if ( hour > (endsunrise - 2) && hour < endsunrise + 1 ) { //float trans1 = clamp(min, 0,1); Exposure = lerp (morningshaftex, noonshaftex, float(min / 59)); Decay = lerp (goldendecay, noondecay, float(min / 59)); saturatex = lerp (goldensaturate, noonsaturate, float(min / 59)); }
color = color + 0.5;
/* Depth Of Field Effect by WrinklyNinja. Release Version 6.To Do:- Time based blur changes.- get example values for focus points in different senarios.*///TWEAKABLE VARIABLES.extern bool DoDistanceBlur = false; //If true, reduces DoF to a distance blurring effect, ie. things far away are blurred more than things close up.extern bool DoWeaponBlur = true; //If false, anything really close to you, like your weapon, will not be blurred no matter where your focus is.extern float DoFAmount = 7;//The maximum level of blur. A higher value will give you more blur.extern float FullFocusRange = 0.1; //If a point's depth is within +/- this value of the depth of the focus point, then it is not blurred.extern float NoFocusRange = 0.4; //If a point's depth is outwith +/- this value of the depth of the focus point, then it has the maximum level of blur applied to it.extern float DepthPower = 0.05; /*Controls the linearity of depth. Higher values will stretch it out more, so you can get the range spread further into the distance that you see in game.Suggested Values:Normal DoF: 19Distance Blur: 5001 HawkleyFox method: 0.05*/extern float2 FocusPoint = float2(0.5,0.5);/*The point on the screen which the shader uses as the focus during normal operation. Example values:General 1st person: (0.5,0.5)Blocking 1st person: (0.5,0.3) *///END OF TWEAKABLE VARIABLES.