N3OW/gfx/map/environment/environment_greyscale.txt

114 lines
3 KiB
Text

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 0.2 1 }
sun_intensity = 5
# +Right/-Left Height -Front/+Back
sun_direction = { -2.0 1.5 -1.5 }
shadow_direction_offset = { 0 0 0 }
cubemap_intensity = 1
cubemap = "gfx/map/environment/qwantani_8k_nosun_cube_specular-2_dxt1.dds"
fog_color = hsv{ 0.58 0.3 1.0 } #Actual fog
fog_begin = 75.0
fog_end = 250.0
fog_max = 0.5
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 = 0.0 # 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 = 0.6
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 = 0.65
tonemap_whiteluminance = 1.0
exposure_function = "FixedExposure"
exposure = 3.4
### 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=0.35
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