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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

QualitySettings

What one quality level draws. Each value is flat, so a game overrides one without restating the rest.

Property Type Description
bloom boolean Whether bloom draws, the look’s and any <Bloom> a scene mounts.
grading boolean Whether the look’s stack draws its colour grade, the tint, hue and saturation, brightness and contrast, and its vignette. They are one value because they draw in one pass with tone mapping, so apart they would cost nothing to drop. Tone mapping draws whatever this says: in the stack while one mounts, by the renderer’s own ACES where none does.
grassFar number Metres from the camera where the last blade goes.
grassNear number Metres from the camera where the blades start to thin.
grassShare number The share of the grass blades that grows, 0 to 1.
grassSway boolean Whether the blades bend in the wind, until the player sets Grass sway.
groundDetail boolean Whether the ground turns each cell’s textures at random, varies its colour broadly and bends its seams with noise.
multisampling number The post-processing stack’s samples per pixel. None where the level draws at a pixel ratio of 2 or more, whatever this says.
occlusion boolean Whether ambient occlusion draws, the look’s and any <AmbientOcclusion> a scene mounts. The look’s stack mounts while any of grading, bloom and occlusion draws.
occlusionHalfResolution boolean Whether ambient occlusion samples at half the canvas’s resolution, a quarter of the cost.
occlusionQuality OcclusionQuality Ambient occlusion’s sample preset, where a stack names none.
pixelRatio number The cap on the canvas’s pixel ratio, never above the screen’s own.
scatter number The share of the decorative scatter that stands, 0 to 1: what blocks a walker always stands.
scatterFar number Metres from the camera where the last bush and tuft is gone.
scatterNear number Metres from the camera where bushes and tufts start to shrink.
shadowMapSize number The side of the sun’s shadow map in texels; 0 casts none.