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.