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Resources/Reflection/NeedleFxSceneData
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==== tonemap ==== * '''tonemapType (enum) :''' Choose the tone mapping. Pick between "Disney", "Filmic", "Aces" and "GT". Only GT and Filmic have editable parameters. Disney and Aces look the same. * '''tonemapParamFilmic :''' A struct containing Filmic tone mapping parameters. ** '''whitePoint (Float) :''' White level. ** '''toeStrength (Float) :''' ''"Strength of dark areas"''. ** '''linearAngle (Float) :''' Behaves like a gamma slider. ** '''linearStrength (Float) :''' ''"Strength in the middle section"''. The lower it is, the more contrasted the image will be. If the analogy is useful, think of it as removing middle frequencies from an audio file: it will sound ""clearer"" - it will look ""clearer"". If higher, it will sound more ""muffled"" - it will look less contrasted or ""homogeneous"". ** '''shoulderStrength (Float) :''' ''"Strength of bright areas"''. * '''tonemapParamGT :''' A struct containing GT tone mapping parameters. This is the tone mapping used throughout the entirety of Sonic Frontiers and Shadow Generations. ** '''maxDisplayBrightness (Float) :''' How bright pixels are able to get. Also works as a white level slider starting at 2. The higher the value, the more contrasted the image will get to sell the effect. ** '''contrast (Float) :''' Contrast. ** '''linearSectionStart (Float) :''' Black level threshold, it seems. The higher it is, the earlier things will be affected by the black level parameter. ** '''linearSectionLength (Float) :''' When negative, it also affects the black level threshold. If positive, when it's higher, it will expose the brightest areas more. Most notable example in the ARK on the Earth's atmosphere, Shadow's jump ball and generally noticeable on areas with bloom. ** '''black (Float) :''' Black level. Will glitch when above 10. * '''updateLuminance (Boolean) :''' Enable or disable auto exposure updates. If disabled, the exposure will stay where it was. If you disabled it in a dark place, where exposure got brighter, it will be locked to that brightness.
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