Post Process Effects: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(Add Advanced effects internal wiki values (Thanks to Reyhard))
Line 25: Line 25:
[hndl0, ..., hndlN] [[ppEffectEnable]] OnOf;</code>
[hndl0, ..., hndlN] [[ppEffectEnable]] OnOf;</code>


Check if enabled (Since {{GVI|arma3|1.55}}):
{{GVI|arma3|1.56}} Check if enabled:


<code>[[ppEffectEnabled]] hndl;</code>
<code>[[ppEffectEnabled]] hndl;</code>
'''Priority defines sequence in which are post effects applied.'''


== Example ==
== Example ==
Line 41: Line 39:


= Table of priorities =
= Table of priorities =
Priority defines sequence in which post effects are applied. The higher priority, the later the effect will be applied, on top of the others.


{| class="bikitable"
{| class="bikitable"
Line 478: Line 478:
== LightShafts ==
== LightShafts ==


Title: "LightShafts"; Base Priority: N/A
Title: "LightShafts"; Base Priority: N/A  


* can be used with [[ppEffectAdjust]]
* can be used with [[ppEffectAdjust]]
Line 488: Line 488:
! Parameter !! Meaning !! Type !! Range !! Defaults
! Parameter !! Meaning !! Type !! Range !! Defaults
|-
|-
| sunInnerRadius || Inner radius of the sun on the screen (in relative coords [0,1]) used for light source rendering - light has full intensity here || float || 0.001...1.0 || 0.01
| sunInnerRadius || inner radius of the sun. 0 = no radius, 1 = full screen || float || 0..1 || 0.01
|-
|-
| sunOuterRadius || Outer radius of the sun on the screen (in relative coords [0,1]) used for light source rendering - light fades from inner to outer radius || float || (sunInnerRadius + 0.1)... || 0.6
| sunOuterRadius || outer radius of the sun. 0 = no radius, 1 = full screen. light intensity fades out from inner to outer radius || float || 0..1 || 0.6
|-
|-
| exposure || Sun rays exposure - global strength of the effect || float || 0... || 0.49
| exposure || strength of effect || float || 0... || 0.45
|-
|-
| decay || Sun rays decay - (how fast rays decay) 1.0 - no decay, 0.9 - slow decay, 0.5 - fast decay...) || float || 0...1.0 || 0.89
| decay || how fast intensity of rays decays with distance || float || 0..1 || 0.89
|}
|}


Line 501: Line 501:


Defaults:
Defaults:
<code>"LightShafts" [[ppEffectAdjust]] [0.01, 0.6, 0.49, 0.89];</code>
<code>"LightShafts" [[ppEffectAdjust]] [0.01, 0.6, 0.45, 0.89];</code>


Copypaste example:
Copypaste example:
<code>[] [[spawn]]
<code>"LightShafts" [[ppEffectEnable]] [[true]];
{
"LightShafts" [[ppEffectAdjust]] [0.1,0.25,0.1,1.25];
[[systemChat]] "look at the sun";
[[systemChat]] "admire effect for a sec";
[[uiSleep]] 3;
[[uiSleep]] 3;
"LightShafts" [[ppEffectEnable]] [[true]];
"LightShafts" [[ppEffectEnable]] [[false]];</code>
"LightShafts" [[ppEffectAdjust]] [0.1,0.25,0.1,1.25];
[[systemChat]] "admire effect for a sec";
[[uiSleep]] 5;
"LightShafts" [[ppEffectEnable]] [[false]];
[[systemChat]] "back to normal";
};</code>


== HBAOPlus ==
== HBAOPlus ==
Line 520: Line 514:
{{Important|HBAOPlus requires DirectX 11 feature level 11 or above as well as being enabled in Video Options to affect display.}}
{{Important|HBAOPlus requires DirectX 11 feature level 11 or above as well as being enabled in Video Options to affect display.}}


Title: "HBAOPlus"; Base Priority: ?
Title: "HBAOPlus"; Base Priority: N/A


* can be used with [[ppEffectAdjust]]
* can be used with [[ppEffectAdjust]]
Line 528: Line 522:


