
#	sun_color = hsv{ 0.1 0.08 1 }
sun_color = hsv{ 0.08 0.15 1 }
sun_intensity = 5

#			+Right/-Left	Height  -Front/+Back
sun_direction = { 	-3.3 	1.3 	-1 }
shadow_direction_offset = { 0 1.8 0 }
cubemap_intensity = 1
cubemap = "gfx/portraits/environments/castle_interior_01_fire.dds"

fog_color = hsv{ 0.58 0.4 1 }	#Actual fog
fog_begin = 100
fog_end = 600
fog_max = 1

water_sun_direction_offset = { 0 0 0 }	#	+Right / -Left,  Height, -Front/ +Back

# original
# water_sun_direction_offset = { -0.88 0.08 2.0 }	#	+Right / -Left,  Height, -Front/ +Back

# Post effects
hue_offset = 0
saturation_scale = 1.0		# Saturation. Causes visual problems if increased beyond 1.0
value_scale = 1.0		# Light multiplier
colorbalance = { 1 1 1 }
levels_min = hsv{ 0 0 0 }
levels_max = hsv{ 0 0 1 }	# High increases range / Lower  pushes range together

bloom_width = 0.5
bloom_scale = 0.75
bright_threshold = 0.4

hdr_min_adjustment = 0.5	# Adjust brigtness to be so extreme, not as bright as it should be. Limits exposure
hdr_max_adjustment = 1.0
hdr_adjustment_speed = 15.0
tonemap_middlegrey = 0.65
tonemap_whiteluminance = 1.0

exposure_function = "FixedExposure"
exposure = 0.85

### Tonemapping function; "Uncharted", "Reinhard", "ReinhardModified", "Filmic". Leave empty for netural gamma corrected output.
### You can find them in restorescene.shader
tonemap_function = "Uncharted"

tonemap_curve={
	shoulder_strength=0.6
	linear_strength=0.2
	linear_angle=0.1
	toe_strength=0.1
	toe_numerator=0.01
	toe_denominator=0.3
	linear_white=11.2
}

# Map global Depth of field settings
# WARNING - Can impact performance
depthoffield = {
	enabled = yes
	dof_samplecount = 16 		# Can have large performance impact
	dof_baseradius = 0.1 		# Blur radius
	dof_blurblendmin = 0.1		# Blur blend, used to blend between the downsampled dof image and the focused full resolution image
	dof_blurblendmax = 2.0		# Blur blend, used to blend between the downsampled dof image and the focused full resolution image

	# Camera based settings - no performance impact
	dof_blurmin = 1.0
	dof_blurmax = 50.0
	dof_blurscale = 3.0
	dof_blurexponent = 1.3
	dof_heightmin = 0.0
	dof_heightmax = 1000.0
}

## U2 values // J. Hable
# tonemap_curve={
# 	shoulder_strength=0.22
# 	linear_strength=0.3
# 	linear_angle=0.1
# 	toe_strength=0.2
# 	toe_numerator=0.01
# 	toe_denominator=0.3
# 	linear_white=11.2
# }

# ## Flat Curve
# tonemap_curve={
# 	shoulder_strength=1
# 	linear_strength=0
# 	linear_angle=1
# 	toe_strength=1
# 	toe_numerator=1
# 	toe_denominator=0.99
# 	linear_white=1
# }

### Uncharted Tonemapping, applies only when "tonemap_function" is set to "Uncharted"
### A = shoulder_strength
### B = linear_strength
### C = linear_angle
### D = toe_strength
### E = toe_numerator
### F = toe_denominator
### F(x) = ((x(A*x + C*B) + D*E) / (x(A*x + B) + D*F)) - E/F
### FinalColor = F(LinearColor)/F(LinearWhite)

### Console cmd to visualize curve: shader_debug PDX_DEBUG_TONEMAP_CURVE







