Fixed a ton of typos
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@@ -60,7 +60,7 @@ private:
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float ShadowMultiplier; // [0.0, 5.0] Effect strength linear multiplier
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float ShadowPower; // [0.5, 5.0] Effect strength pow modifier
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float HorizonAngleThreshold; // [0.0, 0.2] Limits self-shadowing (makes the sampling area less of a hemisphere, more of a spherical cone, to avoid self-shadowing and various artifacts due to low tessellation and depth buffer imprecision, etc.)
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float FadeOutFrom; // [0.0, ~ ] Distance to start start fading out the effect.
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float FadeOutFrom; // [0.0, ~ ] Distance to start fading out the effect.
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float FadeOutTo; // [0.0, ~ ] Distance at which the effect is faded out.
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int QualityLevel; // [ 0, ] Effect quality; 0 - low, 1 - medium, 2 - high, 3 - very high; each quality level is roughly 2x more costly than the previous, except the q3 which is variable but, in general, above q2.
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int BlurPassCount; // [ 0, 6] Number of edge-sensitive smart blur passes to apply. Quality 0 is an exception with only one 'dumb' blur pass used.
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