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Resources/Reflection/NeedleFxSceneData
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==== lightscattering ==== An effect where light is added onto the scene to create a better sense of depth and more immersive and credible atmospherics. Only affects models, terrains and other meshes, but not the skybox. It is meant to act as a sort of haze. * '''color (vector3d) :''' Light scattering base colour in RGB. * '''inScatteringScale (Float) :''' Light scattering strength. It could also be used as a brightness parameter, in conjunction with '''depthScale'''. If this is brought down, the maximum light scattering brightness will be darker. * '''depthScale (Float) :''' Light scattering intensity. Affects how quickly the light will get to its maximum strength or thickness. If brought up, in conjunction with reducing the '''inScatteringScale''' in the same proportions, the light scattering will be darker, but equally as strong or thick. * '''betaRayleigh (vector3d) / rayleigh (Float) :''' Atmospheric influence. '''betaRayleigh''' can shift in colouring in RGB. Basically an extra layer for the light scattering where it will interpolate from the colours in '''color''' to the ones in '''betaRayleigh''' when closer to the sun instance. * '''betaMie (Float) :''' An influence setting for the normal '''color''' parameters. At 0, only the colours in '''betaRayleigh''' will be used. The higher it is, the closer the light scattering colouring is to the one in '''color'''. However, the interpolation to '''betaRayleigh''' colours will still be done, just with shifted colours. * '''g (Float) :''' Determines how close to the sun instance the '''betaRayleigh''' colours will be. * '''znear (Float) :''' Distance relative to the camera in meters in which light scattering will start. * '''zfar (Float) :''' Distance relative to the camera in meters in which light scattering reaches its maximum point.
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