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Merge 51cb37570a
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82cc518b6b
19 changed files with 413 additions and 69 deletions
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@ -9025,6 +9025,12 @@ child will follow movement and rotation of that bone.
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but keeping original luma and being symmetrical in terms of saturation
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(eg. -1 and 1 is the same saturation and luma, but different hues)
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* This value has no effect on clients who have shaders or post-processing disabled.
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* `foliage_translucency` controls the intensity of the foliage translucency effect (default: `1.5`).
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* Subject to change and can be removed at any time.
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* This has no effect when dynamic shadows are disabled and on clients who have the "Translucent foliage" effect disabled.
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* `specular_intensity` controls the intensity of specular highlights on nodes and liquids (default: `0.0`).
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* Subject to change and can be removed at any time.
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* This has no effect when dynamic shadows are disabled.
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* `shadows` is a table that controls ambient shadows
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* This has no effect on clients who have the "Dynamic Shadows" effect disabled.
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* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
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@ -9061,6 +9067,24 @@ 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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* `scattering_coefficients`: the scattering coefficients that control 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 post processing disabled.
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* `dark`: brightness of the vignette's darkest part (default: `1.0`)
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* `bright`: brightness of the vignette's brightest part (default: `1.0`)
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* `power`: the higher this is set, the more the vignette "retreats" to the edges of the screen (default: `1.0`)
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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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* `artificial_light`: is a table that controls the color of artificial light (torches etc.).
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* Values should be positive and vaguely around `1.0`, but can be higher or lower.
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* Default: `{r=1.04, g=1.04, b=1.04}`
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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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