Template:KV BmGodraysNormal: Difference between revisions

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(This template stores godrays (normal) related keyvalues for new lights from BMS. This template will be used in NewLight_Dir, NewLight_Point, NewLights_Settings.)
 
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Tag: Reverted
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{{KV|RenderInWorldSpace|intn=m_bEnableWorldSpace|choices|Disables disks if this enabled.
*0: Disabled
*1: Enabled
{{ModernConfirm|Does it affect anything else ?}}
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Revision as of 07:56, 7 January 2025

EnableGodRays (EnableGodRays) <choices>
Sets godrays state on spawn, enabled or disabled.
  • 0: Disabled
  • 1: Enabled
Warning.pngWarning:You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
Note.pngNote:Godrays are draw and process even with closed areaportals.
Example
Density (Density) <float>
Density controls the length of rays/volumetric shadows. 1.0 should work in 99% cases. Good values are 0.5-1.5.
Examples
Weight (Weight) <float>
Weight controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values are 0.1-10.
Examples
Decay (Decay) <float>
Decay NOT being used.
Todo: Document what does it change.
Exposure (Exposure) <float>
Exposure controls the intensity of rays during blending pass with main scene. 2.0 is a good start. Good values are 1.0-10.0.
Examples


DistFactor (DistFactor) <float>
DistFactor controls the falloff of rays/length. 1.0 is a good starting value increase or decrease in the increments of 0.1. 0.0 will make the rays dissappear only disk will be rendererd.
Examples
ColorInner (ColorInner) <color255 + int>
The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
Examples
ColorRays (ColorRays) <color255 + int>
The RGB color and brightness of the rays. Colors and brightness must be between 0 and 255.
Examples
ColorOuter (ColorOuter) <color255 + int>
The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255.
Examples
DiskRadius (DiskRadius) <float>
Radius of disk/circle of sun/point light in texturespace. 1.0 will be full screen, 0.5 is half screen, etc. 0 means don't render.
Examples
DiskInnerSizePercent (DiskInnerSizePercent) <float>
Disk inner circle radius is DiskRadius * DiskInnerSizePercent. 0 means don't render.
Examples
RenderInWorldSpace (m_bEnableWorldSpace) <choices>
Disables disks if this enabled.
  • 0: Disabled
  • 1: Enabled
Confirm:Does it affect anything else ?