DayZ 1.24
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PPESunMask.c
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1
2//A dummy class in script; 'SunMaskEffect' is used as a part of Rain and GodRays
4{
5 /*
6 static const int PARAM_INTENSITY = 0;
7 static const int PARAM_SUNSIZE = 1;
8 static const int PARAM_VSTREAKINT = 2;
9 static const int PARAM_DSTREAKINT = 3;
10 static const int PARAM_SUNMASK = 4;
11 */
13 {
14 return PostProcessEffectType.SunMask;
15 }
16
17 override string GetDefaultMaterialPath()
18 {
19 return "";
20 }
21
22 /*override void RegisterMaterialParameters()
23 {
24 RegisterParameterScalarFloat(PARAM_INTENSITY,"Intensity",0.8,0.0,1.0);
25 RegisterParameterScalarFloat(PARAM_SUNSIZE,"SunSize",0.2,0.0,1.0);
26 RegisterParameterScalarFloat(PARAM_VSTREAKINT,"VerticalStreakIntensity",0.75,0.0,5.0);
27 RegisterParameterScalarFloat(PARAM_DSTREAKINT,"DiagonalStreakIntensity",0.6,0.0,5.0);
28 //RegisterParameterResource(PARAM_SUNMASK,"SunMask","");
29 }*/
30}
Created once, on manager init. Script-side representation of C++ material class, separate handling.
SunMask - PostProcessEffectType.SunMask.
Definition PPESunMask.c:4
override string GetDefaultMaterialPath()
Definition PPESunMask.c:17
override int GetPostProcessEffectID()
Definition PPESunMask.c:12
PostProcessEffectType
Post-process effect type.
Definition EnWorld.c:72