Castor3D
0.11.0
Multiplatform 3D engine
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CSCN files are easily editable text files (since the syntax is understood).
The data types used in scene files are these ones :
The file is split into sections, defined as follows :
[section_type] "[section_name]"
{
// Section description
}
Example:
light "Light0"
{
type directional
colour 1.0 1.0 1.0
intensity 0.8 1.0
}
Some sections can have child subsections :
material "Bronze"
{
pass
{
ambient 0.2125 0.1275 0.054
diffuse 0.714 0.4284 0.12144
emissive 0.0
specular 0.393548 0.271906 0.166721
shininess 25.6
}
}
The possible sections are the following:
min_filter : value
Value used for minification function. The possible values are :
linear : linear interpolation.
nearest : no interpolation.
mag_filter : value
Value used for magnification function. The possible values are :
linear : linear interpolation.
nearest : no interpolation.
mip_filter : value
Value used for mipmapping function. The possible values are :
linear : linear interpolation.
nearest : no interpolation.
min_lod : real
Defines minimum level of detail value.
max_lod : real
Defines maximum level of detail value.
lod_bias : real
Defines the base MIP-Level.
u_wrap_mode : value
Defines the wrapping mode of the texture, for the U component. The possible values are :
repeat : The texture is repeated.
mirrored_repeat : The texture is repeated, each instance of 2 being the mirror of the other one.
clamp_to_border : The texture is stretched, the object edge colour is defined as the texture edge colour.
clamp_to_edge : The texture is stretched, the object edge colour is defined as the average of the texture edge colour and the border colour.
v_wrap_mode : value
Defines the wrapping mode of the texture, for the V component. The possible values are :
repeat : The texture is repeated.
mirrored_repeat : The texture is repeated, each instance of 2 being the mirror of the other one.
clamp_to_border : The texture is stretched, the object edge colour is defined as the texture edge colour.
clamp_to_edge : The texture is stretched, the object edge colour is defined as the average of the texture edge colour and the border colour.
w_wrap_mode : value
Defines the wrapping mode of the texture, for the W component. The possible values are :
repeat : The texture is repeated.
mirrored_repeat : The texture is repeated, each instance of 2 being the mirror of the other one.
clamp_to_border : The texture is stretched, the object edge colour is defined as the texture edge colour.
clamp_to_edge : The texture is stretched, the object edge colour is defined as the average of the texture edge colour and the border colour.
border_colour : rgba_colour
Defines the non textured border colour.
float_transparent_black : Transparent black.
int_transparent_black : Transparent black.
float_opaque_black : Opaque black.
int_opaque_black : Opaque black.
float_opaque_white : Opaque white.
int_opaque_white : Opaque white.
max_anisotropy : real
Defines the maximum degree of anisotropy.
Materials can be multi-pass, so you can declare more than one pass subsection.
pass : section
Defines a new section describing a texture.
diffuse : rgb_colour
Defines diffuse colour of the pass (phong materials only).
albedo : rgb_colour
Defines albedo colour of the pass (not available with phong materials).
specular : rgb_colour
Defines specular colour of the pass (not available with metallic/roughness materials).
metallic : real (between 0 and 1)
Defines the metallness of the pass (metallic/roughness materials only).
shininess : real (between 0 and 128)
Defines the specular exponent of the pass (phong materials only).
glossiness : real (between 0 and 1)
Defines the glossiness of the pass (specular/glossiness materials only).
roughness : real (between 0 and 1)
Defines the roughness of the pass (metallic/roughness materials only).
ambient : real (between 0 and 1)
Defines ambient factor of the pass (phong materials only).
emissive : real (between 0 and 1)
Defines emissive factor of the pass.
alpha : real (between 0 and 1)
Defines the global alpha value for the pass.
two_sided : boolean
Tells the pass is two sided (true) or not (false).
texture_unit : section
Defines a new section describing a texture unit.
alpha_blend_mode : value
Alpha blending mode name, can be one of:
none : No alpha blending.
additive : Source and destination alpha values are added.
multiplicative : Source and destination alpha values are multiplied.
colour_blend_mode : value
Colour blending mode name, can be one of:
none : No colour blending.
additive : Source and destination colour values are added.
multiplicative : Source and destination colour values are multiplied.
alpha_func : func : value ref-val: real
Defines the way alpha rejection is applied to the texture. The second parameter is the reference value used in alpha rejection function. The first parameter values can be :
always : The sample colour is always applied.
