diff --git a/Source/Engine/Graphics/PostProcessSettings.h b/Source/Engine/Graphics/PostProcessSettings.h index eaf32c069..a0b7cedab 100644 --- a/Source/Engine/Graphics/PostProcessSettings.h +++ b/Source/Engine/Graphics/PostProcessSettings.h @@ -526,13 +526,13 @@ API_STRUCT() struct FLAXENGINE_API ToneMappingSettings : ISerializable ToneMappingSettingsOverride OverrideFlags = Override::None; /// - /// Adjusts the white balance in relation to the temperature of the light in the scene. When the light temperature and this one match the light will appear white. When a value is used that is higher than the light in the scene it will yield a "warm" or yellow color, and, conversely, if the value is lower, it would yield a "cool" or blue color. The default value is `6500`. + /// Adjusts the white balance in relation to the temperature of the light in the scene. When the light temperature and this one match the light will appear white. When a value is used that is higher than the light in the scene it will yield a "warm" or yellow color, and, conversely, if the value is lower, it would yield a "cool" or blue color. /// API_FIELD(Attributes="Limit(1500, 15000), EditorOrder(0), PostProcessSetting((int)ToneMappingSettingsOverride.WhiteTemperature)") float WhiteTemperature = 6500.0f; /// - /// Adjusts the white balance temperature tint for the scene by adjusting the cyan and magenta color ranges. Ideally, this setting should be used once you've adjusted the white balance temperature to get accurate colors. Under some light temperatures, the colors may appear to be more yellow or blue. This can be used to balance the resulting color to look more natural. The default value is `0`. + /// Adjusts the white balance temperature tint for the scene by adjusting the cyan and magenta color ranges. Ideally, this setting should be used once you've adjusted the white balance temperature to get accurate colors. Under some light temperatures, the colors may appear to be more yellow or blue. This can be used to balance the resulting color to look more natural. /// API_FIELD(Attributes="Limit(-1, 1, 0.001f), EditorOrder(1), PostProcessSetting((int)ToneMappingSettingsOverride.WhiteTint)") float WhiteTint = 0.0f; @@ -1079,7 +1079,7 @@ API_STRUCT() struct FLAXENGINE_API CameraArtifactsSettings : ISerializable CameraArtifactsSettingsOverride OverrideFlags = Override::None; /// - /// Strength of the vignette effect. Value 0 hides it. The default value is 0.4. + /// Strength of the vignette effect. Value 0 hides it. /// API_FIELD(Attributes="Limit(0, 2, 0.001f), EditorOrder(0), PostProcessSetting((int)CameraArtifactsSettingsOverride.VignetteIntensity)") float VignetteIntensity = 0.4f; @@ -1091,19 +1091,19 @@ API_STRUCT() struct FLAXENGINE_API CameraArtifactsSettings : ISerializable Float3 VignetteColor = Float3(0, 0, 0.001f); /// - /// Controls the shape of the vignette. Values near 0 produce a rectangular shape. Higher values result in a rounder shape. The default value is 0.125. + /// Controls the shape of the vignette. Values near 0 produce a rectangular shape. Higher values result in a rounder shape. /// API_FIELD(Attributes="Limit(0.0001f, 2.0f, 0.001f), EditorOrder(2), PostProcessSetting((int)CameraArtifactsSettingsOverride.VignetteShapeFactor)") float VignetteShapeFactor = 0.125f; /// - /// Intensity of the grain filter. A value of 0 hides it. The default value is 0.005. + /// Intensity of the grain filter. A value of 0 hides it. /// API_FIELD(Attributes="Limit(0.0f, 2.0f, 0.005f), EditorOrder(3), PostProcessSetting((int)CameraArtifactsSettingsOverride.GrainAmount)") float GrainAmount = 0.006f; /// - /// Size of the grain particles. The default value is 1.6. + /// Size of the grain particles. /// API_FIELD(Attributes="Limit(1.0f, 3.0f, 0.01f), EditorOrder(4), PostProcessSetting((int)CameraArtifactsSettingsOverride.GrainParticleSize)") float GrainParticleSize = 1.6f; @@ -1731,49 +1731,49 @@ API_STRUCT() struct FLAXENGINE_API ScreenSpaceReflectionsSettings : ISerializabl ReflectionsTraceMode TraceMode = ReflectionsTraceMode::ScreenTracing; /// - /// The depth buffer downscale option to optimize raycast performance. Full gives better quality, but half improves performance. The default value is half. + /// The depth buffer downscale option to optimize raycast performance. Full gives better quality, but half improves performance. /// API_FIELD(Attributes="EditorOrder(2), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.DepthResolution)") ResolutionMode DepthResolution = ResolutionMode::Half; /// - /// The raycast resolution. Full gives better quality, but half improves performance. The default value is half. + /// The