> ## Documentation Index
> Fetch the complete documentation index at: https://docs.refined.frotty27.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Lighting settings

> Every Refined - Graphics setting on the Lighting tab: what it does, its unit, range and default.

These are the rows on the **Lighting** tab of **Options > Refined - Graphics**. The game's own options on the same tab are not listed here.

## Brightness

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Darker Nights**<br />`darker_nights.enabled` | Nights are darker, with deep shadows, while lamps, fires and your flashlight still light what they reach. | On or off | Off |
| **Night Darkness**<br />`darker_nights.darkness_share` | How much darker nights get. The light of the sky and the moon dims; lamps, fires and your flashlight keep theirs. | 0.1 to 0.9<br />a share, 0 none and 1 all | `0.5` |
| **Moonlight Darkness**<br />`darker_nights.moon_darkness_share` | How much of Night Darkness also dims the moonlight. Lower values keep moonlit ground brighter than the shadows. | 0 to 1<br />a share, 0 none and 1 all | `0.5` |
| **Night Exposure**<br />`darker_nights.exposure_x` | How much the picture brightens at night as your eyes adjust to the dark, as a multiple of the game's own. Lower values keep the night deeper and stop lamps washing out. | 0.35 to 1<br />times the game's value | `0.7` |

## Lights

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Indoor Sky Shade**<br />`indoor_sky_shade.enabled` | With Reflection Quality Off, rooms, garages and the undersides of roofs stay shaded by the walls and ceilings around them instead of lit flat like open ground. | On or off | On |
| **Lamp Glow**<br />`lamp_glow.enabled` | Lamps, lit windows and bulbs keep glowing in the distance instead of going dark. Their light still fades as before. | On or off | On |
| **Light Distance**<br />`light_distance.enabled` | Lamps, fires and screens light their surroundings further away, and every light fades out where its light ends instead of switching off. Lamps that cast shadows keep the game's distance. | On or off | On |
| **Light Reach**<br />`light_distance.reach_x` | How much further than the game lamps, fires and screens that cast no shadows still light their surroundings. Higher values cost frames in towns at night. | 1 to 4<br />times the game's value | `2` |
| **Shadowed Light Reach**<br />`light_distance.shadowed_reach_x` | How much further than the game lamps that cast shadows still light their surroundings. Each one in reach draws its shadows again every frame, so higher values cost many frames in towns. | 1 to 2<br />times the game's value | `1` |
| **Fire Flicker**<br />`fire_flicker.enabled` | Torches, candles, campfires, burning barrels, embers and oil lanterns light their surroundings with a living flicker, never brighter than the game's steady light. | On or off | Off |
| **Fire Flicker Strength**<br />`fire_flicker.strength_share` | How deeply firelight dips as the flames move. Lower values keep it steadier. | 0.1 to 0.5<br />a share, 0 none and 1 all | `0.3` |
| **Barrel Fires**<br />`barrel_fires.enabled` | A burning barrel's light sits in its flames above the rim, so the barrel no longer throws a hard black ring on the ground around it, and its shadow stays soft. | On or off | On |
| **Bright Bulbs**<br />`bright_bulbs.enabled` | Lit bulbs, flames and signs glow brighter than white, so they bloom at night with the game's Bloom on. Lamps the game already makes that bright keep their own glow. | On or off | Off |
| **Bulb Glow**<br />`bright_bulbs.glow_x` | How brightly lit bulbs, flames and signs glow, as a multiple of plain white. Higher values bloom more. | 1.5 to 8<br />times the game's value | `3` |
| **Flare Occlusion**<br />`flare_occlusion.enabled` | Lamp flares hide behind leaves, fences and anything else in front of them, not only behind walls and tree trunks, and fade out in daylight. | On or off | On |
| **Flashlight Beam**<br />`flashlight_beam.enabled` | Flashlights and helmet lights throw a real beam, a hot centre fading smoothly into a dim halo, light grass and plants steadily, and cast sharper shadows. They reach no further than before and cost fewer frames. | On or off | Off |
| **Spot Width**<br />`flashlight_beam.spot_deg` | How wide the bright centre of the beam is, where it falls to half. Around it, a dim halo fades out to nothing. | 10 to 36<br />degrees | `20` |
| **Flash Shadow Limit**<br />`flash_shadow_limit.enabled` | Only the newest muzzle flash of each shooter casts shadows, and none farther than 20 m. Saves frames in firefights. | On or off | On |
| **Screen Shadow Limit**<br />`screen_shadow_limit.enabled` | TVs, monitors, laptops and neon signs still light the room, but cast no shadows and show no lens flare. Saves frames where many screens are on. | On or off | On |
| **Pixel Lights**<br />`pixel_lights.enabled` | Grass, plants, decals, glass and your hands take more lamps at full quality, so a lamp's light stops popping on and off them. | On or off | Off |
| **Pixel Light Count**<br />`pixel_lights.lights_count` | How many lamps light one patch of grass or glass at full quality. More cost more where many lamps meet. | 5 to 8<br />a count | `6` |

## Reflections

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **First Person Reflections**<br />`arms_reflections_off.enabled` | Keeps the screen's reflections off your hands and what they hold, removing the false reflections that slide across your weapon. | On or off | On |
| **Reflection Update Limit**<br />`probe_throttle.enabled` | Reflections update less often while you move, and spread each update over several frames. Saves frames while moving. | On or off | On |
| **Reflection Update Distance**<br />`probe_throttle.update_distance_m` | How far you move before reflections update. | 0.25 to 4<br />metres | `1` |
| **Reflection Time Slicing**<br />`probe_throttle.slicing_choice` | How each reflection update is spread over frames, so it never lands in one frame. One Face spreads it most; Game keeps Reflection Quality's own. | One of `game`, `all_faces`, `one_face` | `one_face` |
| **HDR Reflections**<br />`hdr_reflections.enabled` | Reflections of a bright sky and the sun keep their full brightness instead of being cut off. Uses more video memory. | On or off | Off |
| **Half-Res Reflections**<br />`ssr_half_res.enabled` | Traces screen-space reflections at half resolution at High and Ultra, for more FPS. Reflections look a little softer. | On or off | Off |
| **Reflections by Angle**<br />`reflections_by_angle.enabled` | Glossy floors, wet roads, cars and metal reflect little where you look straight at them and more toward a glancing look, as real surfaces do. | On or off | On |


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