#reloadworldgfx gfx_settings = { # world tag identifier world = pirate # Effect and texture info bloom_effect = "bloom" downsample_effect = "downsample" restore_effect = "Restore" restore_bloom_effect = "RestoreBloom" color_lut = "gfx/worldgfx/colorcorrection_neutral.tga" environment_map = "gfx/worldgfx/cubemap_filtered_ldr.dds" galaxy_background = { texture = "gfx/map/sky_core.dds" trigger = { distance_to_core_percent < 0.50 } ycocg = yes } galaxy_background = { texture = "gfx/map/sky_mid.dds" trigger = { distance_to_core_percent < 0.75 } ycocg = yes } galaxy_background = { texture = "gfx/map/sky_rim.dds" trigger = { always = yes } ycocg = yes } galaxy_background_hsv_shift = { 0.0 -0.1 -0.4 } galaxy_background_lut = "gfx/worldgfx/colorcorrection_neutral.tga" #center_entity = "spacedust_entity" # Shader settings cubemap_intensity = 0.7#0.7 system_back_light_diffuse = hsv { 0.58 0.5 0.5 } ambient = hsv { 0.5 0.2 0.1 } #global ambient, no direction # Key light from left up cam_light_1_diffuse = hsv { 0.4 0.15 1.0} #1 # Fill light from right cam_light_2_diffuse = hsv { 0.095 0.2 0.45} #0.3 # Light going over model when moving around cam_light_3_diffuse = hsv { 0.45 0.2 0.8 } # 0.8 # Rim light shader rim_light_diffuse = hsv { 0.6095 0.4 0.0}#0.25 #green #rim_light_diffuse = hsv { 0.42 0.2 0.3 } light_hdr_range = 1.0 bright_threshold = 0.5 # used by both bloom and lens flare #Bloom parameters bloom_width = 3.5 bloom_scale = 0.95 bloom_iterations = 8 emissive_bloom_strength = 0.0 #Lens flare parameters lens_flare_bloom_width = 4.0 lens_flare_bloom_scale = 1.0 lens_flare_scale = 0.3 lens_flare_bias = -0.1 lens_flare_ghost_dispersal = 0.3 lens_flare_halo_width = 0.6 lens_flare_halo_pow = 15.0 lens_flare_distortion_factor = 1.5 lens_flare_distortion_factor_halo = 2.0 hdr_min_adjustment = 0.08 #How strongly to adjust to dark areas. Lower means more dark vision. hdr_max_adjustment = 0.2 #A high value means that you see well in bright places #Having this value relatively low with a max star brightness will result in the entire screen becoming overly bright. hdr_adjustment_speed = 4 tonemap_middlegrey = 0.14 tonemap_whiteluminance = 2.0 lava_bright_color = hsv { 0.45 0.3 0.5 } # lava_bright_intensity = 5.0 lava_hot_stone_color = hsv { 0.15 0.7 1.0 } lava_hot_stone_intensity = 5.0 lava_cold_stone_color = hsv { 0.09 0.85 0.9 } lava_cold_stone_intensity = 5.0 tex_lava_noise="gfx/worldgfx/lava_noise.dds" #The noise texture which generates the lava pattern tex_lava_diffuse="gfx/worldgfx/lava_d.dds" #Multiplies with bright/lava areas tex_stone_diffuse="gfx/worldgfx/stone_d.dds" #Multiplies with stone areas system_light="pirate_star" }