0 is bare paper stock, 1 is full gold leaf on the cut edge.
Low is mirror-bright leaf, high is the softer brushed gilt you get on a cut edge.
Where the light comes from, left to right. The default is the brass lamp's own bearing, so the card is lit by the fitting you can see over on the left.
How high it sits. Low rakes across the etching and brings out the relief; overhead flattens it. This also swings the holo, because the rainbow is keyed to the lamp.
How much the card knows where the lamp is. 0 is the flat, evenly lit look; push it and the card gets a lit side and a dark one.
How much the far side still catches from the room. 0 is a spotlight in a void — pull it down only as far as the art survives, since the darker cards have little to spare.
The grazing shine on the lamination, strongest where the card turns edge-on. It is shadowed now, so a corner facing away stays dark instead of hazing over.
How directional the foil is. 0 is a flat printed rainbow; high makes it behave like real leaf that only lights up when it is angled at the lamp.
Sits in front of the highlight rolloff, so pushing it brightens the scene without ever clipping a foil catch to white.
Where the rolloff starts. Below this, colour is untouched; above it, a gold catch keeps its hue instead of burning out to white. 1 is hard clipping.
Air between you and the hull. This is what puts the far wall behind the card rather than flat against it.
The brass lamp and the cold light off the planet together. Low keeps the iron almost black, which is what foil wants behind it.
A dimmer, redder fitting off to starboard. Everything else lights from the left, so this is what keeps that side of the cabin and the card's right edge from going flat black.
The card's own shadow thrown on the plating. It turns with the card, so it is also what tells you the card is floating.
Depth of the seams and rivet heads in the hull plating.
Motes drifting around the card. They brighten by inverse square near every light, so they crowd the lamp and the card alike.
How fast the motes settle. Heavier ones fall faster than light ones, so the field never moves as one sheet. 0 leaves them hanging.
Brightness of the starfield and the planet beyond the glass.
How fast the ship is moving. The three star layers drift at different rates, which is what gives a flat pane depth.
How far the star throws into the air. Swells when the back faces you, narrows to nothing edge-on.
Screen-space bleed on anything brighter than the card. This is what makes the star read as radiant rather than just pale.