0% found this document useful (0 votes)
13 views2 pages

Ephinea Shader Parameter Settings

Uploaded by

Bruno Picceli
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
0% found this document useful (0 votes)
13 views2 pages

Ephinea Shader Parameter Settings

Uploaded by

Bruno Picceli
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

//

// This file controls the parameters for Ephinea's built-in shaders.


//
// SsaoRadius controls the Ambient Occlusion radius. (Default value: 12.0)
//
SsaoRadius,12.000
//
// SsaoDiffArea controls the amount of Ambient Occlusion self-shadowing reduction.
(Default value: 0.2)
//
SsaoDiffArea,0.200
//
// SsaoGDisplace sets the Gaussian Bell curve's center during Ambient Occlusion.
(Default value: 0.4)
//
SsaoGDisplace,0.400
//
// Values above BloomCutoff are considered to be highlights. (Default value: 0.8)
//
BloomCutoff,0.800
//
// BloomStrength linearly increases the strength of the bloom effect. (Default
value: 7.0)
//
BloomStrength,7.000
//
// BloomDirt controls the strength of the "camera lens dirt" effect. (Default
value: 0.5)
//
BloomDirt,0.500
//
// DOF adjusts how the Depth of Field effect works.
// The first value is the X coordinate to focus on. Valid ranges are from 0.0
(left) to 1.0 (right).
// The second value is the Y coordinate to focus on. Valid ranges are from 0.0
(top) to 1.0 (bottom).
// The third value is how many coordinates from the focus point are always in
focus.
// The fourth value is how many coordinates from the focus point are completely out
of focus.
// The fifth value is the intensity of the focus blur. (Default values:
0.5,0.9,0.1,0.4,7.0)
DOF,0.500,0.900,0.100,0.400,7.000
//
// TMToneMapType [0|1|2|3] The base tone mapping operator. 0 is LDR, 1 is
HDR(original), 2 & 3 are Filmic HDR(slight grading). (Default value: 1)
TMToneMapType,1
//
// TMToneMapMask [0 or 1] Enables an ALU tone masking curve. Produces a nice
cinematic look. Suits some games more than others. (Default value: 0)
TMToneMapMask,0
//
// TMMaskStrength [0.000 to 1.000] Strength of the tone masking. Higher for a
stronger effect. This is a dependency of TonemapMask. (Default value: 0.3)
TMMaskStrength,0.300
//
// TMToneAmount [0.050 to 1.000] Tonemap strength (tone correction). Higher for
stronger tone mapping, lower for lighter. (Default value: 0.3)
TMToneAmount,0.300
//
// TMBlackLevels [0.000 to 1.000] Black level balance (shadow correction). Increase
to deepen blacks, lower to lighten them. (Default value: 0.06)
TMBlackLevels,0.060
//
// TMExposure [0.100 to 2.000] White correction (brightness). Higher values for
more scene exposure, lower for less. (Default value: 1.0)
TMExposure,1.000
//
// TMLuminance [0.100 to 2.000] Luminance average (luminance correction). Higher
values will lower scene luminance average. (Default value: 1.0)
TMLuminance,1.000
//
// TMWhitePoint [0.100 to 2.000] Whitepoint average (wp lum correction). Higher
values will lower the maximum scene white point. (Default value: 0.94)
TMWhitePoint,0.940
//
// CSEdgeStrength [0.00 to 4.00] Overall strength of the cel edge outline effect.
Affects the overall density. 0.00 for no outlines. (Default value: 0.7)
CSEdgeStrength,0.700
//
// CSEdgeFilter [0.10 to 2.00] Filters out fainter cel edges. Use it for balancing
the cel edge density. EG: for faces, foliage, etc. (Default value: 0.6)
CSEdgeFilter,0.600
//
// CSEdgeThickness [0.50 to 4.00] Thickness of the cel edges. Increase for thicker
outlining. (Default value: 0.8)
CSEdgeThickness,0.800
//
// CSPaletteType [1|2|3] The color palette to use. 1 is Game Original, 2 is
Animated Shading, 3 is Water Painting (Default value: 2)
CSPaletteType,2

You might also like