#setting UBO offset #-1 for auto setting #maximum is limited by your gpu,the OpenGL constant:GL_MAX_UNIFORM_BUFFER_BINDINGS-1,at least 36-1 #Range: -1 ~ 128 "UBO offset" = -1 #setting block bloom #true for effect on #Block bloom only, does not apply to post-processing "Block Bloom Effect" = true #using light analyzeShaderProperties for more realistic lighting #true for light analyzeShaderProperties ON #If using the light analyzeShaderProperties, the light is more realistic and avoid lights through the wall. The light is smoother when closed. It is a tradeoff. "Using Light Map" = true "enable colored light" = true "enable bloom effect" = true #using additive blend for colored lights #true - vivid, false - realistic "additive effect" = false #the color attachment number used for store bloom information #range from 1 (0 for vanilla use) to GL_MAX_COLOR_ATTACHMENTS-1, at least 8-1 # #Range: 1 ~ 16 "bloom color attachment number" = 1 #whether inset shader name into shader source file or not # "inset shader" = false #whether enable buildin shimmer.json # "enable buildin setting" = false