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30 lines
1.8 KiB
Markdown
30 lines
1.8 KiB
Markdown
# Post effects by map family
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The map chooses its authored vision preset; weapon family does not choose the
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screen grade. Explicit script visions and transitions override the map preset.
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| Map family | Presented profile | Remaining native effects |
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| IW4 | Authored film contrast, brightness, desaturation, tints and glow | Extra glow/sky-bleed file controls need PC verification |
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| IW5 | Map/common vision film and glow through the shared film profile | Hero saturation and extra glow controls need verification |
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| T5 | Shared script blur/DoF; native film and bloom are not selected | Three-band film, bloom curves, persistence and streaks |
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| T6 | Three-band film, bloom levels/gamma/tints, two-scale blur and highlight compression | HQ bloom, LUT volumes, SSAO and special camera filters |
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T6 bloom preserves authored RGB and luminance channels independently. Bloom
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levels are filtered at quarter, eighth and sixteenth resolution, then composed
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in linear color before highlight compression and film grading. Scene exposure
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already supplies the display normalization. Bloom intermediates use floating
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point textures to preserve values above one.
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T6 map presets override common presets with the same name. Disabled film retains
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bloom; a malformed preset retains its parse error. Missing controls are not
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replaced with a generic contrast boost. Native presets transition their film,
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bloom and highlight compression together. User bloom settings apply unless a
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script forces the effect; explicit script disable clears bloom or film grading.
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Screen blur, DoF and saved-screen feedback are triggered by gameplay and script
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state. They are not an always-on softening filter. Film here means color grading;
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there is no automatic grain layer. HUD draws after scene post processing.
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See [GSC post effects](GSC-POSTFX.md) for script commands and dvars.
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