stuff for ireland half done
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3
gfx/map/environment/cape_hill_8k_cube_specular.dds
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3
gfx/map/environment/cape_hill_8k_cube_specular.dds
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@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:286784345f7ff6e9bd1a19d70600d12a0f0d24d9a5531a9d6f27e18b5ab9cae5
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size 1048784
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114
gfx/map/environment/environment.txt
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114
gfx/map/environment/environment.txt
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# sun_color = hsv{ 0.1 0.08 1 }
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sun_color = hsv{ 0.08 0.15 1 }
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sun_intensity = 7
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# +Right/-Left Height -Front/+Back
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sun_direction = { -3.3 1.3 -1 }
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shadow_direction_offset = { 0 1.8 0 }
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cubemap_intensity = 1
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cubemap = "gfx/map/environment/qwantani_8k_nosun_cube_specular.dds"
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fog_color = hsv{ 0.58 0.4 1 } #Actual fog
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fog_begin = 100
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fog_end = 600
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fog_max = 1
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water_sun_direction_offset = { 0 0 0 } # +Right / -Left, Height, -Front/ +Back
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# original
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# water_sun_direction_offset = { -0.88 0.08 2.0 } # +Right / -Left, Height, -Front/ +Back
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# Post effects
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hue_offset = 0
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saturation_scale = 1.0 # Saturation. Causes visual problems if increased beyond 1.0
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value_scale = 1.0 # Light multiplier
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colorbalance = { 1 1 1 }
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levels_min = hsv{ 0 0 0 }
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levels_max = hsv{ 0 0 1 } # High increases range / Lower pushes range together
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bloom_width = 0.5
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bloom_scale = 0.75
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bright_threshold = 0.4
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hdr_min_adjustment = 0.5 # Adjust brigtness to be so extreme, not as bright as it should be. Limits exposure
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hdr_max_adjustment = 1.0
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hdr_adjustment_speed = 15.0
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tonemap_middlegrey = 0.65
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tonemap_whiteluminance = 1.0
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exposure_function = "FixedExposure"
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exposure = 0.85
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### Tonemapping function; "Uncharted", "Reinhard", "ReinhardModified", "Filmic". Leave empty for netural gamma corrected output.
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### You can find them in restorescene.shader
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tonemap_function = "Uncharted"
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tonemap_curve={
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shoulder_strength=0.6
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linear_strength=0.2
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linear_angle=0.1
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toe_strength=0.1
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toe_numerator=0.01
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toe_denominator=0.3
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linear_white=11.2
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}
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# Map global Depth of field settings
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# WARNING - Can impact performance
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depthoffield = {
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enabled = yes
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dof_samplecount = 16 # Can have large performance impact
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dof_baseradius = 0.1 # Blur radius
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dof_blurblendmin = 0.1 # Blur blend, used to blend between the downsampled dof image and the focused full resolution image
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dof_blurblendmax = 2.0 # Blur blend, used to blend between the downsampled dof image and the focused full resolution image
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# Camera based settings - no performance impact
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dof_blurmin = 1.0
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dof_blurmax = 50.0
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dof_blurscale = 3.0
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dof_blurexponent = 1.3
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dof_heightmin = 0.0
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dof_heightmax = 1000.0
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}
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## U2 values // J. Hable
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# tonemap_curve={
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# shoulder_strength=0.22
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# linear_strength=0.3
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# linear_angle=0.1
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# toe_strength=0.2
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# toe_numerator=0.01
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# toe_denominator=0.3
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# linear_white=11.2
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# }
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# ## Flat Curve
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# tonemap_curve={
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# shoulder_strength=1
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# linear_strength=0
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# linear_angle=1
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# toe_strength=1
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# toe_numerator=1
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# toe_denominator=0.99
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# linear_white=1
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# }
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### Uncharted Tonemapping, applies only when "tonemap_function" is set to "Uncharted"
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### A = shoulder_strength
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### B = linear_strength
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### C = linear_angle
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### D = toe_strength
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### E = toe_numerator
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### F = toe_denominator
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### F(x) = ((x(A*x + C*B) + D*E) / (x(A*x + B) + D*F)) - E/F
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### FinalColor = F(LinearColor)/F(LinearWhite)
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### Console cmd to visualize curve: shader_debug PDX_DEBUG_TONEMAP_CURVE
