The complete map of com.stixsworldhd.seaofstars.ungodlygfx.cfg — all seven sections, every setting with its default and legal range, and the rules for hand-editing it safely.
The Part 3 merge ships it pre-made: all 49 settings at safe
defaults, each with the same plain-English description the panel shows, plus its type, default
value and legal range as comments. It is deliberately safe to hand-edit.
Edit while the game is closed. While the game runs, in-game changes win and the
plugin saves over the file (automatically, and instantly when you press Save Config Now).
Out-of-range values are clamped to the legal range; unknown enum values fall back to the default.
Nuke-and-pave reset: delete the file and launch — the plugin regenerates a fresh default config.
In-game, Reset This Tab and RESET EVERYTHING do the same per tab / globally
(both leave the section-00 master switches alone on purpose).
Anatomy of an entry
Every setting in the file follows the same self-documenting pattern:
Excerpt from the shipped config
## Internal 3D rendering resolution multiplier. 1.0 = native. Below 1.0 = faster but
## softer 3D elements; above 1.0 = supersampled 3D lighting/shadows at a GPU cost.
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0.5 to 2
RenderScale = 1
[00. Master Switches (diagnostics)]
Four independent module switches, all true by default — mirrored live on the panel's
Info tab. Turning one off releases whatever that module was
overriding back to the game exactly once, then goes fully hands-off.
Setting
Default
Controls
EnablePipelineTweaks
true
Direct render-pipeline writes: Render Scale, MSAA, HDR, Upscale Method, grading precision, the whole Shadows section, camera AA/dithering.
EnableResolution
true
The Resolution & Aspect module. Off restores the resolution the game had before the plugin first changed it.
EnableUIScaling
true
The UI scaling module — the UI Scale tab and the UI aspect fix. Off restores the game's canvas values once.
EnableFrameRateControl
true
Frame-rate enforcement (Perf tab). Off stops the per-frame cap writes immediately.
[01. Display & Pipeline]
Setting
Default
Range / options
Notes
OverrideRenderScale
false
true / false
Master switch for RenderScale.
RenderScale
1
0.5 – 2
Internal 3D resolution multiplier; the engine hard-clamps at 2.0. Sharpens 3D props/lights/effects — the 2D pixel art is resolution-locked.
MSAA
GameDefault
GameDefault, Off, X2, X4, X8
AA level for 3D geometry edges; delivery depends on MSAASafeMode. X4 is the sweet spot.
MSAASafeMode
true
true / false
New in v2.0.1. true = the level above bridges to camera SMAA at matching quality (X2→Low, X4→Medium, X8→High) while hardware sampling stays at the game's own value — safe on this title. An explicit PostAA setting always wins over the bridge. false = raw hardware MSAA is written to the pipeline (expert; corrupts this game's lighting composite — flat blue foliage).
HDRRendering
GameDefault
GameDefault, On, Off
HDR internal buffers — smoother light gradients, small GPU/VRAM cost.
UpscaleMethod
GameDefault
GameDefault, Point, Bilinear, PixelAA
PixelAA is the recommended pick on non-integer window sizes.
ColorGradingPrecision
GameDefault
GameDefault, StandardLDR, HighPrecisionHDR
HighPrecisionHDR virtually eliminates banding in dark gradients.
ColorGradingLutSize
GameDefault
GameDefault, Size16, Size32, Size64
64 = smoothest color transitions; takes effect with the setting above.
PostAA
GameDefault
GameDefault, Off, FXAA, SMAA
Post AA on the main camera. Purists keep GameDefault/Off.
PostAAQuality
High
Low, Medium, High
Preset used when PostAA = SMAA.
CameraDithering
GameDefault
GameDefault, On, Off
Final 8-bit dither pass against gradient banding — practically free.
[02. Shadows (3D props, bridges, characters)]
Setting
Default
Range / options
Notes
OverrideShadows
false
true / false
Master switch for this whole section; originals restored when turned back off.
