[LightingShader]
fDecalLODFadeEnd
fDecalLODFadeEnd sets the ending fade for decals. It is recommended to be increased.
Default is 0.0599999987.
fDecalLODFadeEnd=(...,-0.0001,0,0.0001,...)
fDecalLODFadeStart
fDecalLODFadeEnd sets the starting fade for decals. It is recommended to be increased.
Default is 0.0500000007.
fDecalLODFadeStart=(...,-0.0001,0,0.0001,...)
fEnvmapLODFadeEnd
This sets the ending fade for environment cubemaps such as armor reflections.
Default is 0.1000000015.
fEnvmapLODFadeEnd=(...,-0.0001,0,0.0001,...)
fEnvmapLODFadeStart
This sets the starting fade for environment cubemaps such as armor reflections.
Default is 0.0900000036.
fEnvmapLODFadeStart=(...,-0.0001,0,0.0001,...)
fEyeEnvmapLODEnd
This sets the end fade for eye environment cubemaps (eye shininess).
Since eye envmaps are extremely low-resolution textures, increasing this setting likely does not decrease performance.
Default is 0.0500000007.
fEyeEnvmapLODEnd=(...,-0.0001,0,0.0001,...)
fRefractionLODFadeEnd
Default is 0.0299999993.
fRefractionLODFadeEnd=(...,-0.0001,0,0.0001,...)
fRefractionLODFadeStart
Default is 0.0250000004.
fRefractionLODFadeStart=(...,-0.0001,0,0.0001,...)
fSpecularLODFadeEnd
This should set the end fade for specular lighting (shiny highlights). This might have the same effect than Oblivion's similar "Specular distance" slider.
Default is 0.1000000015.
fSpecularLODFadeEnd=(...,-0.0001,0,0.0001,...)
fSpecularLODFadeStart
This should set the end fade for specular lighting (shiny highlights). This might have the same effect than Oblivion's similar "Specular distance" slider.
Default is 0.0900000036.
fSpecularLODFadeStart=(...,-0.0001,0,0.0001,...)