less : The sample colour is applied if its alpha component is less than the second parameter.
less_or_equal : The sample colour is applied if its alpha component is less than or equal to the second parameter.
equal : The sample colour is applied if its alpha component is equal to the second parameter.
not_equal : The sample colour is applied if its alpha component is different from the second parameter.
greater_or_equal : The sample colour is applied if its alpha component is greater than or equal to the second parameter.
greater : The sample colour is applied if its alpha component is greater than the second parameter.
never : The sample colour is never applied.
refraction_ratio : real
Defines the refraction ratio of the pass. Note that if there is no refraction map, the refraction is still applied, using only the skybox.
subsurface_scattering : section
Defines a new section describing subsurface scattering for the pass.
parallax_occlusion : boolean
Enables or disables parallax occlusion mapping (needs a normal map and a height map).
bw_accumulation : int between 0 and 5
Defines the accumulation function, for blended weighted rendering.
image : file
Defines the image file name.
render_target : section
Defines a new section describing a render target.
channel : value {| value}
The channels to which the texture is bound. Can be one of the following :
diffuse : Diffuse lighting colour (Phong only).
albedo : Base colour (PBR only).
specular : Specular colour (Phong and PBR Specular/Glossiness).
metallic : Metallic factor (PBR Metallic/Roughness only).
shininess : Specular exponent (Phong only).
glossiness : Glossiness factor (PBR Specular/Glossiness only).
roughness : Roughness factor (PBR Metallic/Roughness only).
opacity : Opacity factor.
emissive : Emissive colour.
transmittance : Transmittance factor (for subsurface scattering).
occlusion : Occlusion factor.
normal : Normals.
height : Height.
Reflection : Reflection map.
Refraction : Refraction map.
sampler : name
Defines the sampler object used by the texture.
diffuse_mask : mask_3
Defines the components from the texture used for the diffuse colour (Phong only).
albedo_mask : mask_3
Defines the components from the texture used for the base colour (PBR only).
specular_mask : mask_3
Defines the components from the texture used for the specular colour (Phong or PBR Specular/Glossiness).
metalness_mask : mask_1
Defines the component from the texture used for the metallic factor (PBR Metallic/Roughness only).
shininess_mask : mask_1
Defines the component from the texture used for the specular exponent (Phong only).
glossiness_mask : mask_1
Defines the component from the texture used for the glossiness factor (PBR Specular/Glossiness only).
roughness_mask : mask_1
Defines the component from the texture used for the roughness factor (PBR Metallic/Roughness only).
opacity : mask_1
Defines the component from the texture used for the opacity factor.
emissive : mask_3
Defines the components from the texture used for the emissive colour.
transmittance : mask_1
Defines the component from the texture used for the transmittance factor (for subsurface scattering.
occlusion : mask_1
Defines the component from the texture used for the occlusion factor.
normal : mask_3
Defines the components from the texture used for the normals.
height : mask_1
Defines the component from the texture used for the height.
height_factor : real
The height factor multiplier.
normal_directx : booléen
Tells if the texture normals are expressed for DirectX (green component will then be inverted).
vertex_program : section
Defines a new section describing the vertex program.
pixel_program : section
Defines a new section describing the pixel program.
geometry_program : section
Defines a new section describing the geometry program.
hull_program : section
Defines a new section describing the hull (tessellation control) program.
domain_program : section
Defines a new section describing the domain (tessellation evaluation) program.
constants_buffer : section
Defines a new section dexcribing a constants buffer (uniform buffer).
file : file
Shader file name
sampler : name
Creates a new variable of sample (1D, 2D, …) type, for the pixel shader.
input_type : value
Defines the input faces data type, for geometry shader. Can be one of the following :
points : Points.
lines : Disjoint lines.
line_loop : Joint lines loop.
line_strip : Joint lines.
triangles : Disjoint triangles.
triangle_strip : Joint triangles.
triangle_fan : Triangles joint using the first point.
quads : Disjoint quads.
quad_strip : Joint quads.
polygon : Polygons.
output_type : value
Defines the geometry chader output data type. Can be one of the following :
points : Points.
line_strip : Joint lines.
triangle_strip : Joint triangles.
quad_strip : Joint quads.
output_vtx_count : int
Defines the geometry shader output vertices.
constants_buffer : section
Defines a new section describing a constants buffer.
