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Hold the sky back only around tunnels and keep the cab lit by day
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@@ -70,6 +70,7 @@ existed.
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| `gfx.postfx.autoexposure.key` | `0.3` | average luminance of the image the exposure is set for |
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| `gfx.postfx.autoexposure.min` | `-1.0` | the most the exposure darkens a bright image, EV |
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| `gfx.postfx.autoexposure.max` | `0.5` | the most the exposure brightens a dark image, EV. Kept low on purpose: tunnels and the night are not meant to be brightened much |
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| `gfx.postfx.autoexposure.max.cab` | `2.0` | the same seen from the cab by day: the eye takes to the light of the cab, which the bright windows would leave dark. It goes down to `gfx.postfx.autoexposure.max` with the daylight around the cab (the light level of the simulation, the occlusion of the sky): at night and in tunnels it's that one |
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| `gfx.postfx.autoexposure.speed.dark` | `1.0` | rate of adaptation to a darker image, 1/s |
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| `gfx.postfx.autoexposure.speed.bright` | `3.0` | rate of adaptation to a brighter image, 1/s |
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| `gfx.postfx.autoexposure.compensation` | `0.0` | fixed exposure correction, EV; applies also with the automatic exposure off |
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@@ -270,6 +271,10 @@ so its probe is drawn without the sun and again with it in the next frame. The c
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before (the shadow map); the ambient light is left out of the probe, the cab gets it as before. `gfx.cabprobe no` is the old way
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(the share of the lamp in the ambient light, the sky in the reflections, `gfx.interior.bounce` for the sun).
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The parts of the cab of the `sunless` materials get no light of the sun; where it falls on them the ambient light is raised in the
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proportion their shadow tone gives (at most four times), and their shadow (of the walls of the cab, of the clouds) leaves the
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ambient light as it is. Before, the shadow darkened it to the shadow tone, so the whole cab went dark as in a tunnel.
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**The low poly interiors** of the vehicles (and the cab when it has no probe) get the sun which comes in through their windows
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and bounces around them as a share of the light of the sun outside (`gfx.interior.bounce`), held back by the scenery and the
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clouds like the sun; the interior isn't known well enough for more. Both kinds of interiors take only a share of the ambient
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@@ -306,6 +311,14 @@ Things narrower than about three texels (poles, masts, fences) are left out. Fro
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and buildings towards it, under the ceiling what the rays reach under the vault from the portal (a low sun shines a little way
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into a tunnel).
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With `gfx.skyvisibility.tunnels yes` (the default) all this is done only around the tracks with the `tunnel` flag (see the table):
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the flag tells where a tunnel is, the geometry how dark it is and where it begins.
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A point is taken as under the scenery only where a ceiling is over it (a tunnel, a bridge, a roof). Under the top with no
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ceiling over it, which a surface that is seen can't really be (the edges of platforms and walls the texels are blended over,
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holes cut in the terrain, parts of models sunk in the ground), it's lit as at the top, in the open: no darkness of a tunnel
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anywhere but under something.
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The shading takes the ambient light, the reflection of the sky and the sun by them, wherever a surface is (the half of a train
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in the tunnel is dark, the other half in the light, with the passage over a few metres at the portal). The headlights, the lamps
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and the light of the cab are direct light and are not held back; the headlights fade in daylight by the light around the
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@@ -330,6 +343,7 @@ and the scenery is lit as in the open everywhere.
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| `gfx.skyvisibility` | `medium` | `no`/`low`/`medium`/`high` (or 0..3), see above |
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| `gfx.skyvisibility.sun yes/no` | `yes` | the sun is held back too (beyond the reach of the shadow map, and in the tunnels whatever the shadow map holds); `no`: the sun only by the shadow map |
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| `gfx.skyvisibility.fog yes/no` | `yes` | the light of the volumetric fog is held back too |
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| `gfx.skyvisibility.tunnels yes/no` | `yes` | the occlusion only around the tracks with the `tunnel` flag: whole within 20 m of them, fading out by 35 m; there the geometry makes the tunnel dark (the portals, the passage at them, the half of a train in the tunnel), elsewhere the scenery is lit as in the open (no darkening between platforms, in cuttings, under shelters). `no`: everywhere, by the geometry alone |
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| `gfx.tunnelflags yes/no` | `no` | `yes`: the flags `tunnel`/`canyon` of the tracks darken the tracks and the vehicles on them, as before (on top of the occlusion) |
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All of them can be changed while the simulator runs, in the **Sky and exposure** debug window, which also shows views of the
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