Files
crystall-punk-14/Content.Shared/_CP14/Configuration/CP14ConfigVars.cs
MetalSage 89b9a5c1fe Additive lighting (#685)
* Additive lighting

* adds options for all your optional needs

* one last tiny adjustment before we hit the create pr button

* spaghetti condensing

* add ccvar

* overlight correction

* fix requested changes

* cvar fix

* last fix

* nice

---------

Co-authored-by: deathride58 <deathride58@users.noreply.github.com>
Co-authored-by: MetalSage <metalsage.official@gmail.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Ed <edwardxperia2000@gmail.com>
2025-01-12 13:33:06 +03:00

20 lines
883 B
C#

using Robust.Shared;
using Robust.Shared.Configuration;
namespace Content.Shared._CP14.Configuration;
[CVarDefs]
public sealed class CP14ConfigVars : CVars
{
public static readonly CVarDef<bool>
WaveShaderEnabled = CVarDef.Create("cp14_rendering.wave_shader_enabled", true, CVar.CLIENT | CVar.ARCHIVE);
/// <summary>
/// Toggle for non-gameplay-affecting or otherwise status indicative post-process effects, such additive lighting.
/// In the future, this could probably be turned into an enum that allows only disabling more expensive post-process shaders.
/// However, for now (mid-July of 2024), this only applies specifically to a particularly cheap shader: additive lighting.
/// </summary>
public static readonly CVarDef<bool>
PostProcess = CVarDef.Create("cp14_graphics.post_process", true, CVar.CLIENTONLY | CVar.ARCHIVE);
}