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117
gfx/map/environment/environment_ce1_table.txt
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117
gfx/map/environment/environment_ce1_table.txt
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@ -0,0 +1,117 @@
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# sun_color = hsv{ 0.1 0.08 1 }
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#sun_color = hsv{ 0.08 0.15 1 }
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sun_color = hsv{ 0.08 0.15 1 }
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sun_intensity = 5
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# +Right/-Left Height -Front/+Back
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sun_direction = { -3.3 2.3 -1 }
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shadow_direction_offset = { 0 1.8 0 }
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cubemap_intensity = 1
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cubemap = "gfx/portraits/environments/feast_01.dds"
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fog_color = hsv{ 0.58 0.4 1 } #Actual fog
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fog_begin = 100
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fog_end = 600
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fog_max = 1
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water_sun_direction_offset = { 0 0 0 } # +Right / -Left, Height, -Front/ +Back
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# original
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# water_sun_direction_offset = { -0.88 0.08 2.0 } # +Right / -Left, Height, -Front/ +Back
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# Post effects
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hue_offset = 0
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saturation_scale = 1.0 # Saturation. Causes visual problems if increased beyond 1.0
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value_scale = 1.0 # Light multiplier
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colorbalance = { 1 1 1 }
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levels_min = hsv{ 0 0 0 }
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levels_max = hsv{ 0 0 1 } # High increases range / Lower pushes range together
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bloom_width = 0.5
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bloom_scale = 0.75
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bright_threshold = 0.4
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hdr_min_adjustment = 0.5 # Adjust brigtness to be so extreme, not as bright as it should be. Limits exposure
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hdr_max_adjustment = 1.0
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hdr_adjustment_speed = 15.0
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tonemap_middlegrey = 0.65
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tonemap_whiteluminance = 1.0
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exposure_function = "FixedExposure"
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exposure = 0.85
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### Tonemapping function; "Uncharted", "Reinhard", "ReinhardModified", "Filmic". Leave empty for netural gamma corrected output.
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### You can find them in restorescene.shader
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tonemap_function = "Uncharted"
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tonemap_curve={
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shoulder_strength=0.6
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linear_strength=0.2
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linear_angle=0.1
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toe_strength=0.1
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toe_numerator=0.01
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toe_denominator=0.3
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linear_white=11.2
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}
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# Map global Depth of field settings
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# WARNING - Can impact performance
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depthoffield = {
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enabled = yes
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dof_samplecount = 16 # Can have large performance impact
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dof_baseradius = 0.1 # Blur radius
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dof_blurblendmin = 0.1 # Blur blend, used to blend between the downsampled dof image and the focused full resolution image
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dof_blurblendmax = 2.0 # Blur blend, used to blend between the downsampled dof image and the focused full resolution image
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# Camera based settings - no performance impact
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dof_blurmin = 1.0
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dof_blurmax = 50.0
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dof_blurscale = 3.0
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dof_blurexponent = 1.3
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dof_heightmin = 0.0
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dof_heightmax = 1000.0
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}
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## U2 values // J. Hable
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# tonemap_curve={
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# shoulder_strength=0.22
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# linear_strength=0.3
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# linear_angle=0.1
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# toe_strength=0.2
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# toe_numerator=0.01
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# toe_denominator=0.3
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# linear_white=11.2
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# }
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# ## Flat Curve
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# tonemap_curve={
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# shoulder_strength=1
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# linear_strength=0
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# linear_angle=1
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# toe_strength=1
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# toe_numerator=1
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# toe_denominator=0.99
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# linear_white=1
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# }
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### Uncharted Tonemapping, applies only when "tonemap_function" is set to "Uncharted"
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### A = shoulder_strength
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### B = linear_strength
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### C = linear_angle
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### D = toe_strength
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### E = toe_numerator
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### F = toe_denominator
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### F(x) = ((x(A*x + C*B) + D*E) / (x(A*x + B) + D*F)) - E/F
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### FinalColor = F(LinearColor)/F(LinearWhite)
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### Console cmd to visualize curve: shader_debug PDX_DEBUG_TONEMAP_CURVE
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68
gfx/map/environment/environment_debug.txt
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68
gfx/map/environment/environment_debug.txt