raycast resolution. Full gives better quality, but half improves performance. /// API_FIELD(Attributes="EditorOrder(3), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.RayTracePassResolution)") ResolutionMode RayTracePassResolution = ResolutionMode::Half; /// - /// The reflection spread parameter. This value controls source roughness effect on reflections blur. Smaller values produce wider reflections spread but also introduce more noise. Higher values provide more mirror-like reflections. Default value is 0.82. + /// The reflection spread parameter. This value controls source roughness effect on reflections blur. Smaller values produce wider reflections spread but also introduce more noise. Higher values provide more mirror-like reflections. /// API_FIELD(Attributes="Limit(0, 1.0f, 0.01f), EditorOrder(10), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.BRDFBias), EditorDisplay(null, \"BRDF Bias\")") float BRDFBias = 0.82f; /// - /// The maximum amount of roughness a material must have to reflect the scene. For example, if this value is set to 0.4, only materials with a roughness value of 0.4 or below reflect the scene. The default value is 0.45. + /// The maximum amount of roughness a material must have to reflect the scene. For example, if this value is set to 0.4, only materials with a roughness value of 0.4 or below reflect the scene. /// API_FIELD(Attributes="Limit(0, 1.0f, 0.01f), EditorOrder(15), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.RoughnessThreshold)") float RoughnessThreshold = 0.45f; /// - /// The offset of the raycast origin. Lower values produce more correct reflection placement, but produce more artifacts. We recommend values of 0.3 or lower. The default value is 0.1. + /// The offset of the raycast origin. Lower values produce more correct reflection placement, but produce more artifacts. We recommend values of 0.3 or lower. /// API_FIELD(Attributes="Limit(0, 10.0f, 0.01f), EditorOrder(20), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.WorldAntiSelfOcclusionBias)") float WorldAntiSelfOcclusionBias = 0.1f; /// - /// The raycast resolution. Full gives better quality, but half improves performance. The default value is half. + /// The raycast resolution. Full gives better quality, but half improves performance. /// API_FIELD(Attributes="EditorOrder(25), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.ResolvePassResolution)") ResolutionMode ResolvePassResolution = ResolutionMode::Full; /// - /// The number of rays used to resolve the reflection color. Higher values provide better quality but reduce effect performance. Default value is 4. Use 1 for the highest speed. + /// The number of rays used to resolve the reflection color. Higher values provide better quality but reduce effect performance. Use value of 1 for the best performance at cost of quality. /// API_FIELD(Attributes="Limit(1, 8), EditorOrder(26), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.ResolveSamples)") int32 ResolveSamples = 4; /// - /// The point at which the far edges of the reflection begin to fade. Has no effect on performance. The default value is 0.1. + /// The point at which the far edges of the reflection begin to fade. Has no effect on performance. /// API_FIELD(Attributes="Limit(0, 1.0f, 0.02f), EditorOrder(30), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.EdgeFadeFactor)") float EdgeFadeFactor = 0.1f; @@ -1803,13 +1803,13 @@ API_STRUCT() struct FLAXENGINE_API ScreenSpaceReflectionsSettings : ISerializabl bool TemporalEffect = true; /// - /// The intensity of the temporal effect. Lower values produce reflections faster, but more noise. The default value is 8. + /// The intensity of the temporal effect. Lower values produce reflections faster, but more noise. /// API_FIELD(Attributes="Limit(0, 20.0f, 0.5f), EditorOrder(55), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.TemporalScale)") float TemporalScale = 8.0f; /// - /// Defines how quickly reflections blend between the reflection in the current frame and the history buffer. Lower values produce reflections faster, but with more jittering. If the camera in your game doesn't move much, we recommend values closer to 1. The default value is 0.8. + /// Defines how quickly reflections blend between the reflection in the current frame and the history buffer. Lower values produce reflections faster, but with more jittering. If the camera in your game doesn't move much, we recommend values closer to 1. /// API_FIELD(Attributes="Limit(0.05f, 1.0f, 0.01f), EditorOrder(60), PostProcessSetting((int)ScreenSpaceReflectionsSettingsOverride.TemporalResponse)") float TemporalResponse = 0.8f;