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KF2-Dev-Scripts/Engine/Classes/LightmassLevelSettings.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
/**
* Persistent level settings for Lightmass
*/
class LightmassLevelSettings extends Object
hidecategories(Object)
deprecated
native;
/**
* Number of times light is allowed to bounce off of surfaces, starting from the light source.
* 0 is direct lighting only, 1 is one bounce, etc.
* Bounce 1 takes the most time to calculate, followed by bounce 2. Successive bounces are nearly free.
*/
var(General) int NumIndirectLightingBounces;
/**
* Color that rays which miss the scene will pick up.
*/
var(General) color EnvironmentColor;
var(General) float EnvironmentIntensity;
/** Scales the emissive contribution of all materials in the scene. */
var(General) float EmissiveBoost <UIMin=0.0 | UIMax=4.0>;
/** Scales the diffuse contribution of all materials in the scene. */
var(General) float DiffuseBoost <UIMin=0.0 | UIMax=4.0>;
/** Scales the specular contribution of all materials in the scene. */
var float SpecularBoost <UIMin=0.0 | UIMax=4.0>;
/** If TRUE, AmbientOcclusion will be enabled. */
var(Occlusion) bool bUseAmbientOcclusion;
/** If TRUE, override normal direct and indirect lighting with just the AO term. */
var(Occlusion) bool bVisualizeAmbientOcclusion;
/** How much of the AO to apply to direct lighting. */
var(Occlusion) float DirectIlluminationOcclusionFraction;
/** How much of the AO to apply to indirect lighting. */
var(Occlusion) float IndirectIlluminationOcclusionFraction;
/** Higher exponents increase contrast. */
var(Occlusion) float OcclusionExponent;
/** Fraction of samples taken that must be occluded in order to reach full occlusion. */
var(Occlusion) float FullyOccludedSamplesFraction;
/** Maximum distance for an object to cause occlusion on another object. */
var(Occlusion) float MaxOcclusionDistance;
defaultproperties
{
NumIndirectLightingBounces=3
EnvironmentColor=(R=0,G=0,B=0)
EnvironmentIntensity=1.0
EmissiveBoost=1.0
// Default diffuse boost to a high value since diffuse textures are often authored centering around a value of .1 or so
// Change this to default closer to 1 if your game's diffuse textures average to closer to .5
DiffuseBoost=5.0
SpecularBoost=1.0
bUseAmbientOcclusion=false
bVisualizeAmbientOcclusion=false
DirectIlluminationOcclusionFraction=0.5
IndirectIlluminationOcclusionFraction=1.0
OcclusionExponent=1.0
FullyOccludedSamplesFraction=1.0
MaxOcclusionDistance=200.0
}