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ambient_pos_x = hsv { 0.65 0.0 0.0 } # From Right
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ambient_neg_x = hsv { 0.65 0.0 0.0 } # From Left
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ambient_pos_y = hsv { 0.65 0.0 0.0 } # From Top
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ambient_neg_y = hsv { 0.65 0.0 0.0 } # From Bottom
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ambient_pos_z = hsv { 0.65 0.0 0.0 } # From Back
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ambient_neg_z = hsv { 0.65 0.0 0.0 } # From Front
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#Color of thing in shadow
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shadow_ambient_pos_x = hsv { 0.6 0.1 1.4 } # From Right
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shadow_ambient_neg_x = hsv { 0.6 0.1 1.4 } # From Left
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shadow_ambient_pos_y = hsv { 0.6 0.1 1.4 } # From Top
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shadow_ambient_neg_y = hsv { 0.6 0.1 1.4 } # From Bottom
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shadow_ambient_pos_z = hsv { 0.6 0.1 1.4 } # From Back
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shadow_ambient_neg_z = hsv { 0.6 0.1 1.4 } # From Front
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#shadow_ambient_pos_y = hsv { 0.0 0.0 0.0 } # From Top (Neutral)
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# sun_color = hsv{ 0.1 0.08 1 }
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sun_color = hsv{ 0.1 0.3 1 }
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sun_intensity = 0
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# +Right/-Left Height -Front/+Back
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sun_direction = { 1.0 2 -1.25 }
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shadow_direction_offset = { 0 0 0 }
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cubemap_intensity = 1
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cubemap = "gfx/map/environment/qwantani_8k_nosun_cube_specular.dds"
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fog_color = hsv{ 0.58 0.3 1.0 } #Actual fog
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fog_begin = 10.0
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fog_end = 200.0
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fog_max = 0.5
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water_sun_direction_offset = { -0.88 0.08 2.0 } # +Right / -Left, Height, -Front/ +Back
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# Post effects
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hue_offset = 0
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saturation_scale = 1.0 # Saturation
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value_scale = 1.0 # Light multiplier
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colorbalance = { 1 1 1 }
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levels_min = hsv{ 0 0 0.1 }
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levels_max = hsv{ 0 0 0.9 } # High increases range / Lower pushes range together
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bloom_width = 1
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bloom_scale = 0.2
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bright_threshold = 1.0
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hdr_min_adjustment = 0.5 # Adjust brigtness to be so extreme, not as bright as it should be. Limits exposure
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hdr_max_adjustment = 1.0
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hdr_adjustment_speed = 15.0
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tonemap_middlegrey = 0.45
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tonemap_whiteluminance = 1.0
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exposure_function = "FixedExposure"
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tonemap_function = "Uncharted"
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#shader_debug PDX_DEBUG_TONEMAP_CURVE
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tonemap_curve={
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shoulder_strength=0.220000
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linear_strength=0.300000
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linear_angle=0.100000
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toe_strength=0.200000
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toe_numerator=0.010000
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toe_denominator=0.300000
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linear_white=11.200000
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}
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115
gfx/map/environment/environment_ep3_table.txt
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115
gfx/map/environment/environment_ep3_table.txt
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@ -0,0 +1,115 @@
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# sun_color = hsv{ 0.5 0.08 0 }
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sun_color = hsv{ 0.08 0.04 .5 }
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sun_intensity = 12
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# +Right/-Left Height -Front/+Back
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sun_direction = { -3.3 2.3 -1 }
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shadow_direction_offset = { 0 1.8 0 }
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cubemap_intensity = 2
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cubemap = "gfx/portraits/environments/bp2_university_02.dds"
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cubemap_y_rotation = 45
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fog_color = hsv{ 0.58 0.4 1 } #Actual fog
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fog_begin = 100
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fog_end = 600
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fog_max = 1
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water_sun_direction_offset = { 0 0 0 } # +Right / -Left, Height, -Front/ +Back
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# original
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# water_sun_direction_offset = { -0.88 0.08 2.0 } # +Right / -Left, Height, -Front/ +Back
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|
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# Post effects
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hue_offset = 0
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saturation_scale = 1.0 # Saturation. Causes visual problems if increased beyond 1.0
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value_scale = 1 # Light multiplier
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colorbalance = { 1 1 1 }
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levels_min = hsv{ 0 0 0 }
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levels_max = hsv{ 0 0 1 } # High increases range / Lower pushes range together
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bloom_width = 0.2
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bloom_scale = 0.6
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bright_threshold = .1
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hdr_min_adjustment = 0.5 # Adjust brigtness to be so extreme, not as bright as it should be. Limits exposure
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hdr_max_adjustment = 1.0
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hdr_adjustment_speed = 15.0
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tonemap_middlegrey = 0.65
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tonemap_whiteluminance = 1.0
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|
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exposure_function = "FixedExposure"
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exposure = 0.85
|
||||
|
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### Tonemapping function; "Uncharted", "Reinhard", "ReinhardModified", "Filmic". Leave empty for netural gamma corrected output.
