114 lines
2.9 KiB
Text
114 lines
2.9 KiB
Text
|
|
# 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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|