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