Template:KV BmGodraysNormal: Difference between revisions
Jump to navigation
Jump to search
MyGamepedia (talk | contribs) (Added Purpose in the code.) |
MyGamepedia (talk | contribs) No edit summary |
||
Line 3: | Line 3: | ||
Purpose: | Purpose: | ||
We are using this template for one or multiple pages related to Black Mesa new light entities. These templates allows you to use the same text for entities that have many identical properties, without having to make the same changes for several pages separately. This template | We are using this template for one or multiple pages related to Black Mesa new light entities. These templates allows you to use the same text for entities that have many identical properties, without having to make the same changes for several pages separately. This template is also may used in some other templates. | ||
--> | --> |
Revision as of 07:02, 8 January 2025
- EnableGodRays (EnableGodRays) <choices>
- Sets godrays state on spawn, enabled or disabled.
- 0: Disabled
- 1: Enabled
Warning:You can have only 40 point lights with godrays enabled simultaneously, otherwise the game will crash with this error message.
Note:Godrays are draw and process even with closed areaportals.
|
- 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.
|
- Weight (Weight) <float>
- Weight controls the intensity of volumetric shadow. Blocking of rays by geometry. Good values are 0.1-10.
|
- 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.
|
- 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.
|
- ColorInner (ColorInner) <color255 + int>
- The RGB color and brightness of the inner circle. Colors and brightness must be between 0 and 255.
|
- ColorRays (ColorRays) <color255 + int>
- The RGB color and brightness of the rays. Colors and brightness must be between 0 and 255.
|
- ColorOuter (ColorOuter) <color255 + int>
- The RGB color and brightness of the outer circle. Colors and brightness must be between 0 and 255.
|
- 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.
|
- DiskInnerSizePercent (DiskInnerSizePercent) <float>
- Disk inner circle radius is DiskRadius * DiskInnerSizePercent. 0 means don't render.
|