Image Effects
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Volumetric Lightvolumetric_light.enabled | Sunlight and moonlight fall through fog and haze in shafts, cut by trees, windows and roofs, and shaded air is darker than sunlit air. Lights Height Fog’s fog, beside the game’s Sun Shafts and their glare. | On or off | Off |
Shaft Strengthvolumetric_light.shaft_strength_x | How bright the shafts of sunlit air and fog are against shade. Higher values make the shafts stronger and the fog brighter. | 0.5 to 2 times the game’s value | 1 |
Volumetric Qualityvolumetric_light.quality_choice | How finely the light in the fog is worked out. High keeps thin shafts through leaves sharper and costs more frames. | One of low, medium, high | medium |
Color
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Tonemappingtonemapping.enabled | Keeps bright skies, snow, fire and lamps from turning flat white. Never brighter than the game at its highest Brightness. | On or off | On |
Tonemapping Curvetonemapping.curve_choice | How bright light rolls off into white. Natural keeps the game’s colors and contrast and only softens the brightest light; AgX is the most cinematic and the grayest; GT7 keeps the game’s midtones; ACES has the most contrast; Neutral is PostProcessing’s own gentle curve. | One of natural, agx, gt7, aces, neutral | natural |
Tonemapping Exposuretonemapping.exposure_x | How bright the whole picture is. Higher brightens it, never past the game at its highest Brightness; lower darkens it and keeps more of the brightest light from turning white. ACES and Neutral stop at x1. | 0.5 to 2 times the game’s value | 1 |
Color Stylecolor_style.enabled | The picture’s colors: a style, then white balance, contrast, shadows, midtones, highlights, saturation and vibrance. Never brighter than the game at its highest Brightness. | On or off | On |
Stylecolor_style.style_choice | Signature is this pack’s own filmic look: balanced contrast with deeper shade that is never crushed, cool shadows and warm light, dull colors a little richer and loud ones calmer. Grounded is grayer and cooler, with deeper shadows; Colorful makes dull colors richer; Game keeps the game’s own colors. Has no effect with the Tonemapping curves ACES and Neutral. | One of signature, grounded, game, colorful | signature |
Style Strengthcolor_style.strength_share | How strongly Signature, Grounded or Colorful changes the picture. The lowest keeps the game’s own colors. | 0 to 1 a share, 0 none and 1 all | 0.5 |
Temperaturecolor_style.temperature_share | Warmer toward orange above 0, cooler toward blue below. Brightness is kept. | -1 to 1 a share, 0 none and 1 all | 0 |
Tintcolor_style.tint_share | Toward magenta above 0, toward green below, to correct a cast. Brightness is kept. | -1 to 1 a share, 0 none and 1 all | 0 |
Contrastcolor_style.contrast_share | Above 0 darkens the dark and brightens the bright around middle gray; below 0 flattens them. Black and white stay. | -1 to 1 a share, 0 none and 1 all | 0 |
Shadowscolor_style.shadows_share | Brightens the shadows above 0, deepens them below. Black stays black. | -1 to 1 a share, 0 none and 1 all | 0 |
Midtonescolor_style.midtones_share | Brightens the middle tones above 0, such as ground and skin in daylight; darkens them below. | -1 to 1 a share, 0 none and 1 all | 0 |
Highlightscolor_style.highlights_share | Brightens the brightest areas above 0, such as sky and sunlit walls; tones them down below. | -1 to 1 a share, 0 none and 1 all | 0 |
Saturationcolor_style.saturation_share | More color in everything above 0, less below; -100% is black and white. | -1 to 1 a share, 0 none and 1 all | 0 |
Vibrancecolor_style.vibrance_share | More color in dull colors, such as gray shade, sky and skin, while colors that are already strong stay as they are. | -1 to 1 a share, 0 none and 1 all | 0 |
Menus and Screens
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Screen Fadesscreen_fades.enabled | The menu fades to black when a game starts, the loading screen fades in, and the world fades in from black once it is ready instead of popping in. Leaving a game fades back into the menu. Escape skips a fade. | On or off | Off |
Menu Fadescreen_fades.menu_fade_s | How long the menu and the loading screen take to fade to and from black. | 0.2 to 1.5 seconds | 0.5 |
World Fadescreen_fades.world_fade_s | How long the world takes to fade in from black once it is ready, after loading and after a respawn. | 0.5 to 3 seconds | 1.5 |
Menu Motionmenu_motion.enabled | Menu windows fade in softly instead of blinking on. | On or off | Off |
Menu Window Fademenu_motion.window_fade_s | How long a menu window takes to fade in. The game’s own is 0.05 seconds. | 0.1 to 0.5 seconds | 0.2 |
Window Slidemenu_motion.slide_px | How far a menu window rises into place as it fades in. | 2 to 24 pixels | 8 |
Background Dimmenu_motion.dim_share | How much the menu background darkens while a page is open over it, so the page reads in front. | 0.1 to 0.6 a share, 0 none and 1 all | 0.3 |
Background Driftmenu_motion.drift_share | How far the menu background and the loading picture slowly push in and pan. At 0 they stand still, and the background still fills the screen. | 0 to 0.12 a share, 0 none and 1 all | 0.06 |
Background Blurmenu_motion.blur_px | How soft the menu background turns behind a page, like a camera focusing on the page. | 2 to 16 pixels | 6 |
Sign-in Noticesign_in_notice.enabled | While the game starts and waits on its online services with nothing on screen, its own loading line says so: Signing into services. | On or off | On |