Shaders Settings
force per pixel lighting
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | In Game > Settings > Options > Video > Lights |
Force the use of per-pixel lighting. By default, only bump- and normal-mapped objects use per-pixel lighting. Enabling per-pixel lighting results in visual differences to the original engine as certain lights in Morrowind rely on vertex lighting to look as intended. Note that groundcover shaders and particle effects ignore this setting.
particle point lighting
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | true | In Game > Settings > Options > Video > Lights |
Allows particle systems to be lit by point lights. When disabled, particle systems will only be lit by the sun. This feature is enabled by default in Morrowind, but disabling it can increase performance in particle dense scenes.
clamp lighting
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | true | user settings.cfg |
Cap lighting brightness at (1, 1, 1) to replicate Morrowind’s rendering. Prevents overly bright or shifted colors but can dull lighting.
auto use object normal maps
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Automatically detect and use object normal maps named with pattern defined by normal map pattern. Otherwise normal maps must be explicitly listed in mesh files.
auto use object specular maps
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Automatically detect and use object specular maps named with pattern defined by specular map pattern. Only supported in .osg files.
auto use terrain normal maps
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Same as auto use object normal maps, but applies to terrain.
auto use terrain specular maps
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Use terrain specular maps if matching terrain specular map pattern texture exists. Texture RGB is layer color, alpha is specular multiplier.
normal map pattern
Type |
Range |
Default |
Location |
|---|---|---|---|
| string | _n | user settings.cfg |
Filename pattern used to detect normal maps automatically.
normal height map pattern
Type |
Range |
Default |
Location |
|---|---|---|---|
| string | _nh | user settings.cfg |
Alternative pattern for normal maps containing height in alpha channel for parallax effects.
specular map pattern
Type |
Range |
Default |
Location |
|---|---|---|---|
| string | _spec | user settings.cfg |
Filename pattern to detect object specular maps.
terrain specular map pattern
Type |
Range |
Default |
Location |
|---|---|---|---|
| string | _diffusespec | user settings.cfg |
Filename pattern to detect terrain specular maps.
apply lighting to environment maps
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Enable lighting effects on environment map reflections to prevent glowing in dark areas.
clustered lighting
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | In Game > Settings > Options > Video > Lights Launcher > Settings > Visuals > Lighting |
Divides the screen into regions to assign lights, removing per-object light limits.
Classic falloff and max light options do not apply in this mode.
Enables point light specular highlights on the water plane when the water shader is enabled.
Note
It is highly recommended to use this with per-pixel lighting enabled as vertex lighting can cause light pop at screen edges.
light radius multiplier
Type |
Range |
Default |
Location |
|---|---|---|---|
| float32 | 1.0-100.0 | 1.75 | In Game > Settings > Options > Video > Lights |
Multiplier for point light radius. Larger values will increase the range of lights.
classic falloff
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | In Game > Settings > Options > Video > Lights |
Use traditional point light attenuation without early fade out. Reduces lighting seams but may darken the scene.
Note
This setting is only applicable when clustered lighting is disabled
match sunlight to sun
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | In Game > Settings > Options > Video > Lights |
Aligns the sun light source direction with the visible sun position for realism.
maximum light distance
Type |
Range |
Default |
Location |
|---|---|---|---|
| float32 | full float range | 8192 | In Game > Settings > Options > Video > Lights |
Maximum distance at which lights illuminate objects. Set to ≤ 0 to disable fading for lights.
light fade start
Type |
Range |
Default |
Location |
|---|---|---|---|
| float32 | 0.0-1.0 | 0.85 | In Game > Settings > Options > Video > Lights |
Fraction of max distance where light fading begins.
max lights
Type |
Range |
Default |
Location |
|---|---|---|---|
| int | 2-64 | 16 | In Game > Settings > Options > Video > Lights |
Maximum lights affecting each object.
Note
This setting is only applicable when clustered lighting is disabled
minimum interior brightness
Type |
Range |
Default |
Location |
|---|---|---|---|
| float32 | 0.0-1.0 | 0.08 | In Game > Settings > Options > Video > Lights |
Minimum ambient brightness inside interiors. Should be small to avoid unwanted visual changes.
antialias alpha test
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Converts alpha testing to alpha-to-coverage for smoother edges with MSAA enabled.
adjust coverage for alpha test
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | true | Launcher > Settings > Visuals > Shaders |
Mitigates shrinking artifacts on alpha-tested textures without coverage-preserving mipmaps.
soft particles
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Enables soft particles effect for smoother particle intersections.
weather particle occlusion
Type |
Range |
Default |
Location |
|---|---|---|---|
| boolean | true, false | false | Launcher > Settings > Visuals > Shaders |
Prevents rain and snow clipping through ceilings by using an extra render pass.
Warning
Experimental and may cause visual oddities.