shaders : bitwise ORed values
Shader types to which this buffer applies, can be one of:
vertex
hull
domain
geometry
pixel
compute
variable : name, section
Defines a new section describing a variable for this buffer.
type : value
Variable type name, can be :
int : 1 signed integer.
uint : 1 unsigned integer.
float : 1 simple precision floating point number.
double : 1 double precision floating point number.
vec2i : 2 signed integers.
vec3i : 3 signed integers.
vec4i : 4 signed integers.
vec2f : 2 simple precision floating point numbers.
vec3f : 3 simple precision floating point numbers.
vec4f : 4 simple precision floating point numbers.
vec2d : 2 double precision floating point numbers.
vec3d : 3 double precision floating point numbers.
vec4d : 4 double precision floating point numbers.
mat2x2i : 2x2 signed integers matrix.
mat2x3i : 2x3 signed integers matrix.
mat2x4i : 2x4 signed integers matrix.
mat3x2i : 3x2 signed integers matrix.
mat3x3i : 3x3 signed integers matrix.
mat3x4i : 3x4 signed integers matrix.
mat4x2i : 4x2 signed integers matrix.
mat4x3i : 4x3 signed integers matrix.
mat4x4i : 4x4 signed integers matrix.
mat2x2f : 2x2 simple precision floating point numbers matrix.
mat2x3f : 2x3 simple precision floating point numbers matrix.
mat2x4f : 2x4 simple precision floating point numbers matrix.
mat3x2f : 3x2 simple precision floating point numbers matrix.
mat3x3f : 3x3 simple precision floating point numbers matrix.
mat3x4f : 3x4 simple precision floating point numbers matrix.
mat4x2f : 4x2 simple precision floating point numbers matrix.
mat4x3f : 4x3 simple precision floating point numbers matrix.
mat4x4f : 4x4 simple precision floating point numbers matrix.
mat2x2d : 2x2 double precision floating point numbers matrix.
mat2x3d : 2x3 double precision floating point numbers matrix.
mat2x4d : 2x4 double precision floating point numbers matrix.
mat3x2d : 3x2 double precision floating point numbers matrix.
mat3x3d : 3x3 double precision floating point numbers matrix.
mat3x4d : 3x4 double precision floating point numbers matrix.
mat4x2d : 4x2 double precision floating point numbers matrix.
mat4x3d : 4x3 double precision floating point numbers matrix.
mat4x4d : 4x4 double precision floating point numbers matrix.
count : int
Variable occurences count (array size).
strength : real
Defines the strength of the effect.
gaussian_width : real
Defines the width of the Gaussian blur.
transmittance_profile : section
Defines a new section describing the transmittance profile.
factor : vec4f
Defines the three RGB components of the colour, and the fourth component is used for the exponent of that colour.
file : file
Defines the file holding the font.
height : int
Defines the height (precision) of the font.
ambient_light : colour
Defines the ambient lighting colour. For PBR materials, defines the influence of the IBL on the scene.
background_colour : colour
Defines the background colour.
background_image : file
Defines the background image.
import : file
Allows scene import from a CSCN file or another file format supported by Castor3D importer plug-ins.
scene_node : section
Defines a new section describing a scene node for objects, lights or billboards.
camera_node : section
Defines a new section describing a scene node for cameras.
light : section
Defines a new section describing a light source.
object : section
Defines a new section describing an object.
billboard : section
Defines a new section describing a billboards list.
camera : section
Defines a new section describing a camera.
panel_overlay : section
Defines a new section describing a simple panel overlay.
border_panel_overlay : section
Defines a new section describing a simple panel overlay with a border.
text_overlay : section
Defines a new section describing a simple panel overlay with text.
animated_object_group : section
Defines a new section describing an animated object group, with common animations.
mesh : section
Defines a new section describing a mesh, that can be used with one or more objects.
particle_system : section
Defines a new section describing a particle system.
skybox : section
Defines a new section describing the skybox.
include : file
Includes a scene file, allowing you to split your scene in multiple files.
sampler : section
Defines a new section describing a sampler.
fog_type : value
Defines the fog type for the scene. Possible values are:
linear: Fog intensity increases linearly with distance to camera.
exponential: Fog intensity increases exponentially with distance to camera.
squared_exponential: Fog intensity increases even more with distance to camera.
fog_density : real
Defines the fog density, which is multiplied by the distance, according to chosen fog type.
hdr_config : section
Defines a new section describing the HDR configuration.
exposure : real
Defines the scene’s exposure.
