The cogs variables control various aspects of the COGS engine at runtime.
gui.enabled
[bool]: Enables rendering of ImGui GUI. Defaults to false. If true, the following variables can control the visibility of individual inspectors:
gui.aboutCogs
: show AboutCogs.gui.renderingStatsInspector
: show RenderingStatsInspector.gui.textureInspector
: show TextureInspector.gui.shadowMapInspector
: show ShadowMapInspector.gui.entityInspector
: show EntityInspector.gui.fontInspector
: show FontInspector.gui.variableInspector
: show VariableInspector.gui.inputInspector
: show InputInspector.gui.modelInspector
: show ModelInspector.gui.meshInspector
: show MeshInspector.gui.materialInspector
: show MaterialInspector.gui.materialInstanceInspector
: show MaterialInstanceInspector.gui.resourceInspector
: show ResourceInspector.gui.scriptInspector
: show ScriptInspector.gui.scriptConsole
: show ScriptConsole.gui.profiler
: show Profiler.gui.pipelineInspector
: show PipelineInspector.gui.permutationInspector
: show PermutationInspector.gui.assetInspector
: show AssetInspector.gui.assetQueueInspector
: show AssetQueueInspector.gui.boundsInspector
: show BoundsInspector.gui.bufferInspector
: show BufferInspector.gui.engineInspector
: show EngineInspector.gui.exampleGui
: show ExampleGui.gui.gammaDebugger
: show GammaDebugger.input.config
[string]: Specifies the configuration file for input mappings. Defaults to "Input.config".logging.ThrottlingEnabled
[bool]: Enables throttling of log messages, reducing the log spam. Defaults to false.nowindow
: If added, no window would be created. Also enables the null-renderer if variable renderer.graphicsDevice
was not also specified.profiling.gpu
[bool]: Enables GPU profiling for Direct3D11, if microprofiling option was included during the Cogs build. Defaults to false.window.inputEvents
[bool]: Enables listening to and processing of input events for the window. Defaults to true.window.mode
[string]: Specifies if window is full screen (borderless). Valid values are {Windowed, Borderless}. Defaults to "Windowed".editor.batch
[string]: Specifies the batch file to run with the Editor. Defaults to "".editor.enabled
[bool]: Enables (activates) the Editor application. Defaults to false.editor.scene
[string]: Specifies the default (starting) scene for the Editor. Defaults to "".editor.pickingRadius
[float]: Specifies the tolerance for picking (in pixels). Defaults to 4.store.entityDefinitions
[string]: Specifies the asset file to load entity definitions from. Defaults to "Default.entities".time.automatic
[bool]: Enables animation timer to follow the time passage. Defaults to true.variables.defaultConfig
[string]: Specifies the config file which contains variable definitions. Defaults to "Default.config".defaultScene
[string]: Specifies the default scene file. Defaults to "Scenes/Default.scene".noDefaultScene
: If added no default scene would be searched for.scene.rayPick.size.x
[float]: Deprecated! Specifies the x direction tolerance for picking (in pixels). Defaults to 4.scene.rayPick.size.y
[float]: Deprecated! Specifies the y direction tolerance for picking (in pixels). Defaults to 4.scene.automaticOrigin
[bool]: Enables origin handling for navigation code inside Cogs.Core, as opposed to the client handling it.renderer.ambientLightColor
[vec3]: Specifies the ambient light color. Defaults to {1, 1, 1}.
renderer.ambientLightIntensity
[float]: Specifies the ambient light intensity. Defaults to 0.
renderer.anisotropicFiltering
[int]: Specifies the maximum number of anisotropic samples to use when sampling a texture. Defaults to 4.
renderer.auxiliaryPipelines.NAME
[string]: Specifies an auxiliary pipeline with a name NAME. Value is defined as a string in form "PATH" or "PATH:PRIORITY", where PATH is a path to the pipeline file and optional int value PRIORITY its priority.
renderer.backBuffer.clear.enable
[bool]: Enables clearing of color and depth buffers. Defaults to true.
renderer.backBuffer.sRGB
[bool]: Set to true if engine output color should be converted from linear color space to sRGB color space before writing to backbuffer.
renderer.backgroundColor
[vec4]: Specifies the background color. Defaults to {0.5, 0.5, 0.5, 1}.