{| class="bikitable"
{| class="bikitable"
! Parameter !! Meaning !! Type !! Range !! Defaults
! Parameter !! Meaning !! Type !! Range !! Defaults (Soft) !! Defaults (Medium) !! Defaults (Strong)
|-
|-
| radius || AO radius in meters || float || 0... || 2
| radius || AO radius in meters || float || 0...
| colspan="2" style="text-align: center;" | 1
| style="text-align: center;" | 1.2
|-
|-
| bias || hide low-tessellation artifacts || float || 0..0.5 || 0.3
| bias || hide low-tessellation artifacts || float || 0..0.5
| colspan="3" style="text-align: center;" | 0.3
|-
|-
| smallScaleAO || scale factor for the small-scale AO, the greater the darker || float || 0..2 || 1
| detailAO || scale factor for the small-scale AO, the greater the darker || float || 0..2
| style="text-align: center;" | 0.1
| style="text-align: center;" | 0.3
| style="text-align: center;" | 0.5
|-
|-
| largeScaleAO || scale factor for the large-scale AO, the greater the darker || float || 0..2 || 1
| coarseAO || scale factor for the large-scale AO, the greater the darker || float || 0..2
| style="text-align: center;" | 0.50
| style="text-align: center;" | 0.75
| style="text-align: center;" | 1.00
|-
|-
| powerExponent || final AO output is pow(AO, powerExponent) || float || 1..4 || 2
| powerExponent || final AO output is pow(AO, powerExponent) || float || 1..4
| colspan="3" style="text-align: center;" | 3
|-
|-
| blurRadius ||  0 = disabled blur, 1 = enabled with a radius of 2, 2 = enabled with a radius of 4. || integer || 0, 1, 2 || 1
| blurRadius ||  0 = disabled blur, 1 = enabled with a radius of 2, 2 = enabled with a radius of 4. || integer || 0, 1, 2
| colspan="3" style="text-align: center;" | 1
|-
|-
| blurSharpness || blur sharpness || float || 0... || 4
| blurSharpness || the greater the sharpness parameter, the more the blur preserves edges || float || 0...
| colspan="3" style="text-align: center;" | 4
|-
|-
| depthThresholdSharpness || depth threshold sharpness || float || 0... || 5
| fadeSharpness || fading of the AO with distance (greater value = sharper transition) || float || 0...
| colspan="3" style="text-align: center;" | 5
|-
|-
| foregroundAO || limit the occlusion scale in the foreground || float || 0... || 2
| foregroundViewDepth || distance (in meters) of foreground objects - up to this distance the depth is handled differently from the rest of the scene - to prevent huge AO kernel of foreground objects || float || 0...
| colspan="3" style="text-align: center;" | 2
|-
|-
| backgroundAO || limit the occlusion scale in the background || float || 0... || 0
| backgroundViewDepth || distance (in meters) of background objects - AO kernel for objects beyond this distance is computed differently || float || 0...
| colspan="3" style="text-align: center;" | 0
|}
|}


Syntax:
Syntax:
<code>"HBAOPlus" [[ppEffectAdjust]] [radius, bias, smallScaleAO, largeScaleAO, powerExponent, blurRadius, blurSharpness, depthThresholdSharpness, foregroundAO, backgroundAO];</code>
<code>"HBAOPlus" [[ppEffectAdjust]] [radius, bias, detailAO, coarseAO, powerExponent, blurRadius, blurSharpness, fadeSharpness, foregroundViewDepth, backgroundViewDepth];</code>


Defaults - ''depend on HBAO+ setting in Video Options'':
Defaults - ''depend on HBAO+ setting in Video Options'':
<code>"HBAOPlus" [[ppEffectAdjust]] [2, 0.3, 1, 1, 2, 1, 4, 5, 2, 0];</code>
<code>{{codecomment|// HBAO+ Soft}}
"HBAOPlus" [[ppEffectAdjust]] [1.0, 0.3, 0.1, 0.50, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];
 
{{codecomment|// HBAO+ Medium}}
"HBAOPlus" [[ppEffectAdjust]] [1.0, 0.3, 0.3, 0.75, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];
 
{{codecomment|// HBAO+ Strong}}
"HBAOPlus" [[ppEffectAdjust]] [1.2, 0.3, 0.5, 1.0, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];</code>
 


Copypaste example:
Copypaste example:
Line 561: Line 578:
[[systemChat]] "admire effect for a sec";
[[systemChat]] "admire effect for a sec";
[[uiSleep]] 3;
[[uiSleep]] 3;
"HBAOPlus" [[ppEffectAdjust]] [1, 1.0, 1, 1, 1, 1, 1, 1, 1, 1];</code>
"HBAOPlus" [[ppEffectAdjust]] [1.0, 0.3, 0.1, 0.50, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];</code>





Revision as of 21:38, 8 November 2018

Scripting commands

Effect creation:

hndl = ppEffectCreate ["effect_type", priority]; hndls[] = ppEffectCreate [["effect_type0", priority0], ["effect_type1", priority1], ...];