gamma : real
Defines the gamma correction.
parent : name
Defines this node’s parent. The default parent node is the root node.
position : 3 reals
Node position relative to its parent.
orientation : 4 reals
A quaternion holding node orientation relative to its parent.
scale : 3 reals
Node scale relative to its parent.
type : value
Three light source types exist in Castor3D :
directional : directional light (like the sun).
point_light : a positioned source which emits in all directions.
spot_light : a positioned source which emits in an oriented cone.
colour : rgb_colour
Defines the colour for this source.
intensity : 2 reals
Defines the diffuse and specular intensities for this source.
attenuation : 3 reals
Defines the three attenuation components : constant, linear and quadratic. This attenuation is computed from the distance to the light source.
Only for spot_light and point_light.
cut_off : real
Defines the angle of the emission cone.
Only for spot_light.
exponent : real
Defines the attenuation computed with the distance from the emission cone centre.
Only for spot_light.
parent : name
Defines the node which this light source is attached to.
shadow_producer : section
Defines a new section describing the shadows for the light source.
producer : booléen
Tells if the light source produces shadows (true) or not (false).
filter : valeur
Defines the type of shadows to use. Can be one of the following:
raw : No filter.
pcf : PCF filter.
variance : Variance Shadow Map.
min_offset : real
Defines the minimal offset to apply to the shadow value.
max_slope_offset : real
Defines the mawimal offset, slope wise, to apply to the shadow value.
variance_max : real
Defines the minimal variance factor to apply to the shadow value.
variance_bias : real
Defines the variance bias to apply to the shadow value.
volumetric_steps : int
Defines the number of steps performed by the ray to compute the volumetric light scattering.
volumetric_scattering : real
Defines the volumetric light scattering factor.
parent : name
Defines the node which this object is attached to.
mesh : name
Defines the mesh this object uses.
mesh : name section
Defines a new section describing a mesh with the given name.
material : name
Name of a material, defined in a .cmtl file or in this file. Applies this material too all the submeshes.
materials : section
New section used to specify each submesh’s material.
cast_shadows : boolean
Defines if the object casts shadows (true, default value) or not (false).
receive_shadows : boolean
Defines if the object receives shadows (true, default value) or not (false).
material : int, name
Submesh index, and material name for this submesh.
Allows the definition of billboards that share the same material and dimensions.
parent : name
Defines the parent scene node.
positions : section
Defines a new section describing each billboard position.
material : name
Defines the material used by every billboard of this list.
dimensions : size
Defines billboards dimensions.
type : value
Defines the type of billboard. Possible values are:
cylindrical: The billboard faces the camera, except for their Y axis, which remains still.
spherical: The billboard faces the camera on all axes.
size : value
Defines the billboards sizing. Possible values are:
dynamic: The size varies, depending on the distance to camera.
fixed: The size is fixed, where the camera is.
pos : 3 reals
Defines the relative position of a billboard.
parent : name
Defines the parent CameraNode.
primitive : value
Defines the display type. Can be one of :
points : Points.
lines : Disjointed lines.
line_loop : Jointed lines loop.
line_strip : Joined lines.
triangles : Disjointed triangles.
triangle_strip : Jointed triangles.
triangle_fan : Triangles jointed using the first point.
quads : Disjointed quads.
quad_strip : Jointed quads.
polygon : Polygons.
viewport : section
Defines the camera view port.
type : value
Window display type, 2d or 3d.
left : real
Defines the minimum displayed X coordinate.
right : real
Defines the maximum displayed X coordinate.
top : real
Defines the minimum displayed Y coordinate.
bottom : real
Defines the maximum displayed Y coordinate.
near : real
Defines the minimum displayed Z coordinate.
far : real
Defines the maximum displayed Z coordinate.
size : size
Defines the window display size (in pixels).
fov_y : real
Defines the vertical field of view angle, in radians.
aspect_ratio : real
Defines the global window aspect ratio (1.33333 for 4/3, 1.77777 for 16/9 … ).
animated_object : name
Adds the object with the given name to the group.
animation : name
Adds the animation with the given name to the group’s common animations list.
start_animation : name
Starts the given animation.
pause_animation : name
Pauses the given animation (which must have been started first).
looped : boolean
Defines if the animation is looped (true) or not (false, default value).
scale : real
Defines the time scale of the animation (can be negative, the animation will then be played backwards).
type : name
Mesh type name, one of :
custom : manually defined mesh or imported mesh.
