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Environment Ep3 Table

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0% found this document useful (0 votes)
34 views3 pages

Environment Ep3 Table

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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# sun_color = hsv{ 0.5 0.

08 0 }
sun_color = hsv{ 0.08 0.04 .5 }
sun_intensity = 12

# +Right/-Left Height -Front/+Back


sun_direction = { -3.3 2.3 -1 }
shadow_direction_offset = { 0 1.8 0 }
cubemap_intensity = 2
cubemap = "gfx/portraits/environments/bp2_university_02.dds"
cubemap_y_rotation = 45

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 # 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 = 0.2
bloom_scale = 0.6
bright_threshold = .1

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

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