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MariENB FO4 3.6.0

This commit is contained in:
Marisa the Magician 2020-09-20 17:05:25 +02:00
commit 014d432980
14 changed files with 258 additions and 18 deletions

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@ -20,6 +20,7 @@ EnableSkylighting=true
EnableSubSurfaceScattering=true
EnableWater=true
EnableReflections=true
EnablePuddleReflections=true
[COLORCORRECTION]
UseProceduralCorrection=true
Brightness=1.0
@ -290,6 +291,22 @@ SkyAmbientBottomIntensityDusk=0.1
SkyAmbientBottomIntensityNight=0.08
SkyAmbientBottomIntensityInteriorDay=0.08
SkyAmbientBottomIntensityInteriorNight=0.03
SpecularAmountMultiplierDawn=1.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierDusk=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierDawn=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierDusk=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
[SSAO_SSIL]
UseIndirectLighting=true
SamplingQuality=1
@ -350,14 +367,14 @@ SunColorFilterDusk=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1
DistanceColorMultiplierDawn=1.0
DistanceColorMultiplierSunrise=1.0
DistanceColorMultiplierDay=1.0
DistanceColorMultiplierSunset=1.0
DistanceColorMultiplierDusk=1.0
DistanceColorMultiplierNight=1.0
DistanceColorMultiplierInteriorDay=1.0
DistanceColorMultiplierInteriorNight=1.0
DistanceColorMultiplierDawn=0.43
DistanceColorMultiplierSunrise=0.51
DistanceColorMultiplierDay=0.68
DistanceColorMultiplierSunset=0.47
DistanceColorMultiplierDusk=0.34
DistanceColorMultiplierNight=0.2
DistanceColorMultiplierInteriorDay=0.6
DistanceColorMultiplierInteriorNight=0.31
VerticalColorMultiplierDawn=1.0
VerticalColorMultiplierSunrise=1.0
VerticalColorMultiplierDay=1.0
@ -438,4 +455,7 @@ AmbientMinLevelNight=0.54
AmbientMinLevelInteriorDay=0.66
AmbientMinLevelInteriorNight=0.51
[REFLECTIONS]
Quality=2
Quality=1
[WEATHER]
EnableMultipleWeathers=false
EnableLocationWeather=false

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@ -1 +1 @@
3.5.3 "Don't Ask Me For Anything Ever Again"
3.6.0 "Ibuki's Giant Tiddies"

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@ -0,0 +1,3 @@
//example usage
//[0000003C] - WorldSpaceID
//13163=d4886 - first is LocationID, second is WeatherID (Riverwood with rainy weather)

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@ -1,6 +1,6 @@
/*
enbadaptation.fx : MariENB3 eye adaptation shader.
(C)2016-2019 Marisa Kirisame, UnSX Team.
(C)2016-2020 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/

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@ -1,6 +1,6 @@
/*
enbbloom.fx : MariENB3 bloom shader.
(C)2016-2019 Marisa Kirisame, UnSX Team.
(C)2016-2020 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/

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@ -1,6 +1,6 @@
/*
enbdepthoffield.fx : MariENB3 prepass shaders.
(C)2016-2019 Marisa Kirisame, UnSX Team.
(C)2016-2020 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/

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@ -1,6 +1,6 @@
/*
enbeffect.fx : MariENB3 base shader.
(C)2016-2019 Marisa Kirisame, UnSX Team.
(C)2016-2020 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/

