[ℹ] FULLNAME=Lighting FX PREVIEW=https://acstuff.club/images/modules/lighting_fx.jpg DESCRIPTION=Adds various car lights, track lights (casted light, not emissive stuff), as well as dynamic ambient color. SHORT_DESCRIPTION=Dynamic lights of all sorts URL=https://trello.com/c/rB6qtDiI/1-dynamic-lights [BASIC] ; Extension ENABLED=1 ; Active (set to 0 to disable Lighting FX); 1 or 0 BRIGHTNESS_MULT=1 ; Brightness (to adjust for PP-filter); from 0 to 2, perc SPECULAR_MULT=1.0 ;; hidden CARS_LIT_MULT=1.0 ;; hidden LIGHT_FROM_BEHIND_MULT=1.0 ;; hidden SPECULAR_MULT_CAR=1.0 ;; hidden SPECULAR_BYFLAMES_MULT=1.0 ;; hidden HEADLIGHTS_SATURATION_MULT=1.0 ;; hidden BOUNCED_LIGHT_MULT=0.35 ;; hidden BOUNCED_INTERIOR_LIGHT_MULT=0.6 ;; hidden BOUNCED_LIGHT_SH_DIR=0,-1,0 ;; hidden BOUNCED_LIGHT_SH_WEATHER_MULT=1 ;; hidden BOUNCED_LIGHT_SH_SATURATION_MULT=0.7 ;; hidden HEADLIGHTS_RANGE_MULT=1.0 ;; hidden HEADLIGHTS_NEARBY_MULT=1.0 ;; hidden HEADLIGHTS_DISTANT_RANGE_MULT=1.0 ;; hidden HEADLIGHTS_SPOT_MULT=1.0 ;; hidden DYNAMIC_AMBIENT_MULT=1.0 ;; hidden DYNAMIC_AMBIENT_AUTO_BRIGHTNESS=0 ;; hidden DYNAMIC_AMBIENT_BRIGHTNESS=1.0 ;; hidden DYNAMIC_AMBIENT_SATURATION=0.8 ;; hidden DYNAMIC_AMBIENT_GAMMA=1.0 ;; hidden DYNAMIC_AMBIENT_SMOOTHING=0.1 ;; hidden TRACK_AMBIENT_GROUND_MULT=0.4 ;; hidden TRACK_AMBIENT_GROUND_MULT_VAO=0.7 ;; hidden AMBIENT_BASED_BRIGHTNESS_MULT=2 ;; hidden AMBIENT_BASED_BRIGHTNESS_EXP=2.5 ;; hidden AMBIENT_BASED_EMISSIVE_DIM=0.8 ;; hidden AMBIENT_BASED_RANGE_REDUCE=0.5 ;; hidden AMBIENT_BASED_TRACK_THRESHOLD=0.5 ;; hidden EMISSIVE_CAMERA_GAIN=5.0 ;; hidden EMISSIVE_MIRROR_GAIN=20.0 ;; hidden [DEV] ; hidden DEBUG_LIGHTS_ORIGIN=? ; filters for MESHES or MATERIALS of lights to debug DEBUG_LIGHTS_COUNT=10 ; amount of closest lights to debug DEBUG_LIGHTS_DISTANCE=1000 ; distance for debugging, in meters EXTRA_LIGHT_OFFSET=0, -0.15, 0.55 ; DEBUG_LIGHTS_MODE=11 ; sum numbers: 1 for outline, 2 for bounding box, 4 for bounding sphere, 8 for text ; PERVERTEX_AO_DEBUG=DISABLED ; PERVERTEX_AO_DEBUG=AOONLY [PERFORMANCE] CARS_WITH_LIGHTS=10 ; Cars casting lights (to save FPS, you can have only limited number of cars casting light); from 0 car(s) to 50, round ; DISABLE_DASHBOARD_LIGHT=0 ; (not that it affects performance that much); 1 or 0 DISABLE_MIRRORING=0 ; (collapse all headlights and brakelights by default); 1 or 0 DISABLE_MIRRORING_FIRSTPERSON=0 ; Disable mirroring in first person view (turn both headlights into one while driving in first person view); 1 or 0 ENABLE_TREES_LIGHTING=1 ; Enable trees lighting; 1 or 0 ENABLE_REARVIEWMIRROR_LIGHT=1 ; Rear mirror quality; "No dynamic lights" is 0, "Dynamic lights" is 1, "Dynamic lights and sun shadows (very expensive)" is 2 ENABLE_REFLECTION_LIGHT=1 ; Enable lighting in reflections (expensive); 1 or 0 ; INCREASE_RANGE_OUTSIDE=1.0 ; by how much headlights range would increase in replays and such; from 0.5 to 2.5, perc ; INCREASE_RANGE_OUTSIDE_CARS_THRESHOLD=6 ; only if cars are fewer than (that’s a heavy thing); from 1 to 10, round START_BRANCH_FACTOR=8 ;; hidden BRANCH_FACTOR_GROW=2 ;; hidden BRANCH_FACTOR_MAX=16 ;; hidden [SHADOWS] ; Dynamic shadows ENABLED=0 ; Active; 1 or 0 FULL_RESOLUTION=1 ; Full resolution; 1 or 0 CARS_SHADOWS=2 ; Cars with shadows (with zero, selected car wouldn’t cast shadows as well); from 0 to 5, round to 1 SPECTATING_CARS_SHADOWS=3 ; Cars with shadows in replay (or without a focused car, like with free or track camera); from 0 to 5, round to 1 CARS_SHADOWS_HIGH_RESOLUTION=0 ; High resolution for cars’ shadows (selected car is always in high resolution; reduces range of track lights shadows; also might look worse); hidden CARS_IN_TRACK_SHADOWS=1 ; Include car shadows in track lights’ shadows (if disabled, forces all shadows to operate in static mode); 1 or 0 HIGH_QUALITY_HEADLIGHT_SHADOWS=0 ; High quality headlight shadows (very expensive); 1 or 0 DETAILED_SHADOWS_FROM_CARS_NEARBY=1 ; Detailed car shadows (number of closest cars casting detailed shadows instead of using a single call with LOD D or collider mesh); from 0 car(s) to 4, round to 1 [RANGES] ; hidden COMPLEXIFY_RANGE_FROM=50.0 ; Increase when far, from; from 30 m to `COMPLEXIFY_RANGE_TO` COMPLEXIFY_RANGE_TO=500.0 ; Increase when far, to; from `COMPLEXIFY_RANGE_FROM` m to 800 TREAT_AS_SIMPLE_FROM=100.0 ; at this distance, complex light with shape and second cone will start to turn into ; a simple one, which is easier to render TREAT_AS_SIMPLE_TO=200.0 NOMIRROR_FROM=120.0 ; distance to collapse headlights and brakelights into a single light source NOMIRROR_TO=150.0