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Various changes, fixes and features
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17 changed files with 409 additions and 261 deletions
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@ -8706,6 +8706,21 @@ child will follow movement and rotation of that bone.
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* Currently, bloom `intensity` and `strength_factor` affect volumetric
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lighting `strength` and vice versa. This behavior is to be changed
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in the future, do not rely on it.
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* `beta_r0`: the scattering coefficient that controls the tint of sunlight during sunrise and sunset.
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* Defaults to { x = 3.3362176e-01, y = 8.75378289198826e-01, z = 1.95342379700656} which is physically accurate.
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* This may be used to create effects like differently colored sunsets on alien planets.
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* Setting all components to zero effectively disables tinted sunlight.
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* `vignette`: is a table that controls the vignette post-processing effect.
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* This has no effect on clients who have the "Vignette" effects disabled.
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* `dark`: brightness of the vignette's darkest part (default: `0.3`)
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* `bright`: brightness of the vignette's brightest part (default: `1.1`)
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* `power`: the higher this is set, the more the vignette "retreats" to the edges of the screen (default: `1.1`)
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* `cdl`: is a table that controls the ASL CDL color grading effect.
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* This has no effect on clients who have the "Color grading" effect disabled.
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* The output color follows the equation: `out = pow(in*slope+offset, power)`
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* `slope`: "Tints" the scene, affects brighter colors more (default: `{x=1.2, y=1.0, z=0.8}`)
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* `offset`: This can be used to brighten or darken the scene (default: `{x=0.0, y=0.0, z=0.0}`)
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* `power`: Tints mostly the darker parts of the scene (default: `{x=1.25, y=1.0, z=0.9}`)
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* `get_lighting()`: returns the current state of lighting for the player.
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* Result is a table with the same fields as `light_definition` in `set_lighting`.
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