UngodlyGFX

In-game

The F10 control panel, tab by tab

Every tab, every control, every screenshot. Display, Shadows, Resolution, UI Scale, Perf and Info — plus the three ready-made presets worth dialing in first.

How the panel works

Display — rendering & color pipeline

UngodlyGFX Display tab: render scale, MSAA, HDR, upscale method, grading precision, LUT size and post AA
The Display tab at full send: Render Scale 2.00, HDR On, PixelAA upscaling, HighPrecisionHDR grading with a Size64 LUT, and SMAA on the main camera.
ControlWhat it does
Override Render Scale + Render ScaleInternal 3D resolution multiplier, 0.5–2.0 (the engine hard-clamps at 2.0). Above 1.0 supersamples 3D lighting, shadows, props and effects; the 2D pixel art itself is resolution-locked by the pixel-perfect camera, so this sharpens the 3D layer specifically. Master switch off = the game renders at its own internal resolution.
MSAA (3D edges)Anti-aliasing level for 3D geometry edges — bridges, boats, props. Off / X2 / X4 / X8; sprites are unaffected. How the level is delivered depends on MSAA Safe Mode below; X4 is the sweet spot either way.
MSAA Safe Mode (new in v2.0.1)On (default, recommended): the hardware pipeline stays at the game's own sample count and your chosen level instead drives camera SMAA at matching quality (X2 → Low, X4 → Medium, X8 → High) — full edge smoothing, zero risk. If you've set Post AA yourself to anything but GameDefault, your explicit choice wins over this bridge. Off (expert): raw hardware multisampling is forced onto the pipeline exactly as selected — which on this game corrupts the custom lighting passes and paints foliage flat blue. That corruption is why Safe Mode exists; details in troubleshooting.
HDR RenderingHigh-dynamic-range internal buffers: smoother light gradients for a small GPU/VRAM cost. Off = classic LDR.
Upscale MethodHow the pixel-perfect image is stretched to your monitor. Point = raw razor-sharp pixels (can shimmer at odd scales), Bilinear = soft, PixelAA = smart filter that keeps pixels crisp while smoothing fractional scaling — the recommended pick on non-integer window sizes.
Grading PrecisionColor-grading pipeline precision. HighPrecisionHDR virtually eliminates color banding in dark gradients and skies for a tiny GPU cost; StandardLDR is the classic path.
Grading LUT SizeSize of the color-grading lookup texture (16 / 32 / 64). Bigger = smoother color transitions; 32 is Unity's default, 64 is the "ungodly" pick. Takes effect together with Grading Precision.
Post AA (+ quality)Post-process anti-aliasing on the main camera: SMAA (clean 3D edges, minimal blur, with Low/Medium/High presets), FXAA (cheapest, slightly soft) or Off. Purist pixel fans keep this GameDefault or Off.
Camera DitheringA final 8-bit dithering pass that breaks up color banding in fog, glows and night skies. Practically free.

Shadows — the overhaul block

UngodlyGFX Shadows tab: distance, cascades, shadow map resolutions, soft shadows, dynamic lights and bias controls
The Shadows tab at the ungodly maximum: 1000-unit distance, 4 cascades, 8192 px main and extra-light maps, soft shadows, 256 dynamic lights.
ControlWhat it does
Override All Shadow SettingsMaster switch for the whole block. On = the values below replace the game's shadow settings; back off = the original values are restored.
Shadow DistanceHow far from the camera real-time shadows are drawn, 25–1000 world units. Higher reaches further into the scene but renders more casters.
Cascade Count1–4 distance bands so nearby shadows stay sharp. 4 = best quality, 1 = fastest.
Main Light ResolutionSun/moon shadow-map size, 512–8192 px. 4096 is a great modern-GPU default; 8192 is the ungodly maximum (VRAM cost rises accordingly).
Extra Lights ResolutionThe shadow map shared by point/spot lights — torches, lamps — 512–8192 px.
Soft ShadowsFilters shadow edges for a natural falloff instead of hard jagged steps. Small GPU cost, big visual win.
Max Dynamic LightsSimultaneous extra dynamic lights (torches, spells, fireflies), 0–256. Raise it if lights ever pop in and out in busy scenes.
Depth Bias / Normal BiasAnti-acne tuning, 0–5 each. Depth bias pushes shadows off surfaces to stop striped self-shadowing; too much causes "peter-panning" (shadows detaching from feet). Normal bias fights acne on curved surfaces — keep near 1.0 unless you see artifacts.

