Tomatoshade Version 27 - alle Einstellungen, die nicht auftauchen, sind nicht genutzt
Clouds
No popcorn modificator: Density 0.00000000006; Opacity 0.95
Adjust Cirrus brightness
Adjust Cloud brightness
Cirrus lighting: Light Factor: 0.8; Saturation 0.855
Cloud shadow depth: Factor: 0.72
Clouds light scattering: Scattering Factor: 0.5; Light Factor: 0.6
Clouds lighting tuning: Light Factor: ((0.68-(0.0*cb_mDayNightInterpolant)))
Saturation: 0.55
Gamma Correction: 1.0
Clouds saturation: 0.55
Scale Clouds: Horizontal: 0.65; Vertical: 0.65
Lighting
Aircraft Lighting & Saturation: Sun Diffuse: 1.0
Sun Ambient: 1.0
Moon Diffuse: 1.0
Moon Ambient: 0.9
Diffuse Gamma: 1.0
Saturation: 1.0
VC: alle 1.0
Autogen emissive lighting: Lighting Factor: 5.0
Autogen Factor: 1.0
Objects lighting: Sun Diffuse: 1.5
Sun Ambient: 0.7
Moon Diffuse: 0.2
Moon Ambient: 0.3
Diffuse Gamma: 1.0
Saturation 1.0
Terrain Lighting: Sun Diffuse: 1.5
Sun Ambient: 0.5
Moon Diffuse: 0.3
Moon Ambient: 0.5
Diffuse Gamma: 1.0
Terrain Saturation Saturation: 1.2
Urban Areas Lighting at Night Brightness: 11.00
Saturation: 2.00
Atmosphere & Fog
Cloud Fog tuning: Fog influence 1.15
Haze Effect: Power 1.02
Density: (saturate(0.00000000100 + (cb_Altitude-0)/(11000-0)*(0.00000000100-0.00000000180)))
Density depends on alt: yes
Color Tone: Red: 1.05 Green: 1.0 Blue: 1.05
Altitude where density gets zero 15000
Rayleigh scattering effect:
Power: 2.42
Density: 0.0000000198
Density depends on alt: yes
Color tone green: 0.072 blue 0.150
alt where density gets zero: 15000
Volumetric density power: 2.0
Sky Fog tuning: Fog influence: 0.23
Sky Saturation: (saturate((1 + cb_Altitude/1219 * 0.5) - (cb_fPrecipitationLevel * 0.5)))
Water:
Water Saturation: Saturation 0.6
HDR & Post Processing:
Alternate Tonemap: Yes. Use uncharted: no
contrast tuning: 0.65
turn off HDR Luminance adaption
Tomato Mode:
Alternate specular lighting
Per Pixel cloud fog density
Tomato Optimization:
Cloud Shadow building adjust
Improve dyn lighting performance
Shadow optimization general
Shadow receive optimization
Advanced Reflexions:
Adjust general Rendering:
Emission Scale: 1.5
Max draw distance: 9000000.0f
Adjust terrain rendering:
Add detail texture to reflection map
Maximum Texture LOD in reflections: 9
Extended reflection rendering:
Sun Diffuse Factor: (1.15 + (1.0 - saturate(colorDiffuseSun.g)) * 1.0)
Moon Diffuse Factor: 1.0
Diffuse Mipmap Level: 8.7
Diffuse Ambient Occlusion: (1.0 + (-0.1 + 0.1 * clamp((cb_Altitude - cb_SurfaceAlt) / 80, 0.0, 1.0)) * pow(saturate(-dot(vNormalWS, float3(0.0, 1.0, 0.0)) * 0.5 + 0.5), 1.5) * (saturate(colorDiffuseSun.g) * 0.5 + 0.5))
Diffuse Normal Strenght: 0.3
Diffuse Constant Factor: 0.3
Precipitation Scale: 1.0
Enable GGX specular
add indirect specular highlights
add support for refractions
water droplets upper opacity threshold: 0.3
Optimize Cloud reflections
Particle Reflecton Size: 64
Stars refraction Intensity: 0.0 (grad neu entdeckt, muss ich mal schauen ob das richtig so ist)
DIESES SETTING FUNKTIONIERT NUR DANN SINNVOLL, WENN MAN IN ENVSHADE NIGHTS DAS NIGHTLIGHTING AUF 0.5 RUNTERSETZT!!
Sonstiges:
HDR: 1.15; 0.15; 1.0
Für alle nicht-PBR ACFT muss ein Profil im Reflectionmaker aktiviert werden
DynRef im Sim dann auf Medium
Für alle PBR-ACFT (aktuell AFAIK nur Maddog) kein Profil aktivieren.
DynRef im Sim dort ruhig auf High.