@ all
Quote: "Try between 1 and 100. adds more red to the ambient level light. I'm finding the 20's pretty good"
Yes, also I'm finding a lightmapping value around 10-16 best for mine
It also reduces the build size it seems.
Also, for those that feel adventurous? I adjusted the ReShader.fx "Sin City" effect to let only darker red's pass thru
Make a backup copy first. It is located a little more than halfway down in the ReShader.fx file.
Here is the original..
float3 SincityPass(float3 color)
{
float sinlumi = dot(color.rgb, float3(0.30f,0.59f,0.11f));
if(color.r > (color.g + 0.2f) && color.r > (color.b + 0.025f))
{
color.rgb = float3(sinlumi, 0, 0)*1.5;
}
else
{
color.rgb = sinlumi;
}
return color;
}
Replace and try this...
float3 SincityPass(float3 color)
{
float sinlumi = dot(color.rgb, float3(0.10f,0.40f,0.40f));
if(color.r > (color.g + 0.10) && color.r > (color.b + 0.10f))
{
color.rgb = float3( sinlumi,0,0)*0.6;
}
else
{
color.rgb = sinlumi;
}
return color;
}
Noticed the final color.rgb I only gave a multiple of 0.6, not the 1.5 like the original.
See if this helps out any? It did for mine.
BACK UP ORIGINAL FIRST!
Edit: I played with these settings a bit and found this one to let the least amount of red through,
even with a very high ambience. Only deep red's came thru.
float3 SincityPass(float3 color)
{
float sinlumi = dot(color.rgb, float3(0.050f,0.50f,0.50f));
if(color.r > (color.g + 0.20) && color.r > (color.b + 0.10f))
{
color.rgb = float3( sinlumi,0,0)*1.5;
}
else
{
color.rgb = sinlumi;
}
return color;
}
Adjust the multiplier from 1.5 to 2.0 and even less red shows thru.
My games never have bugs. They just develop random features..
Lots and lots of random features...