97 lines
2.2 KiB
Text
97 lines
2.2 KiB
Text
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# sun_color = hsv{ 0.1 0.08 1 }
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sun_color = hsv{ 0 0 1 }
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sun_intensity = 14
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# +Right/-Left Height -Front/+Back
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sun_direction = { 0.5 1.0 -2.5 }
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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 0 } #Actual fog
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fog_begin = 75.0
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fog_end = 250.0
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fog_max = 0
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water_sun_direction_offset = { -4 5 15 } # +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 # Saturations
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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 = 1
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bloom_scale = 0
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bright_threshold = 2
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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 = 0.5
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tonemap_whiteluminance = 1.0
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exposure_function = "FixedExposure"
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exposure = 1
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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 = ""
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tonemap_curve={
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shoulder_strength=0.35
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linear_strength=0.2
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linear_angle=0.1
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toe_strength=0.4
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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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## Uncharted 2 values // John 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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