#reloadworldgfx # Ship designer gfx_settings = { # world tag identifier world = ship_designer # 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_rim.dds" ycocg = yes } galaxy_background_hsv_shift = { 0.0 0.0 0.0 } galaxy_background_lut = "gfx/worldgfx/colorcorrection_neutral.tga" bright_threshold = 0.95 # used by both bloom and lens flare galaxy_background_hsv_shift = { -0.03 0.0 0.0 } #Bloom parameters bloom_width = 2.0 bloom_scale = 0.95 bloom_iterations = 8 emissive_bloom_strength = 1.0 #Lens flare parameters lens_flare_bloom_width = 3.0 # Blurryness lens_flare_bloom_scale = 0.8 # Intencity lens_flare_scale = 0.2 # Intencity lens_flare_bias = -0.1 # Threshold lens_flare_ghost_dispersal = 0.3 # Scattering lens_flare_halo_width = 0.6 # Halo ring size lens_flare_halo_pow = 15.0 lens_flare_distortion_factor = 1.5 # Chromatic abbaritions lens_flare_distortion_factor_halo = 1.0 # Halo Chromatic abbaritions # Shader settings cubemap_intensity = 0.4#0.7 ambient = hsv { 0.58 0.5 0.4 } #global ambient, no direction # Key light from left up cam_light_1_diffuse = hsv { 0.12 0.2 0.0} #1 # Fill light from right cam_light_2_diffuse = hsv { 0.55 0.4 0.45} #0.45 # Light going over model when moving around cam_light_3_diffuse = hsv { 0.55 0.35 0.75 } # 0.8 # Rim light shader rim_light_diffuse = hsv { 0.56 0.5 0.25}#0.25 light_hdr_range = 1.0 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 ##NOT USED, but still required system_light="ship_designer_light" }