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Resources/Reflection/NeedleFxSceneData
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==== rlr ==== Screen Space Reflections. Largely used in Sonic Frontiers and Shadow Generations. Most of these are not included in Sonic Forces. * '''traceSky (Boolean) :''' Traces reflections on occluded areas. Most noticeable difference is the reflection of Sonic's shoes on water or reflective platforms * '''useTrans (Boolean) :''' Enable reflections on translucent materials. * '''usePenet (Boolean) :''' Enable reflections that penetrate around other meshes' reflections' outlines. * '''useQuat (Boolean) :''' Enable quarter resolution reflections. * '''useNormal (Boolean) :''' Enable small deformations with normal maps. * '''rayMarchingCount (Float) :''' The number of rays used to create reflections. Effectively affects quality. * '''planeNormalDist (Float) :''' Affects how much reflections are deformed by normal maps. * '''traceThreshold (Float) :''' If larger, more reflections will be attempted to be drawn with the available information. * '''resolveReproj (Float) :''' Reduces flickering by applying ghosting. * '''overrideRatio (Float) :''' ''"Blending ratio with IBL".'' When higher and above 1, PBR and cubemaps (referred to as IBL by the game) will become darker, as they blend with the SSR. Has the secondary effect of, when put lower and below 1, the edges of reflections will be blurred. * '''maxRoughness (Float) :''' Maximum roughness that a reflection will be drawn at. * '''roughnessLevel (Float) :''' Reflection blurring to reduce roughness. * '''uvOffsetScale (Float) :''' Determines how much UV animations can deform the reflections. Although, will move those up or down for some reason. ===== Sonic Forces' rlr ===== All of those are float variables. Editing those will not make a big difference, as Sonic Forces relies more on planar reflections and cubemaps than it does on screen space reflections. * '''num :''' Sample count? * '''travelFadeStart / travelFadeEnd :''' Unknown. * '''borderFadeStart / borderFadeEnd :''' Fading out on the edges of the screen. * '''hizStartLevel :''' Seems to have a similar effect to roughnessLevel and uvOffsetScale combined.
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