renderer.batchObjectBuffer
[bool]: Enables batched object buffer mode. Defaults to true if there are object buffers, unless list object buffer has been enabled when it defaults to false.
renderer.beers.scaleFactor
[float]: Specifies the scale factor in Beer-Lambert law used to compute amount of light that goes through a medium. Defaults to 1.
renderer.blendKernel
[string]: Specifies the transparency blend kernel. Valid values are {Alpha, Max, Max2, DepthWeighted, Beers}. Defaults to "Alpha".
renderer.colorFormat
[string]: Specifies back buffer format. Defaults to "R8G8B8A8_UNORM_SRGB".
renderer.debugDevice
[bool]: Enables the debug mode. If available, the device will operate in debug mode, performing additional validation of input data, state changes etc. Defaults to false.
renderer.depthFormat
[string]: Specifies depth buffer format. Defaults to "D32_FLOAT".
renderer.depthSort
[bool]: Enables sorting of rendering items by depth . Defaults to true.
renderer.disable
[bool]: Disables rendering. Defaults to false.
renderer.disableCulling
[bool]: Disables culling of objects making them always visible. Defaults to false.
renderer.disableVertexArrayObjects
[bool]: Disables the use of vertex array objects. For performance experiments. Defaults to false.
renderer.disableMaterialUpdates
[bool]: Disables updates of material data. For performance experiments. Defaults to false.
renderer.ditherEnabled
[bool]: Enables dithered rendering. Defaults to false.
renderer.enableDeferred
[bool]: Enables deferred rendering. Defaults to false. Deprecated!
renderer.forceSoftwareRendering
[bool]: Enables forcing of software rendering. Defaults to false.
renderer.graphicsDevice
[string]: Specifies the graphics device type. Valid values are {Unknown, Default, OpenGL20, OpenGLES30, Direct3D11, Direct3D12, Vulkan, Null}. Defaults to "Default".
renderer.headlessRendering
[bool]: Enables the headless rendering. Defaults to false.
renderer.listObjectBuffer
[bool]: Enables list object buffer. Defaults to false.
renderer.defaultTarget.render
[bool]: Enable rendering to the default rendertarget, defaults to true. Used in VR where we render into eye-specific views and not with the default rendertarget cameras, but we want to keep these cameras alive for culling/lod calculations. Use CameraFlags::EnableRender
to fully enable/disable cameras.
renderer.oit.TemporalUpscaleWidth
[int]: Specifies the temporal width upscaling factor. Defaults to 1.
renderer.oit.TemporalUpscaleHeight
[int]: Specifies the temporal height upscaling factor. Defaults to 1.
renderer.oit.UpscaleWidth
[int]: Specifies the width upscaling factor. Defaults to 1.
renderer.oit.UpscaleHeight
[int]: Specifies the height upscaling factor. Defaults to 1.
renderer.oit.bufferFactor
[int]: Specifies the scaling factor used in calculating the size of node and data buffers. Defaults to 1.
renderer.oit.EchoSounderOITResize
[bool]: Enables new calculation of upscaling parameters to fit the maximum window size and available memory on window resize. Defaults to true.
renderer.oit.MaxWidth
[int]: Specifies the targeted maximum window width, when calculating the width upscaling. Defaults to 1.
renderer.oit.MaxHeight
[int]: Specifies the targeted maximum window height, when calculating the height upscaling. Defaults to 1.
renderer.pipeline.override
[string]: Specifies path to pipeline to override the current pipeline without actually changing it. Defaults to empty.
renderer.pipeline
[string]: Specifies path to the main pipeline file to use for rendering (e.g. "Pipelines/Deferred.pipeline"). This main pipeline will get the priority of 400. Defaults to empty.
renderer.reloadEffects
[bool]: Reloads all effects on the next rendering frame (then set it to false). Defaults to false.
renderer.reverseDepth
[bool]: Specifies if reverse depth function should be used. Defaults to false.
renderer.samples
[int]: Specifies the number of samples to use for back buffer MSAA. Defaults to 2.
renderer.shadowsEnabled
[bool]: Enables shadows. Defaults to false.
renderer.sharedSurface
[bool]: Enables the use of shared surface for D3D9 interop. Defaults to false.
renderer.showCoordSys
[bool]: Show coordinate system. Defaults to false.
renderer.showFrustums
[bool]: Show frustums. Defaults to false.
