68 lines
2.1 KiB
Text
68 lines
2.1 KiB
Text
ambient_pos_x = hsv { 0.65 0.0 0.0 } # From Right
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ambient_neg_x = hsv { 0.65 0.0 0.0 } # From Left
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ambient_pos_y = hsv { 0.65 0.0 0.0 } # From Top
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ambient_neg_y = hsv { 0.65 0.0 0.0 } # From Bottom
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ambient_pos_z = hsv { 0.65 0.0 0.0 } # From Back
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ambient_neg_z = hsv { 0.65 0.0 0.0 } # From Front
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#Color of thing in shadow
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shadow_ambient_pos_x = hsv { 0.6 0.1 1.4 } # From Right
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shadow_ambient_neg_x = hsv { 0.6 0.1 1.4 } # From Left
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shadow_ambient_pos_y = hsv { 0.6 0.1 1.4 } # From Top
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shadow_ambient_neg_y = hsv { 0.6 0.1 1.4 } # From Bottom
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shadow_ambient_pos_z = hsv { 0.6 0.1 1.4 } # From Back
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shadow_ambient_neg_z = hsv { 0.6 0.1 1.4 } # From Front
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#shadow_ambient_pos_y = hsv { 0.0 0.0 0.0 } # From Top (Neutral)
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# sun_color = hsv{ 0.1 0.08 1 }
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sun_color = hsv{ 0.1 0.3 1 }
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sun_intensity = 0
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# +Right/-Left Height -Front/+Back
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sun_direction = { 1.0 2 -1.25 }
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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 1.0 } #Actual fog
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fog_begin = 10.0
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fog_end = 200.0
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fog_max = 0.5
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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 # Saturation
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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 0.1 }
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levels_max = hsv{ 0 0 0.9 } # High increases range / Lower pushes range together
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bloom_width = 1
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bloom_scale = 0.2
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bright_threshold = 1.0
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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 = 0.45
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tonemap_whiteluminance = 1.0
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exposure_function = "FixedExposure"
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tonemap_function = "Uncharted"
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#shader_debug PDX_DEBUG_TONEMAP_CURVE
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tonemap_curve={
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shoulder_strength=0.220000
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linear_strength=0.300000
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linear_angle=0.100000
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toe_strength=0.200000
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toe_numerator=0.010000
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toe_denominator=0.300000
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linear_white=11.200000
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}
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