tx_sun_flash_grey_05.DDS
const float bloom_mult_global = 0.1f; // The overall multiplier for bloom. Effects all areas.const float bloom_mult_uwater = 0.5f; // Underwater mutliplier for bloom. Only takes effect when the camera is underwater.const float bloom_mult_inside = 0.05f; // Interior multiplier for bloom. Can combine with bloom_mult_uwater when both are true.const float bloom_mult_outside = 0.07f; // Exterior multiplier for bloom. Can combine with bloom_mult_uwater when both are true.const float bloom_depth = 1.0f; // Changes the effect of depth shifts on bloomconst float bloom_cutoff = 0.1f; // Effects the strength and focus of highlights (higher produces softer, weaker highlights).const float bloom_power = 1.5f; // Effects the focus and hue of hightlights (higher creates more narrow, single-color highlights).const float bloom_blurDiv = 5.2; // Effects the brightening/darkening performed during blur passes. 5.2 is even, lower is brighter.
[Weather Clear]Sky Sunrise Color=29,65,117Sky Day Color=028,90,137Sky Sunset Color=099,103,76Sky Night Color=005,005,005Fog Sunrise Color=171,160,115Fog Day Color=106,127,155Fog Sunset Color=136,136,186Fog Night Color=005,005,005Ambient Sunrise Color=041,063,074Ambient Day Color=137,140,160Ambient Sunset Color=055,061,077Ambient Night Color=012,015,019Sun Sunrise Color=242,159,119Sun Day Color=255,252,238Sun Sunset Color=255,114,079Sun Night Color=045,073,131Sun Disc Sunset Color=255,189,157[Weather Cloudy]Sky Sunrise Color=125,158,173Sky Day Color=117,160,215Sky Sunset Color=109,114,159Sky Night Color=005,005,005Fog Sunrise Color=255,203,147Fog Day Color=245,235,224Fog Sunset Color=255,154,105Fog Night Color=005,005,005Ambient Sunrise Color=050,056,064Ambient Day Color=137,145,160Ambient Sunset Color=055,062,071Ambient Night Color=010,012,016Sun Sunrise Color=241,177,099Sun Day Color=255,236,221Sun Sunset Color=255,089,000Sun Night Color=039,046,061Sun Disc Sunset Color=255,202,179
[LightAttenuation]UseConstant=1ConstantValue=http://forums.bethsoft.com/index.php?/topic/1047563-less-sunglare/0.191;UseLinear=1LinearMethod=1LinearValue=1.73LinearRadiusMult=1.0;UseQuadratic=1QuadraticMethod=2QuadraticValue=4.0QuadraticRadiusMult=1.0;OutQuadInLin=1
const float bloom_mult_global = 0.8f; // The overall multiplier for bloom. Effects all areas.const float bloom_mult_uwater = 1.2f; // Underwater mutliplier for bloom. Only takes effect when the camera is underwater.const float bloom_mult_inside = 0.86f; // Interior multiplier for bloom. Can combine with bloom_mult_uwater when both are true.const float bloom_mult_outside = 0.7f; // Exterior multiplier for bloom. Can combine with bloom_mult_uwater when both are true.const float bloom_depth = 1.0f; // Changes the effect of depth shifts on bloomconst float bloom_cutoff = 0.3f; // Effects the strength and focus of highlights (higher produces softer, weaker highlights).const float bloom_power = 1.0f; // Effects the focus and hue of hightlights (higher creates more narrow, single-color highlights).const float bloom_blurDiv = 5.2; // Effects the brightening/darkening performed during blur passes. 5.2 is even, lower is brighter.
[LightAttenuation]UseConstant=1ConstantValue=http://forums.bethsoft.com/index.php?/topic/1047563-less-sunglare/0.191;UseLinear=1LinearMethod=1LinearValue=1.73LinearRadiusMult=1.0;UseQuadratic=1QuadraticMethod=2QuadraticValue=4.0QuadraticRadiusMult=1.0;OutQuadInLin=1
const float bloom_mult_global = 0.8f; // The overall multiplier for bloom. Effects all areas.const float bloom_mult_uwater = 1.2f; // Underwater mutliplier for bloom. Only takes effect when the camera is underwater.const float bloom_mult_inside = 0.86f; // Interior multiplier for bloom. Can combine with bloom_mult_uwater when both are true.const float bloom_mult_outside = 0.7f; // Exterior multiplier for bloom. Can combine with bloom_mult_uwater when both are true.const float bloom_depth = 1.0f; // Changes the effect of depth shifts on bloomconst float bloom_cutoff = 0.3f; // Effects the strength and focus of highlights (higher produces softer, weaker highlights).const float bloom_power = 1.0f; // Effects the focus and hue of hightlights (higher creates more narrow, single-color highlights).const float bloom_blurDiv = 5.2; // Effects the brightening/darkening performed during blur passes. 5.2 is even, lower is brighter.