentalShader

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fn eq(&self, other: &ExperimentalShader) -> bool

This method tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

This method tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for ExperimentalShader

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl TryFrom<&str> for ExperimentalShader

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type Error = ParseError

The type returned in the event of a conversion error.
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fn try_from( s: &str ) -> Result<ExperimentalShader, <Self as TryFrom<&str>>::Error>

Performs the conversion.
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impl Eq for ExperimentalShader

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impl StructuralEq for ExperimentalShader

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impl StructuralPartialEq for ExperimentalShader

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