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MariENB Skyrim 2.4.5

This commit is contained in:
Marisa the Magician 2019-04-07 17:44:36 +02:00
commit 03475bd721
8 changed files with 211 additions and 70 deletions

View file

@ -963,11 +963,11 @@ AnchorsAmountDusk=1.0
AnchorsAmountNight=1.0
AnchorsAmountInteriorDay=1.0
AnchorsAmountInteriorNight=1.0
ColorFromEnvironmentFog=0.46
ColorFromEnvironmentFog=0.48
SkyLightingAmountDawn=0.96
SkyLightingAmountSunrise=1.04
SkyLightingAmountDay=0.96
SkyLightingAmountSunset=1.02
SkyLightingAmountSunset=1.06
SkyLightingAmountDusk=0.96
SkyLightingAmountNight=0.82
SkyLightingAmountInteriorDay=0.96
@ -999,23 +999,23 @@ ColorFilterInteriorNight=1, 1, 1
RelativeToCameraDawn=0.39
RelativeToCameraSunrise=0.48
RelativeToCameraDay=0.66
RelativeToCameraSunset=0.44
RelativeToCameraSunset=0.43
RelativeToCameraDusk=0.33
RelativeToCameraNight=0.49
RelativeToCameraInteriorDay=0.58
RelativeToCameraInteriorNight=0.21
VerticalOffsetDawn=-11.5
VerticalOffsetSunrise=-11.06
VerticalOffsetDay=-11.099999
VerticalOffsetSunset=-11.09
VerticalOffsetDusk=-11.55
VerticalOffsetNight=-11.8
VerticalOffsetInteriorDay=-10.44
VerticalOffsetInteriorNight=-11.26
VerticalOffsetDawn=0.0
VerticalOffsetSunrise=0.0
VerticalOffsetDay=0.0
VerticalOffsetSunset=0.0
VerticalOffsetDusk=0.0
VerticalOffsetNight=0.0
VerticalOffsetInteriorDay=0.0
VerticalOffsetInteriorNight=0.0
DensityDawn=1.15
DensitySunrise=1.16
DensityDay=1.18
DensitySunset=1.17
DensitySunset=1.18
DensityDusk=1.15
DensityNight=1.16
DensityInteriorDay=1.29
@ -1023,8 +1023,8 @@ DensityInteriorNight=1.17
VerticalFadeDawn=4.74
VerticalFadeSunrise=4.64
VerticalFadeDay=4.54
VerticalFadeSunset=4.52
VerticalFadeDusk=4.74
VerticalFadeSunset=4.49
VerticalFadeDusk=4.77
VerticalFadeNight=4.82
VerticalFadeInteriorDay=4.39
VerticalFadeInteriorNight=4.78
@ -1044,11 +1044,11 @@ BottomTopDusk=0.0
BottomTopNight=0.0
BottomTopInteriorDay=0.0
BottomTopInteriorNight=0.0
ExponentialFadeDawn=0.7
ExponentialFadeSunrise=0.7
ExponentialFadeDay=0.7
ExponentialFadeSunset=0.7
ExponentialFadeDusk=0.7
ExponentialFadeNight=0.7
ExponentialFadeInteriorDay=0.7
ExponentialFadeInteriorNight=0.7
ExponentialFadeDawn=1.0
ExponentialFadeSunrise=1.0
ExponentialFadeDay=1.0
ExponentialFadeSunset=1.0
ExponentialFadeDusk=1.0
ExponentialFadeNight=1.0
ExponentialFadeInteriorDay=1.0
ExponentialFadeInteriorNight=1.0

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@ -1 +1 @@
2.4.4-1 "The Bokehning"
2.4.5-1 "The Bokehning"

