Sets global quad rays weight (blend amount, controls effect strength in final composite).
Takes weight (blend factor, default 0.5).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
weightDouble
Returns
Void
Quick Summary
Sets global quad rays weight (blend amount, controls effect strength in final composite).
Takes weight (blend factor, default 0.5).
Returns nothing.
Technical Exegesis...
Sets global quad rays weight (blend amount, controls effect strength in final composite). Takes weight (blend factor, default 0.5). Returns nothing. Sets g_quadRaysSettings.weight (blend weight parameter, applied when compositing quad rays with main scene). Use to control effect prominence (higher weight = more visible rays, lower weight = subtle effect), balance with main scene (prevent rays from overwhelming scene details), or adjust for artistic style (subtle atmospheric vs dramatic volumetric).
Sets global quad rays weight (blend amount, controls effect strength in final composite). Takes weight (blend factor, default 0.5). Returns nothing. Sets g_quadRaysSettings.weight (blend weight parameter, applied when compositing quad rays with main scene). Use to control effect prominence (higher weight = more visible rays, lower weight = subtle effect), balance with main scene (prevent rays from overwhelming scene details), or adjust for artistic style (subtle atmospheric vs dramatic volumetric). Weight factor: 0.0 = no effect (quad rays invisible, not blended), 0.5 = default (balanced blend, rays visible but not overpowering), 1.0 = full effect (maximum ray visibility, may overpower scene), >1.0 = overblown (very bright rays, washed out effect). Blend equation: finalColor = sceneColor + quadRaysColor * weight (additive blend, weight scales ray contribution). Use cases: (1) Subtle atmosphere (weight 0.2-0.4 for barely visible rays, environmental ambience), (2) Balanced effect (weight 0.4-0.7 for visible but not dominant rays), (3) Dramatic lighting (weight 0.8-1.2 for prominent god rays, spotlight beams), (4) Special effects (weight 1.5+ for explosive overblown rays, dream sequences), (5) Performance scaling (reduce weight 0.3 on low-end hardware, less visible rays). Common patterns: atmospheric = weight 0.3 subtle rays; cinematic = weight 0.7 balanced drama; intense = weight 1.2 overpowering rays. Typical values: subtle 0.1-0.4 (faint rays, background element), normal 0.4-0.7 (visible rays, balanced), strong 0.7-1.2 (prominent rays, foreground element), extreme 1.2+ (overwhelming rays, special effects). Interaction with intensity: intensity affects ray brightness calculation (multiplies sampled light), weight affects final blending (scales composite amount), combine both for control (intensity for ray appearance, weight for scene integration). Immediate effect (applies next frame), no validation (accepts any value, 0-1.5 recommended range), thread-safe (set from main thread).