#reloadworldgfx gfx_settings = { # world tag identifier world = black_hole # Effect and texture info bloom_effect = "bloom" downsample_effect = "downsample" restore_effect = "Restore" restore_bloom_effect = "RestoreBloom" color_lut = "gfx/worldgfx/colorcorrection_black_hole.tga" environment_map = "gfx/worldgfx/cubemap_filtered_ldr_yellow.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 = { -0.42 -0.5 -0.85 } galaxy_background_lut = "gfx/worldgfx/colorcorrection_neutral.tga" # Shader settings # Is affected by SPECULAR_INTENSITY_MULT cubemap_intensity = 0.4#0.4 # Works for planets, nor for ships # Planets ambient light system_back_light_diffuse = hsv { 0.58 0.5 0.4 } #0.4 # Does not affect none metalic objects # Not used at the moment ambient = hsv { 0.0 0.9 0.0 } #0.1 global ambient, no direction # Fill light from left up # Yellow Key light cam_light_1_diffuse = hsv { 0.12 0.2 0.0} #0.5 # Rim light from lower right # Blue light from right cam_light_2_diffuse = hsv { 0.55 0.4 0.45} #0.45 #cam_light_2_diffuse = hsv { 0.0 0.4 0.0} RED # Light coming from top, going over model when moving around # Blue fill light from above cam_light_3_diffuse = hsv { 0.55 0.35 0.75 } # 0.75 # Rim light shader rim_light_diffuse = hsv { 0.56 0.5 0.25}#0.25 #GOOD light_hdr_range = 1.0 bright_threshold = 0.95 # used by both bloom and lens flare #Bloom parameters bloom_width = 2.0 bloom_scale = 0.7 bloom_iterations = 8 # Bloom steps emissive_bloom_strength = 0.6 #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 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 = 0.1 tonemap_whiteluminance = 2.0 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="black_hole_light" }