renderer.sRGBConversion
[string]: Specifies the precision used for conversions between linear and srgb color space is, valid values are Fast
(sqrt(x)), Approx
(pow(x,1/2.2)) or Exact
.
renderer.tonemapper
[string]: Specifies the tonemapper. Valid values are {Reinhard, Filmic, ACESLuminance}. Defaults to "Filmic".
renderer.transparencyAlgorithm
[string]: Specifies the transparency algorithm. Valid values are {Regular, OIT}. Defaults to "Regular".
renderer.useSwapEffectDiscard
[bool]: Forces engine to use swap effect DISCARD, instead of FLIP_DISCARD, which does not work on all systems. Defaults to false.
renderer.vSync
[bool]: Enables rendering synchronization with graphical device refresh rate. Defaults to false.
renderer.DedicatedVideoMemoryMB
[int]: Gives the size of the dedicated video memory, in MB.
renderer.DedicatedSystemMemoryMB
[int]: Gives the size of the dedicated system memory, in MB.
renderer.SharedSystemMemoryMB
[int]: Gives the size of the shared system memory, in MB.
cache.enableShaderCache
[bool]: Enables the use of a shader cache to avoid recompiling previously seen shaders. Defaults to false.
cache.shaderCache
[string]: Specifies the folder for shader cache. Defaults to "%TEMP%/Kongsberg Digital/Cogs/ShaderCache".
effects.dumpShaders
[bool]: Enables dumping of shader contents for debugging. Defaults to false.
effects.dumpPath
[string]: Specifies the folder for shader dumps. Defaults to "%TEMP%/Kongsberg Digital/Cogs/ShaderDumps".
effects.logShaderInfo
[bool]: Enables debug logging of shader source, attributes and uniforms. Defaults to false.
effects.logShaderSource
[bool]: Enables debug logging of transformed shader source in the case of shader failure. Defaults to false.
engine.workParallel
[bool]: Enables multithreading processing in engine. Defaults to false.engine.mainThreadTasksFrameLimitMs
[int]: Limits the time spent processing tasks in the frame update loop. Number is in milliseconds, set to any value less than one to disable and process all pending tasks. Default value is 5ms.Note: The task manager is initialized early, before default.config
has been parsed, so these variables has to be passed early e.g. as command line arguments.
taskManager.globalQueue.threadCountFactor
[float]: Hardware concurrency times this gives global queue thread count.taskManager.globalQueue.threadCountMax
[int]: Maximum number of threads in the global queue.taskManager.resourceQueue.threadCountFactor
[float]: Hardware concurrency times this gives resource queue thread count.taskManager.resourceQueue.threadCountMax
[int]: Maximum number of threads in the resource queue.shadows.cascadeShadowFormat
[string]: Specifies cascade shadow format. Defaults to "R32_TYPELESS".shadows.cascadeShadowResolution
[int]: Specifies the cascade shadow resolution. Defaults to 1024.shadows.cascades.expFactor
[float]: Specifies the factor of exponential calculation of shadow cascades. Values are in [0..1], where 0 represents pure linear division and 1 pure exponential one. Defaults to 0.9.shadows.cascades.overlapFactor
[float]: Specifies the overlapping factor of shadow cascades. Values are in [0..1], where 0 represents no overlapping. Defaults to 0.2.shadows.frustumSlack
[float]: Specifies the slack factor for the frustum differences between frames in order to recycle the previous frustum to minimize shadows jittering. Values are in [0..1], where 0 represents no slack at all. Defaults to 0.1.shadows.pointShadowFormat
[string]: Specifies point shadow format. Defaults to "R32_TYPELESS".shadows.pointShadowResolution
[int]: Specifies the point shadow resolution. Defaults to 256.shadows.softShadows
[string]: Specifies soft shadows settings. Valid values are {None, Low, High, Default}. Defaults to "Default".shadows.update
[string]: Specifies shadows update settings. Valid values are {Default, Dynamic, Partial, Static, StaticPartial, None}. Defaults to "Default".renderer.maxShadowDistance
[float]: Specifies the maximum shadow distance. Defaults to 30000.lightSystem.run
[bool]: Enables the light system. Defaults to true.cogsbin.writeVersion
[int]: Specifies the version of cogsbin file for models exports. Defaults to 3.resources.assets.autoReload
[bool]: Enables automatic reloading of asset resources, when source files have been changed. Defaults to false.resources.assets.lodFreeze