cube : a cube, user must then define its three dimensions.
cone : a cone, user must then define its radius and height.
cylinder : a cylinder, user must then define its radius and height.
sphere : a sphere with quad faces, user must then define the subdivisions count and the radius.
icosahedron : a sphere with triangular faces, user must then define the subdivisions count and the radius.
torus : a torus, user must then define the internal and external subdivisions count and the internal and external radius.
plane : a plane, user must then define the width and depth subdivisions count and the width and depth.
submesh : section
Defines a new section describing a submesh. Only if the mesh type is custom.
import : file <options>
Allows import of mesh data from a file, in CMSH file format or any format supported by Castor3D import plug-ins. Only if the mesh type is custom. This directive can accept few optional parameters :
smooth_normals : Computes normals per vertex during import.
flat_normals : Computes normals per face during the import.
tangent_space : Computes tangent space informations (tangent and bi-tangent) during import.
rescale=real : Rescales the resulting mesh by given factor, on three axes.
morph_import : file <options>
Allows import of mesh data from a file, to add mophing animation.
This directive must happen after a first import directive.
Available only if the mesh type is custom.
This directive can accept few optional parameters :
smooth_normals : Computes normals per vertex during import.
flat_normals : Computes normals per face during the import.
tangent_space : Computes tangent space informations (tangent and bi-tangent) during import.
rescale=real : Rescales the resulting mesh by given factor, on three axes.
division : name int
Allows the mesh subdivision, using a supported Castor3D divider plug-in algorithm. The second parameter is the application count of the algorithm (its applied recursively).
vertex : 3 reals
Defines a vertex position.
uv : 2 reals
Defines the UV texture coordinates for the previously declared vertex.
uvw : 3 reals
Defines the UVW texture coordinates for the previously declared vertex.
normal : 3 reals
Defines the normal coordinates for the previously declared vertex.
tangent : 3 reals
Defines the tangent coordinates for the previously declared vertex.
face : 3 or 4 integers
Defines a face using the three or four vertices whose indices are given. If more than three indices are given, creates the appropriate count of triangular faces.
face_uv : as much uv as the face indices
Defines the UV coordinates for each vertex of the previously declared face.
face_uvw : as much uvw as the face indices
Defines the UVW coordinates for each vertex of the previously declared face.
face_normals : as much 3 reals groups as the face indices
Defines the normals coordinates for each vertex of the previously declared face.
face_tangents : as much 3 reals groups as the face indices
Defines the tangents coordinates for each vertex of the previously declared face.
material : name
Defines the material used by the panel.
position : 2 reals
Defines the overlay position, relative to its parent (or to screen, if no parent).
size : 2 reals
Defines the overlay size, relative to its parent (or to screen, if no parent).
pxl_position : 2 ints
Defines the absolute position for the overlay, in pixels.
pxl_size : 2 ints
Defines the absolute size for the overlay, in pixels.
uv : 4 reals
Defines the UV for the overlay (left, top, right, bottom).
panel_overlay : name section
Defines a new section describing a simple panel children overlay.
border_panel_overlay : name section
Defines a new section describing a border panel children overlay.
text_overlay : name section
Defines a new section describing a text panel children overlay.
material : name
Defines the material used by the panel.
position : 2 reals
Defines the overlay position, relative to its parent (or to screen, if no parent).
size : 2 reals
Defines the overlay size, relative to its parent (or to screen, if no parent).
pxl_position : 2 ints
Defines the absolute position for the overlay, in pixels.
pxl_size : 2 ints
Defines the absolute size for the overlay, in pixels.
center_uv : 4 reals
Defines the UV for the center of the overlay (left, top, right, bottom).
border_material : name
Defines the material used for the panel’s border.
border_position : value
Defines the border’s position, can be one of:
internal : The border is inside the overlay.
middle : The border is half inside, half outside the overlay.
external : The border is outside the overlay.
border_size : 4 reals
Defines the borders sizes (left right, top, bottom).
pxl_border_size : 2 ints
Defines the absolute border size, in pixels.
border_inner_uv : 4 reals
Defines the UV for the border of the overlay, inner side (left, top, right, bottom).
border_outer_uv : 4 reals
Defines the UV for the border of the overlay, outer side (left, top, right, bottom).
panel_overlay : name section
Defines a new section describing a simple panel children overlay.
border_panel_overlay : name section
Defines a new section describing a border panel children overlay.
