ALS technical notes: Difference between revisions

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=== Usage ===
=== Usage ===
The effect is used from the model file by assigning it to the surface that also carries the canvas texture of the HUD via
<syntaxhighlight lang="xml">
    <effect>
        <inherits-from>Effects/hud</inherits-from>
        <object-name>HUDImage</object-name>
    </effect>
</syntaxhighlight>
This should usually work out of the box, but if the HUD brightness should be changeable or the glass properties adjusted, a derived effect needs to be created.


=== Parameters ===
=== Parameters ===
In addition to the parameters supported by the glass shader (which, for instance in the case of rain splashes, may or may not be appropriate for a HUD, this is left at user's discretion), the HUD effect takes the following special parameters:
<syntaxhighlight lang="xml">
  <brightness>1.0</brightness>
  <sample-res>0.0006</sample-res>
  <sample-far>2.5</sample-far>
</syntaxhighlight>
The first one is the relative brightness setting of the HUD (which should equal the alpha value assigned to the canvas image of the symbols). This parameter is used to de-saturate colors in the symbol centers.
Remaining two parameters represent the size and shape of the blur Kernel being used. The sample resolution (sample-res) determines the overall size of the blur region, the farthest sample (sample-far) how far out the tails of the blur region extend.
Note: The number of sampling steps is not computed adaptive to these parameters, if the steps get too coarse, then multiple image echoes instead of a proper blur will be generated - adjust these parameters with care (if at all).


== The ALS interior model effect  ==
== The ALS interior model effect  ==
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