Resolution — display-mode control & the UI aspect fix

UngodlyGFX Resolution tab: display mode, fullscreen style, refresh rate, UI aspect fix and the detected monitor mode list
The Resolution tab: mode / fullscreen-style / refresh controls up top, the UI Aspect Fix toggle, and the live list of every mode the monitor reports — here seven modes, with 1920 × 1080 @ 144 Hz current.
ControlWhat it does
ModeGameDefault = the plugin never touches your display mode (and restores the original if it had changed one earlier this session). Custom = apply the Width/Height/Fullscreen/Refresh values. Clicking a mode in the detected list below selects it and switches to Custom automatically.
FullscreenExclusiveFullScreen = classic fullscreen, lowest latency, alt-tab reinitializes the display. FullScreenWindow = borderless — instant alt-tab, plays nicest with overlays, the recommended default. Plus MaximizedWindow and Windowed.
Refresh Rate0 = Auto: the highest rate your monitor reports for the chosen resolution; or any specific Hz. Fullscreen modes only — windowed always runs at the desktop's rate.
UI Aspect Fix (anti-stretch)When the screen's aspect differs from the UI's designed 16:9, every screen-space canvas switches to a safe adaptive rule through the game's own scalers: height-driven on wider screens (21:9, 32:9 — the interface keeps its intended size and the extra width becomes clean breathing room), width-driven on narrower ones (16:10, 4:3, 5:4 — nothing spills off-screen). At exactly 16:9 it writes nothing at all. Requires the UI Scaling module switch to be on.
Detected Monitor ModesEvery mode your monitor reports, each with its aspect ratio calculated for you and the top refresh rate available. Click one — it applies live within half a second. GameDefault hands the display back to the game.

UI Scale — master slider & the seven layers

UngodlyGFX UI Scale tab: master interface scale, apply-to-all-canvases, pixel-perfect toggle and seven per-layer multipliers
The UI Scale tab: one master slider for the whole interface, then individual fine-tuning for the game's seven UI layers.
ControlWhat it does
Whole InterfaceScales the entire interface — menus, HUD, dialogue — 0.5–2.0. 0.8 = smaller UI and more screen for the world; 1.3 = big comfy couch-readable UI. Applied through the game's own canvas scalers so layout logic stays intact.
Apply To All CanvasesOn = the master scale affects every screen-space canvas in the game; off = only the main UI canvas hosting the layer system.
UI Pixel-PerfectOn = UI elements snap to whole pixels for maximum text/icon crispness (can micro-stutter animated UI). Off = smooth sub-pixel motion. GameDefault = don't touch.
BACK / MAIN / PROMPT / MODAL / CONSOLE / VIDEO / OVERLAYExtra 0.5–2.0 multipliers for each of the game's seven UI layers — background panels, primary menus and gameplay screens, button prompts, blocking dialogs, the console layer, cutscene playback, and topmost fades/notifications. Shrink just the button prompts while keeping menus big, or any other mix.

Perf — frame pacing (and why the tab is small)

UngodlyGFX Perf tab: frame-rate mode and cap, plus the About This Tab explanation of engine stripping
The Perf tab: frame-rate mode and cap — plus the honest engine-stripping explanation of why the classic quality switches physically can't exist here.
ControlWhat it does
ModeGameDefault = the game's own limiter. Uncapped = run as fast as your PC allows. Capped = lock to the cap below for consistent pacing and cooler hardware.
CapTarget FPS when Mode is Capped, 30–1000. Match your monitor's refresh rate (or double it) for the smoothest feel.

Why only two controls? The Sunset Edition ships an aggressively stripped IL2CPP engine: vSyncCount, LOD bias, the texture mip limit, anisotropic filtering and queued-frame controls were physically removed from the binary, so no plugin can offer them honestly. The real performance levers for this title are on the other tabs — Shadow Distance and Resolution, MSAA and Render Scale. One more stripping quirk: the engine kept only the setter for the frame-rate cap, so while a mode is active UngodlyGFX re-asserts your value every frame (a single trivial call — which also means it always wins). Switching back to GameDefault stops enforcement; re-apply the frame-rate option in the game's own settings once to restore its limiter.

Info — diagnostics, live status & panel settings

UngodlyGFX Info tab: four module master switches, live status readout, and panel settings including toggle key, scale and theme
The Info tab: the four module master switches, a live status readout (FPS, display mode, tracked canvases, pipeline and shadow state, boot-grace status), and the panel's own settings.
AreaWhat it does
Modules (diagnostics)Four independent master switches — Pipeline Tweaks, Resolution Control, UI Scaling, Frame-Rate Control — all on by default. Turning one off releases whatever it was overriding back to the game exactly once, then goes fully hands-off: if anything ever misbehaves, you can bisect the cause in under a minute without touching files.
Live StatusReal-time readout: FPS and frame time, current display mode, tracked UI canvases (with layer-stack detection), active pipeline values (render scale, MSAA, HDR), active shadow values, and the boot-grace state — "complete — modules armed" means the plugin is fully live.
PanelRebind the toggle key (default F10), scale the panel itself (0.75–1.75), and pick a theme: DarkSlate (blue-gray), PureDark or OLEDBlack.
Also hereThe FPS-overlay toggle and corner picker, and the RESET EVERYTHING button.

Three presets worth dialing in

🔥 Ungodly Max

Render Scale on @ 2.0 · MSAA X8 · HDR On · HighPrecisionHDR grading + LUT 64 · Shadows overridden: distance 600, 4 cascades, 8192/4096 maps, 256 lights · Dithering On · your monitor's top mode at max Hz from the Resolution tab. The screenshots on this page live near this preset.

⚖️ Balanced Beauty

Shadows overridden at the as-shipped defaults · MSAA X4 · HighPrecisionHDR grading · everything else GameDefault. Most of the visual win at a fraction of the cost.

🕹️ Pixel Purist

Post AA Off · MSAA Off · Upscale Method Point · everything else GameDefault. Raw, razor-sharp pixels exactly as the sprite artists drew them.

Prefer editing on disk, or want the exact defaults and ranges? The config file reference maps all 49 settings.