> ## 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.

# Textures settings

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

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

## Textures

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Trilinear Filtering**<br />`trilinear.enabled` | Textures on some objects, clothes and pictures blend smoothly between detail levels instead of switching at a hard line, as most textures already do. | On or off | On |
| **Sharp Texture Loading**<br />`texture_loading.enabled` | Objects, trees and characters appear with sharp textures instead of blurry ones that sharpen a moment later. Uses more video memory. | On or off | On |
| **First Load Resolution**<br />`texture_loading.first_load_choice` | The resolution a texture shows at when it first appears, before the rest of it loads. The game's own is an eighth. | One of `full`, `half`, `quarter` | `half` |
| **Surface Filtering**<br />`surface_filtering.enabled` | Ground, roads, floors and walls stay sharp further toward the horizon. Works when the game's Texture Filter is Ultra+. | On or off | Off |
| **Steady Highlights**<br />`steady_highlights.enabled` | Shiny highlights on guns, metal, glossy floors, blocks and water stop sparkling and crawling at a distance and at a grazing angle. | On or off | On |
| **Steady Highlights Strength**<br />`steady_highlights.strength_share` | How much highlights are softened where fine bumps would make them sparkle. 100 % is the published filter. | 0.5 to 1.5<br />a share, 0 none and 1 all | `1` |

## Materials

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Glass in Shade**<br />`glass_shade.enabled` | Windows, jars and car glass in the shade of a roof or tree show no sun glint. | On or off | On |
| **One Glass Copy**<br />`glass_copy.enabled` | Jars, windshields and headlight glass share one copy of the screen instead of one each. Saves frames near cars. | On or off | On |
| **Glass by Angle**<br />`glass_by_angle.enabled` | Windows, shop glass and car glass stay clear where you look straight through them and turn mirror-like toward a glancing look. | On or off | On |
| **Sun Glints**<br />`sun_glints.enabled` | Snow sparkles with tiny glints where the sun catches it, shifting as you move. Glints stay off shaded snow. | On or off | Off |
| **Sun Glints Strength**<br />`sun_glints.strength_share` | How bright the glints are. | 0.5 to 2<br />a share, 0 none and 1 all | `1` |
| **Ground Variety**<br />`ground_variety.enabled` | The ground stops repeating the same pattern across fields and hillsides. | On or off | Off |
| **Ground Variety Quality**<br />`ground_variety.quality_choice` | How the ground's textures are broken up. High blends three samples and costs more. | One of `low`, `high` | `high` |

## Surface Depth

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Surface Depth**<br />`terrain_depth.enabled` | Terrain: Gravel, rock and mud show real depth up close instead of looking painted flat. | On or off | Off |
| **Terrain Depth Strength**<br />`terrain_depth.strength_x` | How deep the ground's relief looks, against the depth its textures were made with. | 0 to 2<br />times the game's value | `1` |
| **Terrain Depth Distance**<br />`terrain_depth.distance_m` | How far from you the ground keeps its depth before it fades flat. Higher values cost frames outdoors. | 10 to 40<br />metres | `25` |
| **Surface Depth**<br />`block_depth.enabled` | Blocks: Brick, plank and stone walls show real depth up close instead of looking painted flat. | On or off | Off |
| **Block Depth Strength**<br />`block_depth.strength_x` | How deep the blocks' relief looks, against the relief generated from their textures. | 0 to 2<br />times the game's value | `0.7` |
| **Block Depth Distance**<br />`block_depth.distance_m` | How far from you walls and floors keep their depth before they fade flat. Higher values cost frames indoors. | 4 to 12<br />metres | `8` |
| **Surface Depth**<br />`held_item_depth.enabled` | Held Items: Your weapon, tools and sleeves show real depth instead of looking painted flat. | On or off | Off |
| **Held Item Depth Strength**<br />`held_item_depth.strength_x` | How deep the relief on your weapon, tools and sleeves looks, against the relief generated from their textures. | 0 to 2<br />times the game's value | `1` |
| **Surface Depth**<br />`prop_depth.enabled` | Props: Crates, furniture and loot show real depth up close instead of looking painted flat. | On or off | Off |
| **Prop Depth Strength**<br />`prop_depth.strength_x` | How deep the relief on crates, furniture and loot looks, against the relief generated from their textures. | 0 to 2<br />times the game's value | `1` |
| **Surface Depth Quality**<br />`surface_depth.steps_choice` | How finely surfaces with depth are traced. Higher values cost frames on every surface with depth on. | One of `low`, `medium`, `high` | `medium` |
| **Terrain Tessellation**<br />`terrain_tessellation.enabled` | Rocks, ruts and gravel near you get real shape, so the ground's outline and its shadows follow them instead of staying flat. | On or off | Off |
| **Tessellation Triangle Size**<br />`terrain_tessellation.triangle_px` | How small the ground near you is cut, in pixels on screen. Lower values show finer shapes and cost more frames. | 4 to 16<br />pixels | `8` |
| **Tessellation Distance**<br />`terrain_tessellation.distance_m` | How far from you the ground keeps its shape before it fades to the flat relief. Higher values cost frames outdoors. | 8 to 20<br />metres | `20` |

## Nature

| Setting | What it does | Range and unit | Default |
| - | - | - | - |
| **Natural Wind**<br />`natural_wind.enabled` | Trees lean and sway in a wind that blows from a direction and slowly turns through the day, their crowns and branches bending with the weather's wind in gusts that roll through the forest, gentle in calm weather and wild in storms. | On or off | Off |
| **Tree Sway**<br />`natural_wind.sway_x` | How strongly trees sway and bend, as a multiple of the game's wind. | 0.5 to 2<br />times the game's value | `1.25` |
| **Living Grass**<br />`living_grass.enabled` | Grass, flowers, crops and shrubs sway with the wind's direction, in gusts that roll across a field. | On or off | Off |
| **Grass Sway**<br />`living_grass.sway_x` | How strongly grass sways, as a multiple of the game's wind. | 0.5 to 2<br />times the game's value | `1` |
| **Foliage Bending**<br />`foliage_bending.enabled` | Grass and plants bend aside where you and other players walk and stand, and spring back smoothly once you move on. | On or off | Off |
| **Bending Strength**<br />`foliage_bending.strength_share` | How far grass and plants bend aside. | 0.25 to 1<br />a share, 0 none and 1 all | `0.75` |


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