Rendering FX (Tokens)
| Token Name | Type | Default Value | Accepted Values | Category | Description |
|---|---|---|---|---|---|
| BrownoutSystemSensitivity | FLOAT | 1 | 0.1 to 10, inclusive | Rendering FX | Scalar to affect CDI particle contribution into our brownout effect. |
| FXMaxRange | FLOAT | 60000 | 0 to 300000, inclusive | Rendering FX | |
| ImageTrack | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE | Rendering FX | Enable / Disable software-based image tracking on any sensor node. (Image tracking is controlled via the weaponICD's imageTrack input/output). |
| LaserScaleFactor | FLOAT | 1 | -FLOAT_MAX to FLOAT_MAX, inclusive | Rendering FX | |
| LobesOnOwnshipModel | CHAR | 0 | OFF, ON, 1, 0, TRUE, FALSE, AUTO | Rendering FX | True if we want lobes to affect the ownship model. |
| OccludeOwnshipInsideClouds | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE, AUTO | Rendering FX | Controls whether the cloud cage will occlude the ownship model or not. |
| RotorWash3D | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE, AUTO | Rendering FX | True if we draw the rotorwash using 3D noise and controlling the direction of the noise with a vector. |
| RotorWashCurtainPreBrownout | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE, AUTO | Rendering FX | True if we want to draw the rotorwash curtain before the brownout puffs. |
| SoftSpriteRefDepth | FLOAT | 0 | -FLOAT_MAX to FLOAT_MAX, inclusive | Rendering FX | When SoftSprites are enabled, this sets the reference depth from the eye at which the fade-in distance (i.e. (f-n)/SoftSpritesScale) is calibrated to look good. The fade-in distance is scaled up based on (fragment depth / ref depth) to help account for perspective foreshortening. A ref depth of 0.0 (the default for backward-compatibility) applies that same fade-in distance as a constant across all scene depths. See also: SoftSpriteScale, CloudSoftSpriteScale. |
| SoftSpriteScale | FLOAT | 10000 | -FLOAT_MAX to FLOAT_MAX, inclusive | Rendering FX | When SoftSprites are enabled, this sets the fragment alpha scaling factor for "some" soft sprites. The fade-in distance for SoftSprites is given by (far-near)/SoftSpriteScale. This is the distance over which the particle alpha is faded in from 0.0 to full input intensity (which may be less than 1.0). The distance used for testing is the screen-space depth difference (in meters) from sprite effect fragments to the nearest occluder directly behind them in screen-space. See also: SoftSpriteRefDepth, CloudSoftSpriteScale. |
| SoftSprites | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE | Rendering FX | When true rendering soft sprite and the underlying off screen rendering will be enabled. |
| UseInsideCloudFog | BOOL | OFF | OFF, ON, 1, 0, TRUE, FALSE | Rendering FX | Controls whether the cloud cage is replaced by a fog effect or not. |
| WindDirACSOffset | FLOAT | 0 | -FLOAT_MAX to FLOAT_MAX, inclusive | Rendering FX |