diff --git a/Source/Engine/Core/Config/GraphicsSettings.h b/Source/Engine/Core/Config/GraphicsSettings.h index e18814149..ea7d56945 100644 --- a/Source/Engine/Core/Config/GraphicsSettings.h +++ b/Source/Engine/Core/Config/GraphicsSettings.h @@ -51,49 +51,49 @@ public: /// /// Enables rendering synchronization with the refresh rate of the display device to avoid "tearing" artifacts. /// - API_FIELD(Attributes="EditorOrder(20), DefaultValue(false), EditorDisplay(\"General\", \"Use V-Sync\")") + API_FIELD(Attributes="EditorOrder(20), EditorDisplay(\"General\", \"Use V-Sync\")") bool UseVSync = false; /// /// Anti Aliasing quality setting. /// - API_FIELD(Attributes="EditorOrder(1000), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\", \"AA Quality\")") - Quality AAQuality = Quality::Medium; + API_FIELD(Attributes="EditorOrder(1000), EditorDisplay(\"Quality\", \"AA Quality\")") + Quality AAQuality = Quality::High; /// /// Screen Space Reflections quality setting. /// - API_FIELD(Attributes="EditorOrder(1100), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\", \"SSR Quality\")") - Quality SSRQuality = Quality::Medium; + API_FIELD(Attributes="EditorOrder(1100), EditorDisplay(\"Quality\", \"SSR Quality\")") + Quality SSRQuality = Quality::High; /// /// Screen Space Ambient Occlusion quality setting. /// - API_FIELD(Attributes="EditorOrder(1200), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\", \"SSAO Quality\")") - Quality SSAOQuality = Quality::Medium; + API_FIELD(Attributes="EditorOrder(1200), EditorDisplay(\"Quality\", \"SSAO Quality\")") + Quality SSAOQuality = Quality::High; /// /// Volumetric Fog quality setting. /// - API_FIELD(Attributes="EditorOrder(1250), DefaultValue(Quality.High), EditorDisplay(\"Quality\")") + API_FIELD(Attributes="EditorOrder(1250), EditorDisplay(\"Quality\")") Quality VolumetricFogQuality = Quality::High; /// /// The shadows quality. /// - API_FIELD(Attributes="EditorOrder(1300), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\")") - Quality ShadowsQuality = Quality::Medium; + API_FIELD(Attributes="EditorOrder(1300), EditorDisplay(\"Quality\")") + Quality ShadowsQuality = Quality::High; /// /// The shadow maps quality (textures resolution). /// - API_FIELD(Attributes="EditorOrder(1310), DefaultValue(Quality.Medium), EditorDisplay(\"Quality\")") - Quality ShadowMapsQuality = Quality::Medium; + API_FIELD(Attributes="EditorOrder(1310), EditorDisplay(\"Quality\")") + Quality ShadowMapsQuality = Quality::High; /// /// Enables cascades splits blending for directional light shadows. /// - API_FIELD(Attributes="EditorOrder(1320), DefaultValue(false), EditorDisplay(\"Quality\", \"Allow CSM Blending\")") + API_FIELD(Attributes="EditorOrder(1320), EditorDisplay(\"Quality\", \"Allow CSM Blending\")") bool AllowCSMBlending = false; /// @@ -130,7 +130,7 @@ public: /// /// The Global SDF quality. Controls the volume texture resolution and amount of cascades to use. /// - API_FIELD(Attributes="EditorOrder(2005), DefaultValue(Quality.High), EditorDisplay(\"Global SDF\")") + API_FIELD(Attributes="EditorOrder(2005), EditorDisplay(\"Global SDF\")") Quality GlobalSDFQuality = Quality::High; #if USE_EDITOR @@ -144,7 +144,7 @@ public: /// /// The Global Illumination quality. Controls the quality of the GI effect. /// - API_FIELD(Attributes="EditorOrder(2100), DefaultValue(Quality.High), EditorDisplay(\"Global Illumination\")") + API_FIELD(Attributes="EditorOrder(2100), EditorDisplay(\"Global Illumination\")") Quality GIQuality = Quality::High; /// @@ -156,7 +156,7 @@ public: /// /// Enables cascades splits blending for Global Illumination. /// - API_FIELD(Attributes="EditorOrder(2125), DefaultValue(false), EditorDisplay(\"Global Illumination\", \"GI Cascades Blending\")") + API_FIELD(Attributes="EditorOrder(2125), EditorDisplay(\"Global Illumination\", \"GI Cascades Blending\")") bool GICascadesBlending = false; ///