|
G1R AngelScript
Scripting reference for the Gothic 1 Remake
|
Public Member Functions | |
Functions | |
| bool | GetApplyPhysicalCameraExposure () const |
| Enables physical camera exposure using ShutterSpeed/ISO/Aperture. | |
| void | SetApplyPhysicalCameraExposure (bool Value) |
| Enables physical camera exposure using ShutterSpeed/ISO/Aperture. | |
| FCameraExposureSettings & | opAssign (FCameraExposureSettings Other) |
Public Attributes | |
Exposure | |
| float32 | Bias |
| Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ... | |
| float32 | LowPercent |
| The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80. | |
| float32 | HighPercent |
| The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95. | |
| float32 | MinBrightness |
| A good value should be positive near 0. This is the minimum brightness the auto exposure can adapt to. It should be tweaked in a dark lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don't want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness. | |
| float32 | MaxBrightness |
| A good value should be positive (2 is a good value). This is the maximum brightness the auto exposure can adapt to. It should be tweaked in a bright lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don't want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness. | |
| float32 | SpeedUp |
| In F-stops per second, should be >0. | |
| float32 | SpeedDown |
| In F-stops per second, should be >0. | |
| EAutoExposureMethod | Method |
| Luminance computation method. | |
| UCurveFloat | BiasCurve |
| Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ... | |
| UTexture | MeterMask |
| Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence. | |
| float32 | HistogramLogMin |
| temporary exposed until we found good values, -8: 1/256, -10: 1/1024 | |
| float32 | HistogramLogMax |
| temporary exposed until we found good values 4: 16, 8: 256 | |
| float32 | CalibrationConstant |
| Calibration constant for 18% albedo. | |
Variables | |
| bool | ApplyPhysicalCameraExposure |
| bool GetApplyPhysicalCameraExposure | ( | ) | const |
Enables physical camera exposure using ShutterSpeed/ISO/Aperture.
| FCameraExposureSettings & opAssign | ( | FCameraExposureSettings | Other | ) |
| void SetApplyPhysicalCameraExposure | ( | bool | Value | ) |
Enables physical camera exposure using ShutterSpeed/ISO/Aperture.
| bool ApplyPhysicalCameraExposure |
| float32 Bias |
Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...
| UCurveFloat BiasCurve |
Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, ...
| float32 CalibrationConstant |
Calibration constant for 18% albedo.
| float32 HighPercent |
The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95.
| float32 HistogramLogMax |
temporary exposed until we found good values 4: 16, 8: 256
| float32 HistogramLogMin |
temporary exposed until we found good values, -8: 1/256, -10: 1/1024
| float32 LowPercent |
The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80.
| float32 MaxBrightness |
A good value should be positive (2 is a good value). This is the maximum brightness the auto exposure can adapt to. It should be tweaked in a bright lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don't want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness.
| UTexture MeterMask |
Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.
| EAutoExposureMethod Method |
Luminance computation method.
| float32 MinBrightness |
A good value should be positive near 0. This is the minimum brightness the auto exposure can adapt to. It should be tweaked in a dark lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don't want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness.
| float32 SpeedDown |
In F-stops per second, should be >0.
| float32 SpeedUp |
In F-stops per second, should be >0.