Sets radiance effect brightness multiplier (screen brightening near quad ray sources, clamped minimum 0.0). Takes brightness (screen brightness multiplier, 1.0 = normal, >1.0 = brighter, clamped minimum 0.0). Returns nothing. Sets g_radianceBrightness global (affects radiance post-processing, applied when rendering quad ray sources).
Sets radiance effect brightness multiplier (screen brightening near quad ray sources, clamped minimum 0.0). Takes brightness (screen brightness multiplier, 1.0 = normal, >1.0 = brighter, clamped minimum 0.0). Returns nothing. Sets g_radianceBrightness global (affects radiance post-processing, applied when rendering quad ray sources). Use to control screen glow intensity (increase for dramatic brightening, decrease for subtle effect), adjust for scene lighting (brighter scenes need lower radiance, darker scenes higher), or fade radiance in/out (animate brightness 0.0-2.0 for smooth transitions). Brightness multiplier: 0.0 = no brightening (radiance disabled visually, screen normal brightness), 1.0 = default (moderate brightening, balanced visibility), >1.0 = increased brightness (1.5-2.0 typical for strong glow, 2.5+ very bright overexposed effect), clamped minimum 0.0 (negative values clamped to 0.0, prevents darkening). Applied globally: affects all radiance sources equally (all quad ray sources with b3dSetQuadRayRadianceDistance configured), combined with per-entity radiance settings (entity.quadRayRadianceLevel multiplied with this brightness), combined with radiance color (b3dSetRadianceColor tints the brightening effect). Use cases: (1) Scene lighting match (bright outdoor brightness 0.8, indoor brightness 1.5), (2) Dramatic effect (high brightness 2.0 for intense glow near light sources), (3) Subtle atmosphere (low brightness 0.5 for barely visible radiance), (4) Fade in/out (animate brightness 0.0 -> 1.5 when entering radiance zone), (5) Disable radiance (brightness 0.0 disables effect without toggling b3dEnableRadianceEffect). Common patterns: normal = b3dSetRadianceBrightness(1.0) balanced; intense = b3dSetRadianceBrightness(2.0) strong glow; subtle = b3dSetRadianceBrightness(0.5) faint; disabled = b3dSetRadianceBrightness(0.0) no effect. Typical values: disabled (0.0 no brightness increase), subtle (0.3-0.7 barely visible), normal (0.8-1.2 balanced), strong (1.3-2.0 dramatic), extreme (2.0+ overexposed). Radiance effect: screen-space brightness post-processing (applied after 3D rendering, brightens screen pixels near quad ray sources), calculated per quad ray source (each source with quadRayRadianceStart/End/Level contributes), distance-based (camera distance to source determines fade, lerps from start to end distance), multiplicative brightness (finalColor *= (1.0 + radianceFactor * brightness * color), additive brightening). Interaction with quad rays: radiance independent of volumetric rays (screen brightens even if rays occluded or faded), typically used together (rays show volumetric light, radiance shows proximity glow), both use same quad ray sources (entities with isQuadRaySource and quadRayRadiance configured). Performance: minimal cost (screen-space post-processing, ~0.1ms), applies after main rendering (per-pixel brightness multiply, GPU-friendly), multiple sources accumulate (each radiance source adds to brightness, no significant overhead). Validation: clamps minimum 0.0 (negative values clamped to zero, prevents darkening), accepts any positive value (no maximum, user controls range), immediate effect (applies next frame). Related: b3dEnableRadianceEffect enables radiance system (required for radiance to be visible, activates post-processing), b3dIsRadianceEffectEnabled queries enabled state (check if radiance active), b3dSetRadianceColor sets radiance tint (RGB color multiplied with brightness, default white), b3dSetQuadRayRadianceDistance configures per-entity radiance (per quad ray source distance and level settings).