here's the minimal table (default goes for all texture types that aren't explicitly stated):
Texture maps | Lowest | Low | Medium | High | Highest |
| Default | X | X | X | X | X |
| Normal | - | - | X | X | X |
| Ambient Occlusion | - | - | - | X | X |
| Height | - | - | - | X | X |
| Specular | - | - | - | - | X |
note however that the types may still be not used if the shader fails to compile if they're used (or - of course - if they aren't available)
I removed shadows from the table as those have their own setting (PlaneShift.Graphics.Shadows) just like meshgens (PlaneShift.Graphics.EnableGrass)
on top of that there are some additional settings that control the loader behaviour related to shading (note that they should only be touched by advanced users that perfectly know what they're doing):
PlaneShift.Loading.ThreadedShaders will detach precaches on initial load to a thread if enabled (note: may speed up starting the game a bit, but can cause issues - disabled by default and doesn't affect ingame performance)
PlaneShift.Loading.ParseShaders will prevent any shaders from being parsed if set to false (default shaders may still be used if requested by the engine - not recommended for use in the client at all)
PlaneShift.Loading.ParseShaderVariables will prevent any textures from being parsed and loaded if disabled - diffuse textures will be replaced by stdtexwhite (some textures may still be auto-loaded by the engine - again not recommended for usage in the client at all)
PlaneShift.Loading.OnlyMeshes will prevent additional objects from being parsed and loaded if enabled (e.g. lights, sequences, triggers, ... - not recommended)
PlaneShift.Loading.OnlyPortals will prevent all non-portal meshes and additional objects from being parsed and loaded if enabled (never use this in the client - really... don't)
PlaneShift.Loading.ForceCuller will force the culler to the specified one instead of the default culler, value is a plugin name or default for CS' default culler (don't try it unless you know what the cullers do and are aware of the consequences)
PlaneShift.Loading.Cache will keep mesh factory data in memory instead of loading it from file each time the factory is loaded (reduces HDD I/O a bit, but may cause issues)