|
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### You can find them in restorescene.shader
|
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tonemap_function = "Uncharted"
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|
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tonemap_curve={
|
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shoulder_strength=0.6
|
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linear_strength=0.2
|
||||
linear_angle=0.1
|
||||
toe_strength=0.1
|
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toe_numerator=0.01
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||||
toe_denominator=0.3
|
||||
linear_white=11.2
|
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}
|
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|
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# Map global Depth of field settings
|
||||
# WARNING - Can impact performance
|
||||
depthoffield = {
|
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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
|
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|
||||
# Camera based settings - no performance impact
|
||||
dof_blurmin = 1.0
|
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dof_blurmax = 50.0
|
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dof_blurscale = 3.0
|
||||
dof_blurexponent = 1.3
|
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dof_heightmin = 0.0
|
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dof_heightmax = 1000.0
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}
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|
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## U2 values // J. Hable
|
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# tonemap_curve={
|
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# shoulder_strength=0.22
|
||||
# linear_strength=0.3
|
||||
# linear_angle=0.1
|
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# toe_strength=0.2
|
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# toe_numerator=0.01
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# toe_denominator=0.3
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# linear_white=11.2
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# }
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# ## Flat Curve
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# tonemap_curve={
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# shoulder_strength=1
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# linear_strength=0
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# linear_angle=1
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# toe_strength=1
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# toe_numerator=1
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# toe_denominator=0.99
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# linear_white=1
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# }
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### Uncharted Tonemapping, applies only when "tonemap_function" is set to "Uncharted"
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### A = shoulder_strength
|
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### B = linear_strength
|
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### C = linear_angle
|
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### D = toe_strength
|
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### E = toe_numerator
|
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### F = toe_denominator
|
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### F(x) = ((x(A*x + C*B) + D*E) / (x(A*x + B) + D*F)) - E/F
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### FinalColor = F(LinearColor)/F(LinearWhite)
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### Console cmd to visualize curve: shader_debug PDX_DEBUG_TONEMAP_CURVE
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|
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|
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|
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|
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|
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|
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|
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114
gfx/map/environment/environment_greyscale.txt
Normal file
114
gfx/map/environment/environment_greyscale.txt
Normal file
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@ -0,0 +1,114 @@
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ambient_pos_x = hsv { 0.65 0.0 0.0 } # From Right
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ambient_neg_x = hsv { 0.65 0.0 0.0 } # From Left
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ambient_pos_y = hsv { 0.65 0.0 0.0 } # From Top
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ambient_neg_y = hsv { 0.65 0.0 0.0 } # From Bottom
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ambient_pos_z = hsv { 0.65 0.0 0.0 } # From Back
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ambient_neg_z = hsv { 0.65 0.0 0.0 } # From Front
