stuff for ireland half done

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Magpie490 2024-11-11 23:42:40 +00:00
parent c4f95903ec
commit ade8ba3f67
385 changed files with 1265111 additions and 0 deletions

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version https://git-lfs.github.com/spec/v1
oid sha256:286784345f7ff6e9bd1a19d70600d12a0f0d24d9a5531a9d6f27e18b5ab9cae5
size 1048784

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# sun_color = hsv{ 0.1 0.08 1 }
sun_color = hsv{ 0.08 0.15 1 }
sun_intensity = 7
# +Right/-Left Height -Front/+Back
sun_direction = { -3.3 1.3 -1 }
shadow_direction_offset = { 0 1.8 0 }
cubemap_intensity = 1
cubemap = "gfx/map/environment/qwantani_8k_nosun_cube_specular.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

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# sun_color = hsv{ 0.1 0.08 1 }
#sun_color = hsv{ 0.08 0.15 1 }
sun_color = hsv{ 0.08 0.15 1 }
sun_intensity = 5
# +Right/-Left Height -Front/+Back
sun_direction = { -3.3 2.3 -1 }
shadow_direction_offset = { 0 1.8 0 }
cubemap_intensity = 1
cubemap = "gfx/portraits/environments/feast_01.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

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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
}

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# sun_color = hsv{ 0.5 0.08 0 }
sun_color = hsv{ 0.08 0.04 .5 }
sun_intensity = 12
# +Right/-Left Height -Front/+Back
sun_direction = { -3.3 2.3 -1 }
shadow_direction_offset = { 0 1.8 0 }
cubemap_intensity = 2
cubemap = "gfx/portraits/environments/bp2_university_02.dds"
cubemap_y_rotation = 45
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 # 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 = 0.2
bloom_scale = 0.6
bright_threshold = .1
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

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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 0.2 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

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# 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

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# 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

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# 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

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