N3OW/gfx/map/environment/environment_debug.txt

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2024-11-11 23:42:40 +00:00
ambient_pos_x = hsv { 0.65 0.0 0.0 } # From Right
ambient_neg_x = hsv { 0.65 0.0 0.0 } # From Left
ambient_pos_y = hsv { 0.65 0.0 0.0 } # From Top
ambient_neg_y = hsv { 0.65 0.0 0.0 } # From Bottom
ambient_pos_z = hsv { 0.65 0.0 0.0 } # From Back
ambient_neg_z = hsv { 0.65 0.0 0.0 } # From Front
#Color of thing in shadow
shadow_ambient_pos_x = hsv { 0.6 0.1 1.4 } # From Right
shadow_ambient_neg_x = hsv { 0.6 0.1 1.4 } # From Left
shadow_ambient_pos_y = hsv { 0.6 0.1 1.4 } # From Top
shadow_ambient_neg_y = hsv { 0.6 0.1 1.4 } # From Bottom
shadow_ambient_pos_z = hsv { 0.6 0.1 1.4 } # From Back
shadow_ambient_neg_z = hsv { 0.6 0.1 1.4 } # From Front
#shadow_ambient_pos_y = hsv { 0.0 0.0 0.0 } # From Top (Neutral)
# sun_color = hsv{ 0.1 0.08 1 }
sun_color = hsv{ 0.1 0.3 1 }
sun_intensity = 0
# +Right/-Left Height -Front/+Back
sun_direction = { 1.0 2 -1.25 }
shadow_direction_offset = { 0 0 0 }
cubemap_intensity = 1
cubemap = "gfx/map/environment/qwantani_8k_nosun_cube_specular.dds"
fog_color = hsv{ 0.58 0.3 1.0 } #Actual fog
fog_begin = 10.0
fog_end = 200.0
fog_max = 0.5
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
value_scale = 1.0 # Light multiplier
colorbalance = { 1 1 1 }
levels_min = hsv{ 0 0 0.1 }
levels_max = hsv{ 0 0 0.9 } # High increases range / Lower pushes range together
bloom_width = 1
bloom_scale = 0.2
bright_threshold = 1.0
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 = 0.45
tonemap_whiteluminance = 1.0
exposure_function = "FixedExposure"
tonemap_function = "Uncharted"
#shader_debug PDX_DEBUG_TONEMAP_CURVE
tonemap_curve={
shoulder_strength=0.220000
linear_strength=0.300000
linear_angle=0.100000
toe_strength=0.200000
toe_numerator=0.010000
toe_denominator=0.300000
linear_white=11.200000
}