8 static const int PARAM_INTENSITY = 0;
10 static const int L_0_UNDERGROUND = 100;
11 static const int L_0_NVG_GENERIC = 300;
15 static const int L_0_BURLAP = 500;
17 override int GetPostProcessEffectID()
22 override void RegisterMaterialParameters()
28 override void SetFinalParameterValue(
int parameter_idx)
31 float value_var_float = Param1<float>.Cast(values).param1;
33 g_Game.GetWorld().SetEyeAccom(value_var_float);
Created once, on manager init. Script-side representation of C++ material class, separate handling.
void RegisterParameterScalarFloat(int idx, string parameter_name, float default_value, float min, float max)
WARNING - min/max values are usually taken from Workbench defaults, may not be actual min/max values ...
PPEMatClassParameterCommandData GetParameterCommandData(int parameter_idx)
Some PP effects are handled as hard-coded exceptions, outside of material system. Default == PPEExcep...
Eye Accomodation postprocess, does not directly use materials.
Param GetCurrentValues()
Careful, only actual values, WITHOUT string.
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...