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Configurable effect light color #59

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Kamilkampfwagen-II
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@Kamilkampfwagen-II Kamilkampfwagen-II commented Feb 17, 2024

This was Mark's suggestion for a quick solution.
The effect light radiance is set to the replacement material's albedo color.

If the material has no replacements, no light will be created
resim

The replacement opacity material still has the albedo color set close to 1 by default, while it is red for translucents -for some reason-?
resim

This is especially useful since we use effect lights for things without stable anchors like muzzle flashes or projectiles which the white light is really limiting and doesn't make much sense.

The portal plasma ball (rtx.effectLightPlasmaBall = True) is unaffected.

Inherit effectlight radiance from replacement albedo color
@Kamilkampfwagen-II
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Some additionaly images:
No lights are created (light debug view) with no replacements
resim

unless rtx.effectLightPlasmaBall is set to True
resim

@NV-LL
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NV-LL commented May 8, 2024

REMIX-3064 for tracking

@anon-apple
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This should be fairly easy to add in, though there may be some modifications needed as right now it is just blindly pulling from the opaque material data even though an opaque material may not be present always.
Also ideally we'd have a better way to do replacements for things like this as using the albedo constant isn't the best option for this (since there's no indication it is linked to this behavior), but adding a whole new material parameter and etc just for this might be a good bit more work to accomplish the sameish goal.

Anyways if you could add your name to ImGuiAbout::Credits::Credits() in alphabetical order that'd help so we can get this merged in.

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3 participants