\documentclass[a4paper,12pt]{article} \usepackage[a4paper, total={180mm, 272mm}]{geometry} \usepackage{fontspec} \setmainfont[Path=fonts/, Extension=.ttf]{ipaexm} \setlength\parindent{3.5em} \setlength\parskip{0em} \renewcommand{\baselinestretch}{1.247} \begin{document} \thispagestyle{empty} \Large \noindent \\ Fog Ino\medskip \par \normalsize It scatters light.\\ \par Used for bath water, and mist, etc.,\par A directional Light creates the appearance of the (Light Scattering) effect.\par The optical filter, and fog, such as diffusion\par can be aimed at by the effect, but it does not have to simulate the light.\\ \par Each pixel, is affected by the shining of a more bright surrounding pixel.\par More strongly from nearby pixels, it will have a weaker impact from distant pixels.\\ \par First, \textquotedbl Alpha Rendering\textquotedbl \ processing starts if the Alpha channel is ON,\par next, it handles the RGB pixels when the Alpha channel is not zero.\\ \par \textquotedbl Alpha Rendering\textquotedbl \ is not handled when the Alpha channel is OFF,\par it does not Mask changes in the RGB image, so you will get jaggies on the mask edge.\\ \\ -{-}- \ Inputs \ -{-}-\\ Source\par Connect the image to process.\\ \\ -{-}- \ Settings \ -{-}-\\ Radius\par The extent of which to scatter the light, specified by a circle radius.\par The unit is millimeters.\par Specify a value greater than or equal to 0. The maximum is 100.\par When a Pixel is smaller than the width value, it is not affected, Fog will not be applied.\par A larger Radius will take more time to process.\par The default value is 1.\\ \\ Curve\par The attenuation curve going towards the scattered light.\par Specify a value of 0.01 or more. The maximum is 100.\par The effect will be weaker on pixels further away,\par it represents the change in the Gamma curve.\par Brightness in the case of 1.0 is linear attenuated.\par The smaller the value the lower the brightness becomes (impact is reduced abruptly),\par a larger bulge will produce a higher brightness (impact is emphasized).\par The default value is 1. \newpage \thispagestyle{empty} \ \vspace{-0.2em} \par \noindent Power\par Changes the strength to disperse the light.\par Specify a value in the range 0 to 1.\par You can specify values above 1.0 up to a maximum 2.0, it will emphasize the light.\par The emphasis may be useful to emit light from a dark portion such as an ink line.\par When the value is 0.0 pixels will not be affected by the light, Fog will not be applied.\par You can specify values less than 0.0 down to a minimum of -2.0.\par Processing with this is not the scattering of light, it will be the scattering of darkness.\par The default value is 1.\\ \\ Threshold Min\\ Threshold Max\par Specify these values to get more brightness from the emitted Pixel light.\\ \par Affected by the brightness from a more bright Pixel, but in addition to that,\par using the Pixel value (\textquotedbl Threshold Min\textquotedbl ) can get even more brightness,\par to affect the current overall brightness.\par Brightness, is determined from the RGB Pixel value (of HLS) from the L value.\\ \par The following range greater than or equal to 0.0 to 1.01 can be specified as values.\\ \par If both values are 1.01 Fog will not be applied.\\ \par If \textquotedbl Threshold Max\textquotedbl \ is greater than \textquotedbl Threshold Min\textquotedbl ,\par it carries out smooth changes in fog by linear interpolation between Min and Max.\\ \par Reversing \textquotedbl Threshold Max\textquotedbl \ (which may be less than Min) but kept above 0,\par will suddenly emit light from pixels with \textquotedbl Threshold Min\textquotedbl \ or more of brightness.\par \textquotedbl Threshold Min\textquotedbl \ also produces full Fog if set to 0.\\ \par The default value is 0 for both.\\ \\ Alpha Rendering\par Switch is only valid when there is an Alpha channel in the image.\par When OFF it does not do anything.\par When ON it will also process the Alpha channel.\par The default setting is OFF. \end{document}