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@ -1,6 +1,6 @@
/*
enbeffectpostpass.fx : MariENB3 extra shader.
(C)2016-2019 Marisa Kirisame, UnSX Team.
(C)2016-2020 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
@ -401,7 +401,87 @@ float hsval_m
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
/* colour balance */
/* retrofx */
string str_b = "RetroFX";
bool benable
<
string UIName = "Enable RetroFX";
string UIWidget = "Checkbox";
> = {false};
float bresx
<
string UIName = "RetroFX Emulted Width";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float bresy
<
string UIName = "RetroFX Emulted Height";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float bsaturation
<
string UIName = "RetroFX Saturation Modifier";
string UIWidget = "Spinner";
> = {1.0};
float bgamma
<
string UIName = "RetroFX Contrast Modifier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bdbump_r
<
string UIName = "RetroFX Dither Offset Red";
string UIWidget = "Spinner";
> = {0.0};
float bdbump_g
<
string UIName = "RetroFX Dither Offset Green";
string UIWidget = "Spinner";
> = {0.0};
float bdbump_b
<
string UIName = "RetroFX Dither Offset Blue";
string UIWidget = "Spinner";
> = {0.0};
float bdmult_r
<
string UIName = "RetroFX Dither Range Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float bdmult_g
<
string UIName = "RetroFX Dither Range Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float bdmult_b
<
string UIName = "RetroFX Dither Range Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
int bpal
<
string UIName = "RetroFX Palette";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 34;
> = {0};
/* needed so people know which palette is which because this stupid thing has no combo widget like Reshade */
bool bpaldebug
<
string UIName = "RetroFX Display Palette Label";
string UIWidget = "Checkbox";
> = {false};
bool mwatermark
<
string UIName = "Show MariENB Watermark";
string UIWidget = "Checkbox";
> = {false};
/* gaussian blur matrices */
/* radius: 4, std dev: 1.5 */
@ -422,7 +502,22 @@ Texture2D TextureVignette
string ResourceName = "menbvignette.png";
#endif
>;
Texture2D TextureLogo
<
string ResourceName = "menblogo.png";
>;
Texture2D TexturePAL
<
string ResourceName = "menbpal.png";
>;
Texture2D TexturePALNames
<
string ResourceName = "menbpaltext.png";
>;
Texture2D TextureDither
<
string ResourceName = "menbdither.png";
>;
SamplerState Sampler
{
Filter = MIN_MAG_MIP_LINEAR;
@ -437,6 +532,13 @@ SamplerState SamplerB
AddressV = Border;
MaxLOD = 0;
};
SamplerState SamplerN
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
MaxLOD = 0;
};
struct VS_INPUT_POST
{
@ -690,6 +792,75 @@ float4 PS_Cinematic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
return res;
}
/* RetroFX */
float4 ReducePrepass( in float4 col, in float2 coord )
{
float3 hsv = rgb2hsv(col.rgb);
hsv.y = clamp(hsv.y*bsaturation,0.0,1.0);
hsv.z = pow(max(hsv.z,0.0),bgamma);
col.rgb = hsv2rgb(saturate(hsv));
col.rgb += float3(bdbump_r,bdbump_g,bdbump_b)
+TextureDither.Sample(SamplerN,coord/8.0).x
*float3(bdmult_r,bdmult_g,bdmult_b);
col.rgb = saturate(col.rgb);
return col;
}
float4 ReducePAL( in float4 color, in float2 coord )
{
float4 dac = clamp(ReducePrepass(color,coord),0.0,63.0/64.0);
float2 lc = float2((dac.r+bpal)/64.0,dac.g/64.0+floor(dac.b*64.0)/64.0);
return TexturePAL.Sample(SamplerN,lc);
}
float4 PS_RetroRockets( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 )
: SV_Target
{
float2 coord = IN.txcoord.xy;
float4 res = TextureColor.Sample(Sampler,coord);
if ( !benable ) return res;
float2 rresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bresl = rresl;
if ( (bresx <= 0.0) || (bresy <= 0.0) ) bresl = rresl;
else
{
if ( bresx <= 1.0 ) bresl.x = rresl.x*bresx;
else bresl.x = bresx;
if ( bresy <= 1.0 ) bresl.y = rresl.y*bresy;
else bresl.y = bresy;
}
float2 sresl = rresl/bresl;
float2 ncoord = coord;
ncoord = floor(ncoord*bresl)/bresl;
if ( (bresx <= 0.0) || (bresy <= 0.0) ) ncoord = coord;
res = TextureColor.Sample(Sampler,ncoord);
res = ReducePAL(res,(coord*rresl)/sresl);
res.a = 1.0;
if ( !bpaldebug ) return res;
float2 scl = rresl/float2(256,1024);
float2 ocrd = (coord*scl)*.25;
if ( (ocrd.x < 1.0) && (ocrd.y < 1.0/64.0) )
{
float4 label = TexturePALNames.Sample(SamplerN,ocrd+float2(0.0,bpal/64.0));
res.rgb = lerp(res.rgb,label.rgb,label.a);
}
return res;
}
/* Logo */
float4 PS_Watermark( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
float4 res = TextureColor.Sample(Sampler,coord);
if ( !mwatermark ) return res;
float2 wscale;
wscale.x = 2.0;
wscale.y = 4.0*ScreenSize.w;
float4 logo = TextureLogo.Sample(Sampler,coord*wscale-float2(0.49,0.51)*wscale);
res.rgb = lerp(res.rgb,logo.rgb,logo.a);
return res;
}
#ifdef WITH_SMAA
/* begin SMAA integration code */
@ -874,6 +1045,22 @@ technique11 ExtraFilters8
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
}
}
technique11 ExtraFilters9
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_RetroRockets()));
}
}
technique11 ExtraFilters10
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Watermark()));
}
}
#else
technique11 ExtraFilters <string UIName="MariENB";>
{
@ -915,4 +1102,20 @@ technique11 ExtraFilters4
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
}
}
technique11 ExtraFilters5
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_RetroRockets()));
}
}
technique11 ExtraFilters6
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Watermark()));
}
}
#endif

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@ -62,3 +62,17 @@ Blue Value=0.0
Magenta Hue=0.0
Magenta Saturation=0.0
Magenta Value=0.0
Enable RetroFX=false
RetroFX Emulted Width=0.5
RetroFX Emulted Height=0.5
RetroFX Saturation Modifier=1.0
RetroFX Contrast Modifier=1.0
RetroFX Dither Offset Red=0.0
RetroFX Dither Offset Green=0.0
RetroFX Dither Offset Blue=0.0
RetroFX Dither Range Red=0.05
RetroFX Dither Range Green=0.05
RetroFX Dither Range Blue=0.05
RetroFX Palette=10
RetroFX Display Palette Label=false
Show MariENB Watermark=false

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@ -1,6 +1,6 @@
/*
menbglobaldefs.fx : MariENB3 global shared code.
(C)2016-2019 Marisa Kirisame, UnSX Team.
(C)2016-2020 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/

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