[bool]: Disables adjustment of target lod-level. Defaults to false.resources.assets.maxDistance
[float]: Specifies the maximum distance for frustum clipping. Defaults to -1.resources.assets.maxLodDepth
[int]: Specifies the maximum LOD depth. Defaults to -1.resources.assets.maxModelLoadsPerFrame
[int]: Specifies the maximum number of model load requests that is issued in a single frame. Defaults to 100.resources.assets.maxModelsInFlight
[int]: Specifies the maximum number of model load requests that can be in-flight at the same time. Defaults to 100.resources.autoReload
[bool]: Enables automatic reloading of resources (e.g. pixel/vertex shaders and effect cache) for which their files have been changed. Defaults to false.resources.compressionLevel
[int]: Specifies the compression level for compressed assets export. Defaults to 0.resources.dataDir
[string]: Specifies the path to the data directory, to be added to data search path. Defaults to "".resources.effects.autoReload
[bool]: Enables automatic reloading of effect resources, when source files have been changed. Defaults to false.resources.effects.preLoad
[bool]: Enables preloading of effects. Defaults to false (true with Emscripten).resources.effects.updateAsync
[bool]: Enables asynchronous updating of effects. Defaults to false.resources.globalFrameUpdateQuota
[int]: Specifies the global update quota, limiting the amount of resources that could be updated/deleted per frame. Defaults to 0 (no limit).resources.materialInstances.frameUpdateQuota
[int]: Specifies the materials update quota per frame. Defaults to 0;resources.materials.autoReload
[bool]: Enables automatic reloading of material resources, when source files have been changed. Defaults to false.resources.meshes.updateAsync
[bool]: Enables asynchronous updating of meshes. Defaults to false.resources.meshes.uploadBatchMaxTime
[float]: Specifies maximum allowed time for meshes upload, in seconds. Value of 0 turns it off. Defaults to 0 (0.2 for Editor, ignored for batch mode).resources.models.autoReload
[bool]: Enables automatic reloading of model resources, when source files have been changed. Defaults to false.resources.models.forceFetchesInMainThread
: [bool]: Forces async fetches received in worker thread to be marshalled over to the main thread. Only useful for debugging handling of async fetches in main thread on desktop.resources.models.mainThreadTimeLimitMs
: [float]: Maximum amount of time to spend processing fetch responses per frame. Used to combat stuttering. Set to zero to disable.resources.models.mainThreadItemLimit
: [int]: Maximum number of models to successfully process per frame. Used to combat stuttering. Set to zero to disable.resources.models.updateAsync
[bool]: Enables asynchronous updating of models. Defaults to false.resources.preload
[string]: Specifies the semicolon (";") separated list of paths to resources to be preloaded. Only used with Emscripten. Defaults to "".resources.reportLeaks
[bool]: Enables log reporting for reference counted resources still alive in resource managers destructors. Defaults to false.resources.textures.autoReload
[bool]: Enables automatic reloading of texture resources, when source files have been changed. Defaults to false.resources.textures.mainThreadTimeLimitMs
: [float]: Maximum amount of time to spend processing fetch responses per frame. Used to combat stuttering. Set to zero to disable.resources.textures.mainThreadItemLimit
: [int]: Maximum number of textures to successfully process per frame. Used to combat stuttering. Set to zero to disable.resources.textures.preLoad
[bool]: Enables preloading of textures. Defaults to false.resources.usageLogger.rate
[float]: Specifies log rate for resource usage reports, in seconds. Value of 0 turns it off, value of e.g. 5 would mean a log report every 5 seconds. Defaults to 0.resources.useMemoryMappedIO
[bool]: Enables the memory mapped IO (file mapping) for assets resources loading. Defaults to false.resources.zipPath
[string]: Specifies the resource archive file. Defaults to "Cogs.Resources.zip".quality.frameTime.alpha
