Variable; Background - HWRM/KarosGraveyard GitHub Wiki
data\background\ez02\ez02_extra.lua
usesharp = 1.0 -- load a 2nd sharper environment map?
draw_pre = 1.0
draw_sphere = 0.0
draw_stars = 1.0
draw_post = 1.0
clear_depth = 0.0
sun =
{
position = { -4, 450, -5700 },
follow = "Flare_Key",
rayBoost = 1.21, -- AFTER the god rays math has been done and bound to 'brighter than base pixel' - we mult the difference by this, and add.
rayDensity = 0.51, -- The 'distance' towards the center, as a percentage, that a ray will go from it's original spot on screen. This effectively controls the max length of rays - lower numbers are less GPU intensive for many reasons.
rayExposure = 0.735, -- Per ray we have to average all of the pixels we touch, this scales the final value - affecting where god rays tend to over-brighten the background.
rayFalloff = 0.25, -- The weight from start to finish of a ray's samples. Hard to explain.
rayArcRange = { 12.0, 24.0, 64.0, 0.25 }, -- The 'arc' size of the area that spawns rays - Inner, Outer (min), Outer (max), Bias. This 'cone' animates...
rayArcMotion = { 0.04, 0.17 }, -- Speed of the 2 octaves of noise that control the radial cone animation.
rayArcCurve = { 5.0, 0.75 }, -- The falloff curve of the arc at outer min/max.
}
ship_gamma =
{
gammaCurves = { 0.673625, 0.673625, 0.673625 }, -- ship gamma
gammaScale = 1.45 -- bloom headroom
}
bloom =
{
lumiMin = { 0.299, 0.587, 0.114 }, -- RGB to Lumi
lumiMax = { 0.299, 0.587, 0.114 },
inMin = { 0.55, 1.1, 1.2 }, -- Thresh, Boost, Curve
inMax = { 0.55, 1.1, 1.4 },
outMin = { 0.55, 0.95, 0.643 }, -- Mask, Curve, Scale
outMax = { 0.55, 0.95, 0.643 },
nodes = {
{
direction = { -4, 450, -5700 },
faceIn = 1.01,
faceOut = -1.01,
bloomIn = 0.5,
bloomOut = 1.5
}
}
}
anims = {
{
Anim_Name = "PlanetSpin",
Anim_Loops = -1,
},
}
env =
{
refl_scale=0.9
}
post_offset =
{
global_scale = { 0, 0, 0 },
delta_scale = { -0.00002, -0.00002, -0.00001 },
delta_radius = 3,
delta_curve = 1,
}