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 }