[float]: Specifies how average frame time is weighed. Valid values are in range (0..1]. Smaller value means a longer smoothing frame time window, e.g. 0.01 would weigh the last frame time to 1%. Value of 1 means only the last frame time is used. Defaults to 0.01.quality.frameTimeTarget
[float]: Specifies the target (desired) average frame time, in milliseconds. Value of 0 turns off frame time throttling. Defaults to 0.quality.GPUMemTargetMB
[int]: Specifies the target (desired) GPU memory (buffer and textures) consumption in MB. Value of 0 turns off memory throttling. Defaults to 0.quality.scaling.speed
[float]: Specifies the speed with which to adjust scaling (increase/decrease of quality to match criteria). Defaults to 0.05.quality.setting
[float]: Specifies the overall rendering quality, interpreted as % value, where 100% represents the standard quality. Valid range is [0..200]. Defaults to 100.quality.assetSystem.toleranceScale.coarse
[float]: Specifies the scaling factor for Asset system tolerance at 0% quality and should be a number larger than 1 (i.e. to decrease detail, increase tolerance). Defaults to 10.quality.assetSystem.toleranceScale.detailed
[float]: Specifies the scaling factor for Asset system tolerance at 200% quality and should be a number less than 1 (i.e. to increase detail, reduce tolerance). Defaults to 0.25.quality.potreeSystem.chunkCountScale.coarse
[float]: Specifies the scaling factor for Potree system max chunk size at 0% quality and should be a number less than 1 (i.e. to decrease detail, decrease max chunk size). Defaults to 0.001.quality.potreeSystem.chunkCountScale.detailed
[float]: Specifies the scaling factor for Potree system max chunk size at 200% quality and should be a number larger than 1 (i.e. to increase detail, increase max chunk size). Defaults to 2.quality.potreeSystem.toleranceScale.coarse
[float]: Specifies the scaling factor for Potree system tolerance at 0% quality and should be a number larger than 1 (i.e. to decrease detail, increase tolerance). Defaults to 3.quality.potreeSystem.toleranceScale.detailed
[float]: Specifies the scaling factor for Potree system tolerance at 200% quality and should be a number less than 1 (i.e. to increase detail, reduce tolerance). Defaults to 0.25.quality.ogc3DTilesSystem.cacheControl.coarse
[float]: Specifies the scaling factor for 3DTiles system cache-control at 0% quality and should be a number larger than 1 (i.e. to decrease detail, increase cache-control). Defaults to 3.quality.ogc3DTilesSystem.cacheControl.detailed
[float]: Specifies the scaling factor for 3DTiles system cache-control at 200% quality and should be a number larger than 1 (i.e. to increase detail, increase max value). Defaults to 2.quality.ogc3DTilesSystem.toleranceScale.coarse
[float]: Specifies the scaling factor for 3DTiles system tolerance at 0% quality and should be a number larger than 1 (i.e. to decrease detail, increase tolerance). Defaults to 3.quality.ogc3DTilesSystem.toleranceScale.detailed
[float]: Specifies the scaling factor for 3Dtiles system tolerance at 200% quality and should be a number less than 1 (i.e. to increase detail, reduce tolerance). Defaults to 0.25.scripting.js.debuggerEnabled
[bool]: Enables JavaScript debugger. Defaults to false.scripting.js.useCustomAllocator
[bool]: Enables the use of the custom (COGS) memory allocator for the JavaScript scripting engine. Defaults to false.Volumetric.IsoSurfaces.AVX2
[bool]: Enables the use of AVX2 extended CPU instruction set in Iso-Surfaces calculation. Defaults to false.gltf.import.enable
[bool]: Switch to enable the built-ingltf.import.optimize
[int]: Specifies the optimization level and removes unused streams if the value is >= 1 . Defaults to 1.echo.echo.remap.maxTileUpdates
[int]: Specifies maximum number of tiles updated per iteration. Defaults to 8.echo.echo.remap.printQueues
[bool]: Enables queue printing. Defaults to false.echo.maxBeamUpsample
[int]: Specifies maximum number of new samples in-between beams, on average. Defaults to 5.echo.maxDepthUpsample
[int]: Specifies maximum number of new samples in-between depth samples. Defaults to 2.echo.maxNewChunks
[int]: Specifies maximum number of new chunks to process per iteration. Defaults to 8.echo.maxPathUpsample
[int]: Specifies maximum number of new samples in-between slices, on average. Defaults to 3.echo.minSliceDistance
