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Rendering FX (Tokens)

Token NameTypeDefault ValueAccepted ValuesCategoryDescription
BrownoutSystemSensitivityFLOAT10.1 to 10, inclusiveRendering FXScalar to affect CDI particle contribution into our brownout effect.
FXMaxRangeFLOAT600000 to 300000, inclusiveRendering FX
ImageTrackBOOLOFFOFF, ON, 1, 0, TRUE, FALSERendering FX

Enable / Disable software-based image tracking on any sensor node.

(Image tracking is controlled via the weaponICD's imageTrack input/output).

LaserScaleFactorFLOAT1-FLOAT_MAX to FLOAT_MAX, inclusiveRendering FX


LobesOnOwnshipModelCHAR0OFF, ON, 1, 0, TRUE, FALSE, AUTORendering FX

True if we want lobes to affect the ownship model.

OccludeOwnshipInsideCloudsBOOLOFFOFF, ON, 1, 0, TRUE, FALSE, AUTORendering FX

Controls whether the cloud cage will occlude the ownship model or not.

RotorWash3DBOOLOFFOFF, ON, 1, 0, TRUE, FALSE, AUTORendering FX

True if we draw the rotorwash using 3D noise and controlling the direction of the noise with a vector.

RotorWashCurtainPreBrownoutBOOLOFFOFF, ON, 1, 0, TRUE, FALSE, AUTORendering FX

True if we want to draw the rotorwash curtain before the brownout puffs.

SoftSpriteRefDepthFLOAT0-FLOAT_MAX to FLOAT_MAX, inclusiveRendering 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.

SoftSpriteScaleFLOAT10000-FLOAT_MAX to FLOAT_MAX, inclusiveRendering 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.

SoftSpritesBOOLOFFOFF, ON, 1, 0, TRUE, FALSERendering FX

When true rendering soft sprite and the underlying off screen rendering will be enabled.

UseInsideCloudFogBOOLOFFOFF, ON, 1, 0, TRUE, FALSERendering FX

Controls whether the cloud cage is replaced by a fog effect or not.

WindDirACSOffsetFLOAT0-FLOAT_MAX to FLOAT_MAX, inclusiveRendering FX


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