Effect cancellation:

ppEffectDestroy hndl; ppEffectDestroy [hndl0, hndl1, ..., hndlN];

Parameter setup:

hndl ppEffectAdjust [par0, par1, ..., parN];

Parameter application:

hndl ppEffectCommit time; [hndl0, ..., hndlN] ppEffectCommit time;

Effect permission:

hndl ppEffectEnable OnOf; [hndl0, ..., hndlN] ppEffectEnable OnOf;

Arma 3 logo black.png1.56 Check if enabled:

ppEffectEnabled hndl;

Example

_hndl = ppEffectCreate ["colorCorrections", 1501]; _hndl ppEffectEnable true; _hndl ppEffectAdjust [1.0, 1.0, 0.0, [1.0, 0.1, 1.0, 0.75], [0.0, 1.0, 1.0, 1.0], [0.199, 0.587, 0.114, 0.0]]; _hndl ppEffectCommit 0; sleep 10; ppEffectDestroy _hndl;

Table of priorities

Priority defines sequence in which post effects are applied. The higher priority, the later the effect will be applied, on top of the others.

Priority PostEffect Description
2050 FilmGrain CfgOpticsEffect::TankCommanderOptics1(2)
1550 ColorCorrections CfgOpticsEffect::TankGunnerOptics1(2)
450 DynamicBlur CfgOpticsEffect::OpticsBlur1(2,3)
250 Chromatic Aberration CfgOpticsEffect::OpticsCHAbera1(2,3)

Parameters of individual effects

RadialBlur

Title: "RadialBlur"; Base Priority: 100

RadialBlur will not do anything if RADIAL BLUR is disabled in Video Options
Parameter Meaning Type Range Defaults
powerX relative blur degree on axis X float 0... 0.01
powerY relative blur degree on axis Y float 0... 0.01
offsetX relative size X of un-blurred centre float 0... 0.06
offsetY relative size Y of un-blurred centre float 0... 0.06

Syntax: hndRadBlur ppEffectAdjust [powerX, powerY, offsetX, offsetY];

Defaults: hndRadBlur ppEffectAdjust [0.01, 0.01, 0.06, 0.06];

Copypaste example: 0 = ["RadialBlur", 100, [100, 0.5, 0.1, 0.5]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

ChromAberration

Title "ChromAberration"; Base Priority: 200

Parameter Meaning Type Range Defaults
aberrationPowerX relative effect strength (sample spacing from each other) axis X float 0... 0.005
aberrationPowerY relative effect strength (sample spacing from each other) axis Y float 0... 0.005
aspectCorrection enable/disable correction according to screen aspect ratio bool true, false false

Syntax: hndlChromAberr ppEffectAdjust [aberrationPowerX, aberrationPowerY, aspectCorrection];

Defaults: hndlChromAberr ppEffectAdjust [0.005, 0.005, false];

Copypaste example: 0 = ["ChromAberration", 200, [0.05, 0.05, true]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

WetDistortion

Title: "WetDistortion"; Base Priority: 300

Effect cancels automatically under water.

Parameter Meaning Type Range Defaults
value blurriness of distorted image (0 to 1, values above 1 cause unusual) float 0..1 1
top, bottom effect power (top/bottom of screen separately) float 0..1 1, 1
horizontal1, horizontal2, vertical1, vertical2 waves speeds (frequency/PI) float 0... 4.10, 3.70, 2.50, 1.85
horizontal1, horizontal2, vertical1, vertical2 waves amplitudes (delta texture coordinates) float 0... 0.0054, 0.0041, 0.0090, 0.0070
randX, randY coefficients for phase computing; weight of random vertex data on horizontal/vertical wave phases float 0... 0.5, 0.3
posX, posY coefficients for phase computing; weight of vertex X/Y-position on horizontal/vertical wave phases float 0... 10.0, 6.0

Syntax: hndlWetDist ppEffectAdjust [ value, top, bottom, horizontal1, horizontal2, vertical1, vertical2, horizontal1, horizontal2, vertical1, vertical2, randX, randY, posX, posY ];

Defaults: hndlWetDist ppEffectAdjust [ 1, 1, 1, 4.10, 3.70, 2.50, 1.85, 0.0054, 0.0041, 0.0090, 0.0070, 0.5, 0.3, 10.0, 6.0 ];

Copypaste example: 0 = ["WetDistortion", 300, [1, 0, 1, 4.10, 3.70, 2.50, 1.85, 0.0054, 0.0041, 0.05, 0.0070, 1, 1, 1, 1]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