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#Color of thing in shadow
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shadow_ambient_pos_x = hsv { 0.6 0.1 1.4 } # From Right
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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 0.2 1 }
|
||||
sun_intensity = 5
|
||||
|
||||
# +Right/-Left Height -Front/+Back
|
||||
sun_direction = { -2.0 1.5 -1.5 }
|
||||
shadow_direction_offset = { 0 0 0 }
|
||||
cubemap_intensity = 1
|
||||
cubemap = "gfx/map/environment/qwantani_8k_nosun_cube_specular-2_dxt1.dds"
|
||||
|
||||
|
||||
fog_color = hsv{ 0.58 0.3 1.0 } #Actual fog
|
||||
fog_begin = 75.0
|
||||
fog_end = 250.0
|
||||
fog_max = 0.5
|
||||
|
||||
water_sun_direction_offset = { -4 5 15 } # +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 = 0.0 # Saturations
|
||||
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 = 1
|
||||
bloom_scale = 0.6
|
||||
bright_threshold = 2
|
||||
|
||||
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 = 3.4
|
||||
|
||||
### 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=0.35
|
||||
linear_strength=0.2
|
||||
linear_angle=0.1
|
||||
toe_strength=0.4
|
||||
toe_numerator=0.01
|
||||
toe_denominator=0.3
|
||||
linear_white=11.2
|
||||
}
|
||||
|
||||
## Uncharted 2 values // John 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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
97
gfx/map/environment/environment_neutral.txt
Normal file
97
gfx/map/environment/environment_neutral.txt
Normal file
|
|
@ -0,0 +1,97 @@
|
|||
|
||||
# sun_color = hsv{ 0.1 0.08 1 }
|
||||
sun_color = hsv{ 0 0 1 }
|
||||
sun_intensity = 10
|
||||
|
||||
# +Right/-Left Height -Front/+Back
|
||||
sun_direction = { -2.0 1.5 -1.5 }
|
||||
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 0 } #Actual fog
|
||||
fog_begin = 75.0
|
||||
fog_end = 250.0
|
||||
fog_max = 0
|
||||
|
||||
water_sun_direction_offset = { -4 5 15 } # +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 # Saturations
|
||||
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 = 1
|
||||
bloom_scale = 0
|
||||
bright_threshold = 2
|
||||
|
||||
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 = 0.5
|
||||
tonemap_whiteluminance = 1.0
|
||||
|
||||
exposure_function = "FixedExposure"
|
||||
exposure = 1
|
||||
|
||||
### Tonemapping function; "Uncharted", "Reinhard", "ReinhardModified", "Filmic". Leave empty for netural gamma corrected output.
|
||||
### You can find them in restorescene.shader
|
||||
tonemap_function = ""
|
||||
|
||||
tonemap_curve={
|
||||
shoulder_strength=0.35
|
||||
linear_strength=0.2
|
||||
linear_angle=0.1
|
||||
toe_strength=0.4
|
||||
toe_numerator=0.01
|
||||
toe_denominator=0.3
|
||||
linear_white=11.2
|
||||
}
|
||||
|
||||
## Uncharted 2 values // John 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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
97
gfx/map/environment/environment_unit_preview.txt
Normal file
97
gfx/map/environment/environment_unit_preview.txt
Normal file
|
|
@ -0,0 +1,97 @@
|
|||
|
||||
# sun_color = hsv{ 0.1 0.08 1 }
|
||||
sun_color = hsv{ 0 0 1 }
|
||||
sun_intensity = 14
|
||||
|
||||
# +Right/-Left Height -Front/+Back
|
||||
sun_direction = { 0.5 1.0 -2.5 }
|
||||
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 0 } #Actual fog
|
||||
fog_begin = 75.0
|
||||
fog_end = 250.0
|
||||
fog_max = 0
|
||||
|
||||
water_sun_direction_offset = { -4 5 15 } # +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 # Saturations
|
||||
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 = 1
|
||||
bloom_scale = 0
|
||||
bright_threshold = 2
|
||||
|
||||
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 = 0.5
|
||||
tonemap_whiteluminance = 1.0
|
||||
|
||||
exposure_function = "FixedExposure"
|
||||
exposure = 1
|
||||
|
||||
### Tonemapping function; "Uncharted", "Reinhard", "ReinhardModified", "Filmic". Leave empty for netural gamma corrected output.
|
||||
### You can find them in restorescene.shader
|
||||
tonemap_function = ""
|
||||
|
||||
tonemap_curve={
|
||||
shoulder_strength=0.35
|
||||
linear_strength=0.2
|
||||
linear_angle=0.1
|
||||
toe_strength=0.4
|
||||
toe_numerator=0.01
|
||||
toe_denominator=0.3
|
||||
linear_white=11.2
|
||||
}
|
||||
|
||||
## Uncharted 2 values // John 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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
114
gfx/map/environment/environment_western_table.txt
Normal file
114
gfx/map/environment/environment_western_table.txt
Normal file
|
|
@ -0,0 +1,114 @@
|
|||
|
||||
# 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
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
3
gfx/map/environment/hdri.dds
Normal file
3
gfx/map/environment/hdri.dds
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:88caa93f96b7063f9a4c3a6a1d4db67babdd6055d2545fdeeb04337a39d55124
|
||||
size 2097280
|
||||
3
gfx/map/environment/qwantani_8k_nosun_cube_specular.dds
Normal file
3
gfx/map/environment/qwantani_8k_nosun_cube_specular.dds
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:eb2ccea0e9b824aebfb08383a2963cbe88447d55c976f452e8efb28fe7ff2658
|
||||
size 1048784
|
||||
Loading…
Add table
Add a link
Reference in a new issue