[float]: Specifies threshold (floor) for minimum distance between slices. Defaults to 0.01.echo.remap.dump
[bools]: Enables echo dumps. Defaults to false.echo.remap.maxPingAdd
[int]: Specifies maximum number of pings added per iteration. Defaults to 4.image360.cacheMaxCount
[int]: Limits the size of the GPU texture array used as cache. Defaults to the hardware maximum, must at least be 6. Adjust to control GPU memory usage.image360.maxConcurrentRequests
[int]: Limits number of concurrent fetches from the image360 system. Defaults to 2.image360.treeMaxSize
[int]: Limits the size of the sparse tree representation. Defaults to the hardware maximum texture size, must at least be 6. Should not be necessary to adjust.potree.chunks.maxCount
[int]: Specifies the maximum total chunks allowed of all instances combined. Defaults to 5000.potree.pointSize.globalMaxScale
[float]: Specifies the scale factor applied to maximum point size. Defaults to 1.potree.pointSize.globalMinScale
[float]: Specifies the scale factor applied to minimum point size. Defaults to 1.potree.pointSize.globalScale
[float]: Specifies an extra global scale factor applied to all point sizes as well as max point size limits. Intended for easy experimentation with point size of multiple hierarchies combined. Defaults to 1.potree.requests.maxConcurrent
[int]: Specifies the maximum number of requests in flight from all the potree instances in total. Increase this number to make loading more aggressive, at the cost of increased server load. Default value is 2.potree.spacing.globalScale
[float]: A global scale factor applied to the desired point spacing of each instance. Defaults to 1.See also PoTree Quality Service Variables.
reservoir.logging
[bool]: Debug logging. Defaults to false.reservoir.requests.maxConcurrent
[int]: Max outstanding I/O requests. Defaults to 6.reservoir.zcoarsening
[int]: If larger than 1 ReservoirSectionType::Volume display are coarsened in Z-direction by amount. Defaults to 1.seacurrents.lowestSpeed
[float]: The lowest speed used for arrow scaling. Defaults to 0.01.seacurrents.highestSpeed
[float]: The highest speed used for arrow scaling. Any speed greater than this will get max arrow size. Defaults to 13.seacurrents.minScale
[float]: The minimum speed related arrow scaling factor. Defaults to 0.2.seacurrents.maxScale
[float]: The maximum speed related arrow scaling factor. Defaults to 1.0.OGC3DTiles.lodFreeze
[bool]: Freezes the tree-traversal. Defaults to false.OGC3DTiles.debug.colorTilesAccordingToTreeDepth
[bool]: Apply a single color to each tile according to its depth in the tree. Please note that toggling this
flag will not apply any changes to tiles already loaded.OGC3DTiles.requests.maxConcurrent
[int]: The maximum number of active model requests. Defaults to 64.OGC3DTiles.requests.maxPerFrame
[int]: The maximum number of model requests started per frame. Defaults to 24.OGC3DTiles.timing.gracePeriodBeforeTreeTraversal
[float]: The grace period before tree traversal starts. Defaults to 0 seconds.
Be aware that any value other than 0.0 requires the client to ensure that the OGC3DTilesSystem receives an update-call at the end of the grace periode.OGC3DTiles.timing.gracePeriodBeforeTileRemoval
[float]: The grace period before a tile outside the view frustum gets removed. Defaults to 2.0 seconds.basic-ocean.animate
[bool]: Enables the ocean animation. Defaults to true.
basic-ocean.8bit
[bool]: Enables 8 bit ocean textures. Defaults to true.
ocean.reflectionTextureResolution
[int]: Specifies the ocean reflection texture resolution. Defaults to 1024.
debugView.edge
[float]: Specifies Wireframe opacity for debug visualizers, 1 meaning all black wireframe edges. Defaults to 0.5.
debugView.outline
[float]: Specifies Outline opacity for debug visualizers, 1 meaning all white model outline. Defaults to 1.
debugView.triangleSize.hi
[float]: Specifies the Green Size (hi) for the Show Triangle Size debug visualizer. Visualizer will map triangles in size range [lo..hi] to [yellow..green] color range.Defaults to 100.
debugView.triangleSize.lo
[float]: Specifies the Yellow Size (lo) for the Show Triangle Size debug visualizer. Visualizer will map triangles in size range [0..lo] to [red..yellow] color range. Defaults to 10.