ColorCorrections

Title: "ColorCorrections"; Base Priority: 1500

Parameter Meaning Type Range Defaults
brightness image brightness (0 - black, 1 - unchanged, 2 - white ) float 0..2 1
contrast image contrast (1 - normal contrast) float 0... 1
offset image contrast offset (0 - unchanged ) float 0... 0
[r, g, b, a] color for blending (r, g, b - color, a - blend factor (0 - original color, 1 - blend color )) float 0..1 [0, 0, 0, 0]
[r, g, b, a] color for colorization ( r, g, b - color, a - saturation (0 - original color, 1 - B&W multiplied by colorize color)) float 0..1 [1, 1, 1, 1]
[r, g, b, 0] color rgb weights for desaturation float 0..1 [0.299, 0.587, 0.114, 0]
[

    radialMajorAxisRadius,
    radialMinorAxisRadius,
    radialRotationDeg,
    radialCenterX,
    radialCenterY,
    radialInnerRadiusCoef,
    radialInterpCoef
]

radial color (optional, Arma 3 only)

major axis radius of ellipse
minor axis radius of ellipse
rotation of ellipse axis (in degrees)
centerX of ellipse on the screen (in relative coords, [-0.5] -> [0.5], where 0 is in the screen center)
centerY of ellipse on the screen (in relative coords, [-0.5] -> [0.5], where 0 is in the screen center)
coefficient for inner radius (where effect is not applied)
coefficient for color interpolation between inner and outer radius
 


float
float
float
float
float
float
float
 


0..1
0..1
0..359
-1..1
-1..1
0..1
0...
 

[
    -1,
    -1,
    0,
    0,
    0,
    0,
    0
]

Syntax: hndlClrCorr ppEffectAdjust [ brightness, contrast, offset, [blendR, blendG, blendB, blendA], [colorizeR, colorizeG, colorizeB, colorizeA], [weightR, weightG, weightB, 0], [a, b, angle, cx, cy, innerRCoef, interpCoef] ];

Defaults: hndlClrCorr ppEffectAdjust [ 1, 1, 0, [0, 0, 0, 0], [1, 1, 1, 1], [0.299, 0.587, 0.114, 0], [-1, -1, 0, 0, 0, 0, 0] ];

Copypaste example: 0 = ["ColorCorrections", 1500, [1, 0.4, 0, [0, 0, 0, 0], [1, 1, 1, 0], [1, 1, 1, 0]]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

DynamicBlur

Title: "DynamicBlur"; Base Priority: 400

Parameter Meaning Type Range Defaults
value blurriness float 0... 0

Syntax: hndlDynBlur ppEffectAdjust [value];

Defaults: hndlDynBlur ppEffectAdjust [0];

Copypaste example: 0 = ["DynamicBlur", 400, [10]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

FilmGrain

Title: "FilmGrain"; Base Priority 2000

Arma 3
in Arma 3 the monochromatic parameter is numeric. Use 0 for monochrome, any other value for colour

Number of parameters is flexible: it may be defined from 1 to 6 parameters, meaning of individual parameters is following:

Parameter Meaning Type Range Default
intensity intensity float 0..1 0.005
sharpness sharpness float 1..20 1.25
grainSize grain size float 1..8 2.01
intensityX0 intensityX0 float -x..0..+x 0.75
intensityX1 intensityX1 float -x..0..+x 1.0
Logo A2.png1.00 monochromatic monochromatic bool true, false true
Arma 3 logo black.png1.00 Arma 3 monochromatic monochromatic integer 0, 1 0

Syntax: hndlFilmGrain ppEffectAdjust [ intensity, sharpness, grainSize, intensityX0, intensityX1, monochromatic ];

Defaults: hndlFilmGrain ppEffectAdjust [ 0.005, 1.25, 2.01, 0.75, 1.0, true // 0 for Arma 3 ];

Copypaste example: 0 = ["FilmGrain", 2000, [1, 0.15, 7, 0.2, 1.0, true]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0; } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

Arma 3 logo black.png1.00 Arma 3 example: 0 = ["FilmGrain", 2000, [1, 0.15, 7, 0.2, 1.0, 0]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0; } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

ColorInversion

Title: "ColorInversion"; Base Priority: 2500

Parameter Meaning Type Range Defaults
Red Inversion of R channel (image inversion (0..no blur, 1..very blurred) float 0..1 0
Green Inversion of G channel (image inversion (0..no blur, 1..very blurred) float 0..1 0
Blue Inversion of B channel (image inversion (0..no blur, 1..very blurred) float 0..1 0

