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DX9Settings.ini
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[General]
; UseRenderedShaders=true is nearly always useful, because it trims the
; list of shaders seen while hunting down to just those active in the
; current scene. Disable this only if you get crashes during hunting.
UseRenderedShaders=true
; DumpAll will generate ASM text files for every shader seen by the game.
; This is usually worth doing once, but not useful for every run.
DumpAll=true
; Less crashes when reloading shaders:
OverrideMethod = 2
; Unity games recently started using borderless window mode, so use a profile
; that supports 3D in a window. "3D-Hub Player" is pretty minimal:
; GameProfile = fxdplayer
; Mouse tends to stop working in Unity games (related to borderless window?):
InitMouse = false
; Allow access to the view size in pixel shaders to calculate the pixel
; position on screen. This isn't usually necessary in the generic lighting fix,
; but sometimes a situation arises where it is necessary.
DefPSViewSizeConst = 210
; For texture hunting
bCalcTexCRCatStart = true
; F11:
SaveTextureLogKey = 122
PresetsKeysList = 0;
DefVSConst1 = 200
; Force square surfaces (shadow maps) to be mono:
DefSquareSurfaceMode = 2
; Stereoise character portrait:
; RtCreationModeList = 0;1;2;
; SurfaceCreationModeList = 0;1;2;3;4;5;6;7; - mono
; SurfaceCreationModeList = 8;9;10;11;12;13; - stereo
; SurfaceCreationModeList = 8;9;10; - mono, but halo was weird
; SurfaceCreationModeList = 11;12;13; - mono, no halo on shield
; SurfaceCreationModeList = 10;11; - stereo, but mucked up. In mono it's clear that both eyes are sharing a mono depth buffer (usage=2)
; SurfaceCreationModeList = 11;12; - mono, with mucked up halo
; SurfaceCreationModeList = 10;12; - mono, with completely mucked up halo, in different way to 10;11;
; 512x512 surfaces - character portaits in stereo:
SurfaceCreationModeList = 10;11;12;
[SF10]
; Character portraits
Height = 512
Width = 512
Usage = 1
Format = 113
Pool = 0
Levels = 1
DefMode = 1
[SF11]
; Character portraits
Height = 512
Width = 512
Usage = 1
Format = 21
Pool = 0
Levels = 1
DefMode = 1
[SF12]
; Character portraits depth surface
Height = 512
Width = 512
Usage = 2
Format = 1515474505
Pool = 0
Levels = 1
DefMode = 1
[KEY0]
; Q key cycles crosshair depth presets
Key = 81
Presets = 0;1;2;3;4;
Type = 1
[PRES0]
; 0.95
Const1 = 0x3f733333
[PRES1]
; 0.5
Const1 = 0x3f000000
[PRES2]
; 0.625
Const1 = 0x3f200000
[PRES3]
; 0.75
Const1 = 0x3f400000
[PRES4]
; 0.85
Const1 = 0x3f59999a
UseByDef = true
; Copy the MVP and inverted MV matrices to all lighting shaders to allow us to
; calculate the projection matrix and find the horizontal FOV. This technique
; was first used to fix Dreamfall Chapters - take a look at the forum thread
; for that game and it's fix for more details on how this works.
; Get matrices from different shader since the prepass lighting shader is
; sometimes used to draw screen shadows and as such may not always use the
; desired projection matrix.