camera.tightBounds
[bool]: Enables tight estimate using bounding boxes in automatic adjustment of clipping planes. Defaults to false.camera.tightBoundsInBBox
[bool]: Enables tight estimate when inside bounding boxes, using mesh geometry, in automatic adjustment of clipping planes. Defaults to false.preprocessor.maxDepth
[int]: Specifies max depth for C preprocessor. Defaults to 8.systems.lod.geometricerrorkind
[string]: Specifies kinds of geometric error calculations. Valid values are {DistanceBased, AreaBased}. Defaults to "AreaBased".systems.lod.previousframestickyness
[float]: Specifies the resilience to change LOD, used to minimize popping. Values are in [0..1], where 0 represents no resilience. Defaults to 0.1.systems.zipSystem.useGpu
[bool]: Enables the use of GPU in Zip System. Defaults to false.shapeSystem.instancedLine
[bool]: Use instanced quads instead of geometry shader to draw thick lines, allowing this type of shapes under ES3. Defaults to false.renderer.exposureCompensation
[float]: Specifies the exposure compensation value. Defaults to 0.renderer.exposureDecreaseSpeed
[float]: Specifies the maximum exposure decrease speed (maximum factor per second) <= 1 -> instantatious.Defaults to 50.renderer.exposureIncreaseSpeed
[float]: Specifies the maximum exposure increase speed (maximum factor per second), <= 1 -> instantatious. Defaults to 100.renderer.exposureMaximum
[float]: Specifies the maximum allowed exposure. Defaults to 10.renderer.exposureMinimum
[float]: Specifies the minimum allowed exposure. Defaults to 0.00000001.postProcess.autoExposure.sampleArea.x
[float]: Fraction of the screen to use when estimating brightness (x
direction). Defaults to 0.3.postProcess.autoExposure.sampleArea.y
[float]: Fraction of the screen to use when estimating brightness (y
direction). Defaults to 0.3.postProcess.autoExposure.updateInterval
[int]: Number of frames between brightness calculation (0 for never, 1 for every frame). Defaults to 1.postProcess.basicAmbientOcclusion.contrast
[float]: Specifies the contrast. Defaults to 4.postProcess.basicAmbientOcclusion.maxScreenRadiusPercentage
[float]: Specifies the maximum screen radius. Defaults to 1.5.postProcess.basicAmbientOcclusion.resolutionFactor
[float]: Specifies the occlusion resolution factor. Defaults to 2.postProcess.basicAmbientOcclusion.strength
[float]: Specifies the strength. Defaults to 1.postProcess.basicAmbientOcclusion.worldSpaceRadius
[float]: Specifies the world space radius. Defaults to 1.postProcess.basicAmbientOcclusion.customNumSamples
[bool]: Experimental. Allows for runtime setting of number of samples. Will come at at cost. Defaults to false.postProcess.basicAmbientOcclusion.samples
[float]: Experimental Specifies the number of samples. Defaults to 16.postProcess.basicAmbientOcclusion.downsample
[bool]: Experimental. Computet the ambient occlusion at a reduced resolution. Defaults to false.basicOutline.brightness
[float]: Specifies the brightness. Defaults to 0.01.basicOutline.depthThreshold
[float]: Specifies the depth threshold. Defaults to 0.0005.basicOutline.fadeThreshold
[float]: Specifies the fade threshold. Defaults to 0.999.basicOutline.normalThreshold
[float]: Specifies the normal threshold. Defaults to 0.5.basicOutline.strength
[float]: Specifies the strength. Defaults to 1.renderer.lightScale
[float]: Specifies the light scale factor. Defaults to 1.postProcess.bloom.intensity
[float]: Specifies the bloom intensity. Defaults to 0.2.postProcess.bloom.radius
[float]: Specifies the bloom radius. Defaults to 5.postProcess.bloom.rampThreshold
[float]: Specifies the bloom ramp threshold. Defaults to 3.postProcess.bloom.rampWidth
[float]: Specifies the bloom ramp width. Defaults to 2.renderer.transparencyAlgorithm
[string]: Specifies the transparency algorithm. Valid values are {Regular, OIT}. Defaults to "Regular".renderer.blendKernel
[string]: Specifies the transparency blend kernel. Valid values are {Alpha, Max, Max2, DepthWeighted, Beers}. Defaults to "Alpha".renderer.caustics.blur
[string]: Enables the caustics blur. Valid values are {On, Off}. Defaults to "On".renderer.caustics
[string]: Specifies the Caustics type. Valid values are {Full, Simple}. Defaults to "Full".renderer.exposureCompensation
[float]: Specifies the exposure compensation value. Defaults to 0.renderer.exposureMaximum
[float]: Specifies the maximum allowed exposure. Defaults to 10.renderer.exposureMinimum
[float]: Specifies the minimum allowed exposure. Defaults to 0.01.renderer.lightScale
[float]: Specifies the light scale factor. Defaults to 1.renderer.postProccess.autoExposure
[bool]: Enables auto exposure. Defaults to true.postProcess.fxaa.qualitySubpix
[float]: Specifies the amount of sub-pixel aliasing removal. Defaults to 0.5.
