# 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