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project.godot
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project.godot
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Godot PSX Style Demo"
config/description="Demo project featuring a collection of PS1 style shaders and materials for Godot engine.
(MIT License)
https://github.com/MenacingMecha/godot-psx-style-demo/"
run/main_scene="res://post_process/pp_stack.tscn"
config/features=PackedStringArray("4.0")
run/max_fps=24
config/icon="res://readme-assets/screenshot.png"
[display]
window/size/viewport_width=960
window/size/viewport_height=720
window/size/resizable=false
window/vsync/vsync_mode=0
window/stretch/mode="viewport"
window/size/width=960
window/size/height=720
[input]
kb_1={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":49,"physical_keycode":0,"key_label":0,"unicode":49,"echo":false,"script":null)
]
}
kb_2={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":50,"physical_keycode":0,"key_label":0,"unicode":50,"echo":false,"script":null)
]
}
reset_camera_position={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":82,"physical_keycode":0,"key_label":0,"unicode":114,"echo":false,"script":null)
]
}
[rendering]
vram_compression/import_etc=true
vram_compression/import_etc2=false
quality/reflections/high_quality_ggx=false
quality/shading/force_vertex_shading=true
quality/shading/force_lambert_over_burley=true
quality/shading/force_blinn_over_ggx=true
quality/filters/anisotropic_filter_level=1
quality/subsurface_scattering/quality=0
quality/subsurface_scattering/weight_samples=false
[shader_globals]
precision_multiplier={
"type": "float",
"value": 1.0
}