Syntax: hndlClrInversion ppEffectAdjust [Red, Green, Blue];

Defaults: hndlClrInversion ppEffectAdjust [0, 0, 0];

Copypaste example: 0 = ["ColorInversion", 2500, [0.5, 0.5, 0.5]] spawn { params ["_name", "_priority", "_effect", "_handle"]; while { _handle = ppEffectCreate [_name, _priority]; _handle < 0 } do { _priority = _priority + 1; }; _handle ppEffectEnable true; _handle ppEffectAdjust _effect; _handle ppEffectCommit 5; waitUntil {ppEffectCommitted _handle}; systemChat "admire effect for a sec"; uiSleep 3; _handle ppEffectEnable false; ppEffectDestroy _handle; };

Advanced effects

The advanced effects are not intended to be used by the end user. They cannot be created by ppEffectCreate and their adjustments (via ppEffectAdjust) are immediate and do not require ppEffectCommit.

LightShafts

Title: "LightShafts"; Base Priority: N/A

Parameter Meaning Type Range Defaults
sunInnerRadius inner radius of the sun. 0 = no radius, 1 = full screen float 0..1 0.01
sunOuterRadius outer radius of the sun. 0 = no radius, 1 = full screen. light intensity fades out from inner to outer radius float 0..1 0.6
exposure strength of effect float 0... 0.45
decay how fast intensity of rays decays with distance float 0..1 0.89

Syntax: "LightShafts" ppEffectAdjust [sunInnerRadius, sunOuterRadius, exposure, decay];

Defaults: "LightShafts" ppEffectAdjust [0.01, 0.6, 0.45, 0.89];

Copypaste example: "LightShafts" ppEffectEnable true; "LightShafts" ppEffectAdjust [0.1,0.25,0.1,1.25]; systemChat "admire effect for a sec"; uiSleep 3; "LightShafts" ppEffectEnable false;

HBAOPlus

HBAOPlus requires DirectX 11 feature level 11 or above as well as being enabled in Video Options to affect display.

Title: "HBAOPlus"; Base Priority: N/A

Parameter Meaning Type Range Defaults (Soft) Defaults (Medium) Defaults (Strong)
radius AO radius in meters float 0... 1 1.2
bias hide low-tessellation artifacts float 0..0.5 0.3
detailAO scale factor for the small-scale AO, the greater the darker float 0..2 0.1 0.3 0.5
coarseAO scale factor for the large-scale AO, the greater the darker float 0..2 0.50 0.75 1.00
powerExponent final AO output is pow(AO, powerExponent) float 1..4 3
blurRadius 0 = disabled blur, 1 = enabled with a radius of 2, 2 = enabled with a radius of 4. integer 0, 1, 2 1
blurSharpness the greater the sharpness parameter, the more the blur preserves edges float 0... 4
fadeSharpness fading of the AO with distance (greater value = sharper transition) float 0... 5
foregroundViewDepth distance (in meters) of foreground objects - up to this distance the depth is handled differently from the rest of the scene - to prevent huge AO kernel of foreground objects float 0... 2
backgroundViewDepth distance (in meters) of background objects - AO kernel for objects beyond this distance is computed differently float 0... 0

Syntax: "HBAOPlus" ppEffectAdjust [radius, bias, detailAO, coarseAO, powerExponent, blurRadius, blurSharpness, fadeSharpness, foregroundViewDepth, backgroundViewDepth];

Defaults - depend on HBAO+ setting in Video Options: // HBAO+ Soft "HBAOPlus" ppEffectAdjust [1.0, 0.3, 0.1, 0.50, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];

// HBAO+ Medium "HBAOPlus" ppEffectAdjust [1.0, 0.3, 0.3, 0.75, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];

// HBAO+ Strong "HBAOPlus" ppEffectAdjust [1.2, 0.3, 0.5, 1.0, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];


Copypaste example: "HBAOPlus" ppEffectAdjust [2, 0.3, 1, 1, 2, 1, 4, 5, 2, 0]; systemChat "admire effect for a sec"; uiSleep 3; "HBAOPlus" ppEffectAdjust [1.0, 0.3, 0.1, 0.50, 3.0, 1.0, 4.0, 5.0, 2.0, 0.0];


See also: ppEffectAdjust, ppEffectCommit, ppEffectCommitted, ppEffectCreate, ppEffectDestroy, ppEffectEnable, ppEffectEnabled, ppEffectForceInNVG