text_overlay : name section
Defines a new section describing a text panel children overlay.
material : name
Defines the material used by the panel.
position : 2 reals
Defines the overlay position, relative to its parent (or to screen, if no parent).
size : 2 reals
Defines the overlay size, relative to its parent (or to screen, if no parent).
pxl_position : 2 ints
Defines the absolute position for the overlay, in pixels.
pxl_size : 2 ints
Defines the absolute size for the overlay, in pixels.
font : name
Defines the font used to display the text.
text : texte
Defines the displayed text.
text_wrapping : value
Defines the way the text is cut when a line overflows the overlay dimensions. Can be one of:
none : The text is not cut (the part that overflows won’t be displayed, though).
break : The text is cut at the letter (the words will be cut).
break_words : The text is cut at the word (the words remain uncut).
vertical_align : value
Defines the text vertical alignment:
top : Align on top.
center : Vertically center.
bottom : Align on bottom.
horizontal_align : value
Defines the text horizontal alignment:
left : Align on left.
center : Horizontally center.
right : Align on right.
texturing_mode : value
Defines the way the texture is applied:
letter : The texture is applied on each letter.
text : The texture is applied on the whole text.
line_spacing_mode : value
Defines the height of the lines:
own_height : Each line has its own height.
max_lines_height : Each line has the height of the line with the maximum height.
max_font_height : Each line has the height of the character with the maximum height in the font.
panel_overlay : name section
Defines a new section describing a simple panel children overlay.
border_panel_overlay : name section
Defines a new section describing a border panel children overlay.
text_overlay : name section
Defines a new section describing a text panel children overlay.
render_target : section
Defines a new section describing the render target.
vsync : boolean
Defines the activation or deactivation of vertical synchronisation.
fullscreen : boolean
Defines the activation or deactivation of full-screen display.
scene : nom
Defines the scene rendered in this target.
camera : nom
Defines the camera used to render the scene.
size : size
Defines the internal buffer dimensions.
format : value
Defines the colour buffer pixel format. Can be one of :
l8 : Luminance 8 bits, one 8 bits integral number.
l16f : Luminance 16 bits, one 16 bits floating point number (half float).
l32f : Luminance 32 bits, one 32 bits floating point number(float).
al16 : Alpha + Luminance, two 8 bits integral number.
al16f : Alpha + Luminance, two 16 bits floating point number (half float).
al32f : Alpha + Luminance, two 32 bits floating point number (float).
argb1555 : ARGB 16 bits, 1 bit for alpha and each other component on a 5 bits integer.
rgb565 : RGB 16 bits, R and B on a 5 bits integer, G on a 6 bits integer.
argb16 : ARGB 16 bits, each component on a 4 bits integer.
rgb24 : RGB 24 bits, each component on a 8 bits integer.
argb32 : ARGB 32 bits, each component on a 8 bits integer.
argb16f : ARGB 64 bits, each component on a 16 bits floating point number (half float).
rgb32f : RGB 96 bits, each component on a 32 bits floating point number (half float).
argb32f : ARGB 128 bits, each component on a 32 bits floating point number (half float).
depth : value
Defines the depth/stencil buffer pixel format. Can be one of :
depth16 : Depth on a 16 bits integer.
depth24 : Depth on a 24 bits integer.
depth24s8 : Depth on a 24 bits integer, Stencil on a 8 bits integer.
depth32fs8 : Depth on a 32 bits floating point, Stencil on a 8 bits integer.
depth32 : Depth on a 32 bits integer.
depth32f : Depth on a 32 bits floating point.
stencil1 : Stencil on 1 bit.
stencil8 : Stencil on a 8 bits integer.
postfx : value
Defines a post render effect to use. The parameters depend on the chosen effect.
stereo : boolean
Tells if we use stereoscopic display mode.
tone_mapping : name
Defines the tone mapping operator to use with the render target.
ssao : section
Defines a new section describing the Screen Space Ambient Occlusion.
enabled : boolean
Defines the activation status of SSAO.
high_quality : boolean
Defines the quality of the effect.
radius : real
Defines the radius of the effect (expressesd in meters).
bias : real
Defines the bias of the effect.
intensity : real
Defines the intensity of the effect.
num_samples : int
Defines the number of samples per pixel.
edge_sharpness : real
Defines the edge sharpness, in the blur pass.
blur_step_size : int
Defines the size of a step in the blur pass.
blur_radius : int
Defines the blur radius.