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Resources/Reflection/NeedleFxSceneData
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==== colorContrast ==== Contains parameters related to colour correction. Includes: LUT settings, HLS correction settings and a contrast struct. * '''enable (Boolean) :''' ONLY enables the contrast part of the struct ** '''contrast (Float) :''' Increases performance. Only works with values between 0 and 1. Its effect will vary according to the tonemap settings, so in Sonic Forces its effect is very intuitive, but in Sonic Frontiers and Shadow Generations it only affects bright areas, leaving the darker areas to the tone mapping. ** '''dynamicRange / crushShadows (Float) :''' Don't seem to work, but theoretically they should reduce contrast and make darker areas brighter, respectively. ** '''crushHilights (Float) :''' If lower, bright areas will be darker. The "normal" setting should be 1. * '''useLut (Boolean) :''' Enable the use of Lookup Tables. ** '''lutIndex0 / lutIndex1 (enum) :''' Choose the LUT file that will be used. Default (an LUT with no colour correction) and WB (black and white) are present in the NeedleShader.pac file. LUTs 0, 1, 2, 3, 4 and 5 (custom) must be placed in the stage's '''trr_cmn.pac''' file if used. If you choose an LUT that can't be found in the files, the screen will turn black. ** '''blendRatio (Float) :''' Interpolates between the LUTs selected in lutIndex0 and lutIndex1. If the value is 0, only the one selected in lutIndex0 will be used, and if it is 1, the one in lutIndex1 will be used. Values in between will combine both. ** '''lutRatio (Float) :''' How much the LUTs will affect the image. Choose a value between 0 and 1. * '''useHlsCorrection (Boolean) :''' Enables HLS colour correction. ** '''hlsHueOffset (Float) :''' Shifts hue. ** '''hlsLightnessOffset (Float) :''' Shifts lightness. Worth noting that this will reduce the dynamic range as it is no more than a simple filter. ** '''hlsSaturationOffset (Float) :''' Shifts saturation. Seems to work better on colours that are not purely red, green or blue. This is especially noticeable when decreasing it. ** (It is more recommendable to use LUTs instead of the parameters above, unless under the limitation of not adding files) ** '''hlsColorOffset[3] :''' A struct containing parameters to shift RGB colour values. *** '''hlsColorOffset[0] (sint32) :''' Adds or takes away "redness" from the screen. *** '''hlsColorOffset[1] (sint32) :''' Adds or takes away "greenness" from the screen. *** '''hlsColorOffset[2] (sint32) :''' Adds or takes away "blueness" from the screen. ** '''hlsColorizeRate (Float) :''' Adds a "sepia filter". Control its intensity. ** '''hlsColorizeHue (Float) :''' Controls said sepia filter hue. Going negative will result in a blown out pink filter.
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