ShadowDistance
300
25 – 1000
Draw distance for real-time shadows, in world units.
ShadowCascadeCount
4
1 – 4
4 = best quality, 1 = fastest.
MainLightShadowResolution
R4096
R512 – R8192
Sun/moon shadow-map size; 8192 is the ungodly maximum.
AdditionalLightsShadowResolution
R2048
R512 – R8192
Shared map for point/spot lights (torches, lamps).
SoftShadows
true
true / false
Soft filtered edges — small GPU cost, big visual win.
MaxAdditionalLights
96
0 – 256
Simultaneous dynamic lights before popping.
ShadowDepthBias
1
0 – 5
Anti-acne; too high causes peter-panning.
ShadowNormalBias
1
0 – 5
Acne on curved surfaces — keep near 1.0.
[03. Resolution & Aspect]
Setting
Default
Range / options
Notes
ResolutionMode
GameDefault
GameDefault, Custom
Custom applies the values below; GameDefault hands the display back (restoring the pre-plugin mode if one was changed). Clicking a mode in the panel's detected list switches to Custom automatically.
Width / Height
1920 / 1080
640–7680 / 480–4320
Pick from the panel's detected list for guaranteed-supported modes; hand-typed values are attempted as-is.
Borderless is the friendliest default; Exclusive has the lowest latency.
RefreshRate
0
0 – 500 Hz
0 = Auto (highest the monitor reports for the chosen mode); fullscreen modes only.
UIAspectFix
true
true / false
Adaptive anti-stretch through the game's own canvas scalers: height-match on wider-than-16:9, width-match on narrower; inert at exactly 16:9. Requires EnableUIScaling.
[04. UI Scaling]
Setting
Default
Range / options
Notes
MasterUIScale
1
0.5 – 2
Scales the entire interface through the game's own CanvasScalers, so layout logic stays intact.
ApplyToAllCanvases
true
true / false
Every screen-space canvas vs. only the main UI canvas.
UIPixelPerfect
GameDefault
GameDefault, On, Off
Whole-pixel snapping for crispness vs. smooth sub-pixel motion.
LayerScale_BACK … LayerScale_OVERLAY
1 each
0.5 – 2 each
Seven per-layer multipliers: BACK, MAIN, PROMPT, MODAL, CONSOLE, VIDEO, OVERLAY. Clamped to a sane range because extreme values can push HUD elements past their layout anchors.
[05. Performance (frame pacing)]
Setting
Default
Range / options
Notes
FrameRateMode
GameDefault
GameDefault, Uncapped, Capped
While enforcing, the cap is re-asserted every frame (the engine kept only the setter). After returning to GameDefault, re-apply the frame-rate option in the game's own settings to restore its limiter.
FrameRateCap
240
30 – 1000
Target FPS when Capped; match your monitor (or double it).
[06. Panel & Overlay]
Setting
Default
Range / options
Notes
PanelToggleKey
F10
any Unity KeyCode name
The key that opens/closes the panel — e.g. F9, Backslash, Keypad5, even Mouse3 or joystick buttons. The full legal list is printed as a comment right above the entry in the file. Rebindable from the Info tab too.
PanelScale
1
0.75 – 1.75
Size multiplier for the panel's own text and controls.
PanelTheme
DarkSlate
DarkSlate, PureDark, OLEDBlack
Solid background theme of the panel.
ShowFpsOverlay
false
true / false
Tiny always-on FPS + frame-time readout, even with the panel closed.
FpsOverlayCorner
TopLeft
TopLeft, TopRight, BottomLeft, BottomRight
Which corner the overlay sits in.
PanelX / PanelY
-1 / -1
-1 – 10000
Saved panel position; -1 = automatic. Set by dragging the title bar in game.
Something in the file not behaving? The troubleshooting page covers
the usual suspects, including the one-minute module-bisect trick.