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{ | ||
// Renderer configuration. Determines appearance, performance and available options. | ||
"pipelineId": "canvas:pipelines/canvas_basic.json", | ||
// Glow effect around light sources. | ||
"wavyGrass": false, | ||
// Enable rendering of internal buffers for debug purposes. Off by default to prevent accidental activation. | ||
"enableBufferDebug": false, | ||
// Output load/reload trace data to log. Will have performance impact. | ||
"enableLifeCycleDebug": false, | ||
// Fluid biome colors are blended at block corners to avoid patchy appearance. Slight performance impact to chunk loading. | ||
"blendFluidColors": true, | ||
// Makes light sources less cross-shaped. Chunk loading a little slower. Overall light levels remain similar. | ||
"lightSmoothing": false, | ||
// Models with flat lighting have smoother lighting (but no ambient occlusion). | ||
"semiFlatLighting": true, | ||
// Adjusts quads on some vanilla models (like iron bars) to avoid z-fighting with neighbor blocks. | ||
"preventDepthFighting": true, | ||
// Treats model geometry outside of block boundaries as on the block for lighting purposes. Helps prevent bad lighting outcomes. | ||
"clampExteriorVertices": true, | ||
// Prevent Glowstone and other blocks that emit light from casting shade on nearby blocks. | ||
"fixLuminousBlockShading": true, | ||
// Terrain setup done off the main render thread. Increases FPS when moving. May see occasional flashes of blank chunks | ||
"terrainSetupOffThread": true, | ||
// Use more efficient entity culling. Improves framerate in most scenes. | ||
"cullEntityRender": true, | ||
// When true, render thread does not yield to other threads every frame. Vanilla behavior is false (yields). | ||
"greedyRenderThread": true, | ||
// Use more efficient model loading. Improves chunk rebuild speed and reduces memory use. | ||
"forceJmxModelLoading": true, | ||
// Use half resolution on retina displays - greatly improves frame rate on Macs. | ||
"reduceResolutionOnMac": true, | ||
// Padding at edges of screen to reduce how often terrain visibility is computed. In degrees. Values 0 to 20. Zero disables. | ||
"staticFrustumPadding": 10, | ||
// Extra padding at edges of screen to reduce missing chunks when view rotates and terrainSetupOffThread is on. In degrees. Values 0 to 30. Zero disables. | ||
"dynamicFrustumPadding": 20, | ||
// Culls particles that are not in view. Should always be faster. | ||
"cullParticles": true, | ||
// Output runtime per-material shader source. For shader development debugging. | ||
"shaderDebug": false, | ||
// Summarizes multiple errors and warnings to single-line entries in the log. | ||
"conciseErrors": true, | ||
// Writes information useful for bug reports to the game log at startup. | ||
"logMachineInfo": true, | ||
// Writes OpenGL state changes to log. *VERY SPAMMY - KILLS FRAME RATE* Used only for debugging. | ||
"logGlStateChanges": false, | ||
// Enables LWJGL memory allocation tracking. Will harm performance. Use for debugging memory leaks. Requires restart. | ||
"debugNativeMemoryAllocation": false, | ||
// Uses slower and safer memory allocation method for GL buffers. Use only if having problems. Requires restart. | ||
"safeNativeMemoryAllocation": false, | ||
// Output performance trace data to log. Will have significant performance impact. Requires restart. | ||
"enablePerformanceTrace": false, | ||
// Output periodic snapshots of terrain occlusion raster. Will have performance impact. | ||
"debugOcclusionRaster": false, | ||
// Render active occlusion boxes of targeted render region. Will have performance impact and looks strange. | ||
"debugOcclusionBoxes": false, | ||
// White stained glass occludes terrain. Use to debug terrain occlusion. | ||
"renderWhiteGlassAsOccluder": false, | ||
// Log clipping or other non-critical failures detected by terrain occluder. May spam the log. | ||
"traceOcclusionEdgeCases": false, | ||
// Log uniforms not found in shaders. Sometimes useful for shader debug. Will spam the log. | ||
"logMissingUniforms": false, | ||
// Log render material states and vanilla RenderLayer mapping. Useful for material debug and pack makers. Will spam the log. | ||
"logMaterials": false, | ||
// Log information on render lag spikes - when they happen and where. Will spam the log. | ||
"logRenderLagSpikes": false, | ||
// Approximate target FPS when logRenderLagSpikes is enabled. If elapsed time exceeds an entire frame, a spike is logged. 30-120 | ||
"renderLagSpikeFps": 30, | ||
// Enable and display render profiler data. | ||
"displayRenderProfiler": false, | ||
// Profiler level of detail. 0=Collapse all, 1=Expand program passes, 2=Expand all | ||
"profilerDetailLevel": 0, | ||
// Size of the profiler overlay relative to GUI scale. | ||
"profilerOverlayScale": 0.5, | ||
"terrainVertexConfig": "DEFAULT" | ||
} |
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{ | ||
"canvas:basic_light_config": { | ||
"ao_shading_mode": "normal", | ||
"diffuse_shading_mode": "normal" | ||
}, | ||
"canvas:fog_config": { | ||
"fog_mode": "vanilla" | ||
}, | ||
"canvas:handheld_light_config": { | ||
"handheld_light_radius": 10 | ||
}, | ||
"canvas:bloom_config": { | ||
"bloom_intensity": 0.1, | ||
"bloom_downsample_dist": 1.0, | ||
"bloom_upsample_dist": 0.1, | ||
"bloom_cutoff": 0.02 | ||
} | ||
} |
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{ | ||
"version": 1, | ||
"overrides": { | ||
"hydrogen": { | ||
"+depends": { | ||
"minecraft": "1.17.x" | ||
} | ||
} | ||
} | ||
} |
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