[VS61CAF50F]
UseMatrix = true
GetMatrixFromReg = 0
InverseMatrix = true
MatrixReg = 180
GetConst1FromReg = 4
; Unity Hidden/Internal-PrePassLighting.shader - ***VERTEX SHADER FOR ALL VARIANTS***
; MV is in c0-c3. Invert this and place it back in c180
; MVP is in c4-c7. We only need the first column so only bother with c4
[VSDF7A050C]
UseMatrix = true
; GetMatrixFromReg = 0
; InverseMatrix = true
MatrixReg = 180
; GetConst1FromReg = 4
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader (older version of VSDF7A050C)
[VS36A3FBCB]
UseMatrix = true
; GetMatrixFromReg = 0
; InverseMatrix = true
MatrixReg = 180
; GetConst1FromReg = 4
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL SHADOWS_OFF
[PS0020AFE0]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_OFF SPOT
[PS04ED7E6B]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL SHADOWS_SCREEN
[PS0D1EC394]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL SHADOWS_SCREEN
[PS21FE5699]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT_COOKIE SHADOWS_CUBE
[PS284DA432]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PS44DF04B9]
; Older version of PS284DA432 - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL_COOKIE SHADOWS_OFF
[PS30543CCC]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL SHADOWS_SCREEN
[PS356BC878]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT_COOKIE SHADOWS_CUBE
[PS3CD83AD3]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PS504A9A58]
; Older version of PS3CD83AD3 - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT SHADOWS_OFF
[PS40045626]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SHADOWS_NATIVE SHADOWS_SOFT SPOT
[PS4369D874]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL_COOKIE SHADOWS_SCREEN
[PS49C3F4B4]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SHADOWS_SOFT SPOT
[PS4FD8532C]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT_COOKIE SHADOWS_CUBE SHADOWS_SOFT
[PS547CD7A9]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PS58C2298C]
; Older version of PS547CD7A9 - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SHADOWS_NATIVE SHADOWS_SOFT SPOT
[PS57FC4695]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SHADOWS_NATIVE SPOT
[PS5B0A6D77]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL_COOKIE SHADOWS_SCREEN
[PS62F2B6BF]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SHADOWS_NATIVE SHADOWS_SOFT SPOT
[PS736137F7]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL_COOKIE SHADOWS_SCREEN
[PS7667285E]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SPOT
[PS7A9BF7A7]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT SHADOWS_CUBE
[PS81ED1203]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PSB0BEF0E8]
; Older version of PS81ED1203 - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT_COOKIE SHADOWS_CUBE SHADOWS_SOFT
[PS893B94C1]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PSD6C3206E]
; Older version of PS893B94C1 - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT SHADOWS_CUBE SHADOWS_SOFT
[PS921CDD6F]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PS1D6B3B35]
; Older version of PS921CDD6F - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT SHADOWS_CUBE
[PS95788CE2]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PSA42B6E09]
; Older version of PS95788CE2 - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT_COOKIE SHADOWS_CUBE SHADOWS_SOFT
[PS9DAE0A20]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PSC256BE8F]
; Older version of PS9DAE0A20 - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SHADOWS_NATIVE SPOT
[PSA1F71696]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT SHADOWS_CUBE
[PSA43F3389]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PSAC3E0442]
; Older version of PSA43F3389 - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT_COOKIE SHADOWS_OFF
[PSB29F30D0]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SHADOWS_NATIVE SPOT
[PSB5628877]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT SHADOWS_OFF
[PSC5B3DACA]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL SHADOWS_OFF
[PSC8C82836]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT_COOKIE SHADOWS_CUBE
[PSCA11D98D]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PSA7AD24DD]
; Older version of PSCA11D98D - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SPOT
[PSCD7F5093]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT SHADOWS_CUBE SHADOWS_SOFT
[PSCDD3D9C8]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PS9F602026]
; Older version of PSCDD3D9C8 - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT SHADOWS_OFF
[PSD126442B]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT SHADOWS_CUBE SHADOWS_SOFT
[PSD9464729]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
[PS8BF5BEC7]
; Older version of PSD9464729 - only difference is one constant
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SPOT
[PSD9EACE72]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL SHADOWS_OFF
[PSDC5DB6D7]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_OFF SPOT
[PSE051955A]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL_COOKIE SHADOWS_OFF
[PSE0BDEC4E]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT_COOKIE SHADOWS_OFF
[PSEA0E4115]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SHADOWS_SOFT SPOT
[PSEE9B36D7]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - DIRECTIONAL_COOKIE SHADOWS_OFF
[PSF42872AF]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_OFF SPOT
[PSF4C40BBB]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - SHADOWS_DEPTH SHADOWS_SOFT SPOT
[PSFA0EA836]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassLighting.shader - POINT_COOKIE SHADOWS_OFF
[PSFE9BDFF4]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassCollectShadows.shader - ***VERTEX SHADER FOR ALL VARIANTS***
; Note: This shader has an MVP matrix, but not the matching MV matrix.
[VSBAEDDED5]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassCollectShadows.shader - SHADOWS_NONATIVE SHADOWS_SPLIT_SPHERES
[PS871F16C5]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassCollectShadows.shader - SHADOWS_NONATIVE
[PSAFC69A8C]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassCollectShadows.shader - SHADOWS_NATIVE SHADOWS_SPLIT_SPHERES
[PSC24D6005]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; Unity Hidden/Internal-PrePassCollectShadows.shader - SHADOWS_NATIVE
[PSDF3A8F27]
UseMatrix = true
MatrixReg = 180
SetConst1ToReg = 190
; 290E9DC8 - crosshair dot & tabs on bar at bottom of screen
[VS475BE10E]
CheckTexCRC = true
ValNotDefined = 0
ValForDefined = 1
TexCounterReg = 251
UseDefinedOnly = false
DefinedTexturesVS = 290E9DC8;
VBOffsetList = 0;
[VB475BE10E.0]