postProcess.fxaa.qualityEdgeThreshold
[float]: Specifies the edge threshold. Defaults to 0.166.
postProcess.fxaa.qualityEdgeThresholdMin
[float]: Trims the algorithm from processing darks. Defaults to 0.0833
postProcess.multiSampleForwardPass
[bool]: Enables multisampling on forward pass. Defaults to true.postProcess.autoExposure.enabled
[bool]: Enables auto exposure functionality. Defaults to true. See AutoExposurepostProcess.ambientOcclusion.enabled
[bool]: Enables ambient occlusion. Defaults to true. see: BasicAmbientOcclusionpostProcess.bloom.enabled
[bool]: Enables bloom effect. Defaults to true. see BloompostProcess.fxaa.enabled
[bool]: Enables antialiasing as the last step in the pipeline. Defaults to true. see FXAACorepostProcess.basicAmbientOcclusion.downsample
[bool]: Enables optimization by computing ambient occlusion in a reduced resolution. Defaults to true.Also affected by e.g.:
renderer.tonemapper
[string]: Specifies the tonemapper. Valid values are {Reinhard, Filmic, ACESLuminance}. Defaults to "Filmic".renderer.exposureCompensation
[float]: Specifies the exposure compensation value. Defaults to 0.renderer.exposureMaximum
[float]: Specifies the maximum allowed exposure. Defaults to 10.renderer.exposureMinimum
[float]: Specifies the minimum allowed exposure. Defaults to 0.01.renderer.lightScale
[float]: Specifies the light scale factor. Defaults to 1.renderer.postProccess.autoExposure
[bool]: Enables auto exposure. Defaults to true.renderer.postProcess.bloom
[bool]: Enables Bloom. Defaults to true.renderer.postProcess.renderLights
[bool]: Enables Render Lights. Defaults to true.renderer.oit.bufferFactor
[int]: Specifies the scaling factor used in calculating the size of node and data buffers. Defaults to 8.renderer.oit.TemporalUpscaleHeight
[int]: Specifies the temporal height upscaling factor. Defaults to 1.renderer.oit.TemporalUpscaleWidth
[int]: Specifies the temporal width upscaling factor. Defaults to 1.renderer.oit.UpscaleHeight
[int]: Specifies the height upscaling factor. Defaults to 1.renderer.oit.UpscaleWidth
[int]: Specifies the width upscaling factor. Defaults to 1.renderer.oit.bufferFactor
[int]: Specifies the scaling factor used in calculating the size of node and data buffers. Defaults to 8.renderer.FilmicUncharted2.W
[float]: Specifies the input parameter for FilmicUncharted2 tone mapping function. Defaults to 11.2.renderer.lightScale
[float]: Specifies the light scale factor. Defaults to 1.debugView.edge
[float]: Specifies Wireframe opacity for debug visualizers, 1 meaning all black wireframe edges. Defaults to 0.5.debugView.outline
[float]: Specifies Outline opacity for debug visualizers, 1 meaning all white model outline. Defaults to 1.debugView.edge
[float]: Specifies Wireframe opacity for debug visualizers, 1 meaning all black wireframe edges. Defaults to 0.5.debugView.outline
[float]: Specifies Outline opacity for debug visualizers, 1 meaning all white model outline. Defaults to 1.debugView.triangleSize.hi
[float]: Specifies the Green Size (hi) for the Show Triangle Size debug visualizer. Visualizer will map triangles in size range [lo..hi] to [yellow..green] color range.Defaults to 100.debugView.triangleSize.lo
[float]: Specifies the Yellow Size (lo) for the Show Triangle Size debug visualizer. Visualizer will map triangles in size range [0..lo] to [red..yellow] color range. Defaults to 10.