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Make bloom parameters server-controlled (#15231)

This commit is contained in:
grorp
2024-10-09 15:08:03 +02:00
committed by GitHub
parent 13f533d490
commit 6ac4447134
12 changed files with 95 additions and 66 deletions

View File

@@ -161,6 +161,11 @@ local function load()
note.requires = get_setting_info("enable_auto_exposure").requires
table.insert(content, idx, note)
idx = table.indexof(content, "enable_bloom") + 1
note = component_funcs.note(fgettext_ne("(The game will need to enable bloom as well)"))
note.requires = get_setting_info("enable_bloom").requires
table.insert(content, idx, note)
idx = table.indexof(content, "enable_volumetric_lighting") + 1
note = component_funcs.note(fgettext_ne("(The game will need to enable volumetric lighting as well)"))
note.requires = get_setting_info("enable_volumetric_lighting").requires

View File

@@ -616,34 +616,12 @@ exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
# Requires: shaders, enable_post_processing
debanding (Enable Debanding) bool true
[**Bloom]
# Set to true to enable bloom effect.
# Bright colors will bleed over the neighboring objects.
#
# Requires: shaders, enable_post_processing
enable_bloom (Enable Bloom) bool false
# Defines how much bloom is applied to the rendered image
# Smaller values make bloom more subtle
# Range: from 0.01 to 1.0, default: 0.05
#
# Requires: shaders, enable_post_processing, enable_bloom
bloom_intensity (Bloom Intensity) float 0.05 0.01 1.0
# Defines the magnitude of bloom overexposure.
# Range: from 0.1 to 10.0, default: 1.0
#
# Requires: shaders, enable_post_processing, enable_bloom
bloom_strength_factor (Bloom Strength Factor) float 1.0 0.1 10.0
# Logical value that controls how far the bloom effect spreads
# from the bright objects.
# Range: from 0.1 to 8, default: 1
#
# Requires: shaders, enable_post_processing, enable_bloom
bloom_radius (Bloom Radius) float 1 0.1 8
# Set to true to enable volumetric lighting effect (a.k.a. "Godrays").
#
# Requires: shaders, enable_post_processing, enable_bloom