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@ -267,13 +267,13 @@ FogColorFilterDusk=0.588, 0.494, 0.714
ColorPowDawn=1.0
ColorPowDusk=1.0
[SKY]
CloudsIntensityDay=1.100001
CloudsIntensityDay=0.840001
CloudsIntensityNight=0.360001
CloudsIntensityInterior=1.49
CloudsCurveDay=1.09
CloudsCurveDay=1.07
CloudsCurveNight=1.48
CloudsCurveInterior=1.5
CloudsDesaturationDay=0.41
CloudsDesaturationDay=0.42
CloudsDesaturationNight=0.26
CloudsDesaturationInterior=0.14
GradientIntensityDay=0.980001
@ -309,17 +309,17 @@ MoonIntensity=1.6
MoonCurve=1.0
MoonDesaturation=0.2
CloudsIntensitySunrise=0.710001
CloudsIntensitySunset=0.68
CloudsIntensityInteriorDay=0.53
CloudsIntensitySunset=0.66
CloudsIntensityInteriorDay=0.81
CloudsIntensityInteriorNight=0.27
CloudsCurveSunrise=1.14
CloudsCurveSunset=1.15
CloudsCurveSunset=1.14
CloudsCurveInteriorDay=1.07
CloudsCurveInteriorNight=1.56
CloudsDesaturationSunrise=0.33
CloudsDesaturationSunset=0.35
CloudsDesaturationInteriorDay=0.6
CloudsDesaturationInteriorNight=0.0
CloudsDesaturationInteriorDay=0.48
CloudsDesaturationInteriorNight=0.21
GradientIntensitySunrise=0.850001
GradientIntensitySunset=0.850001
GradientIntensityInteriorDay=0.99
@ -662,20 +662,20 @@ IntensityDusk=1.0
CurveDawn=1.0
CurveDusk=1.0
[PARTICLE]
IntensitySunrise=0.94
IntensityDay=1.25
IntensitySunset=0.94
IntensitySunrise=0.83
IntensityDay=0.91
IntensitySunset=0.85
IntensityNight=0.65
IntensityInteriorDay=1.19
IntensityInteriorDay=0.92
IntensityInteriorNight=0.62
LightingInfluenceSunrise=1.04
LightingInfluenceDay=0.92
LightingInfluenceSunset=1.02
LightingInfluenceSunrise=1.14
LightingInfluenceDay=1.08
LightingInfluenceSunset=1.15
LightingInfluenceNight=1.42
LightingInfluenceInteriorDay=0.93
LightingInfluenceInteriorDay=1.08
LightingInfluenceInteriorNight=1.32
IntensityDawn=0.7
IntensityDusk=0.73
IntensityDawn=0.68
IntensityDusk=0.7
LightingInfluenceDawn=1.23
LightingInfluenceDusk=1.23
[RAYS]

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@ -1,12 +1,12 @@
[WEATHER001]
FileName=_hotweather.ini
WeatherIDs=d9329, 10199f, 10a230, 10a233, 10a23b, 10a23f, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1eb, 10e1ec, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68, 12eab9, 7761f, 701d2, 67bb2
WeatherIDs=d9329, 10199f, 10a230, 10a233, 10a23b, 10a23f, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1eb, 10e1ec, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68, 701d2, 67bb2
[WEATHER002]
FileName=_coldweather.ini
WeatherIDs=aee84, ecc96, 104ab4, 10a244, 10a245, 10da13, 10e1ef, 10e1f0, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 21311, 62484, 2c603b, 2da92c
WeatherIDs=aee84, ecc96, 104ab4, 10a244, 10a245, 10da13, 10e1ef, 10e1f0, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 62484, 2c603b, 2da92c
[WEATHER003]
FileName=_fogweather.ini
WeatherIDs=923fd, d299e, 105942, 105943, 105944, 105945, 106635, 10a231, 10a232, 10a235, 10a238, 10a239, 10a23c, 10a23d, 10a23e, 10a241, 10a242, 10a7a6, 10a7a7, 10c32f, 34cfb, 1c6d2, 1cc35, 4bdf7, 57500, 73963, 73964, 73ec8, 83665, 56a0c, 56a0d
WeatherIDs=923fd, d299e, 105942, 105943, 105944, 105945, 106635, 10a231, 10a232, 10a235, 10a238, 10a239, 10a23c, 10a23d, 10a23e, 10a241, 10a242, 10a7a6, 10a7a7, 10c32f, 34cfb, 1c6d2, 1cc35, 4bdf7, 57500, 73963, 73964, 73ec8, 83665, 56a0c, 56a0d, 12c4, 179ab, 161063, 161065, 2946e6, 296eb5
[WEATHER004]
FileName=_coldfogweather.ini
WeatherIDs=4d7fb, c821e, c821f, c8220, c8221, d4886, 1d760, 374ba, 2c603b, 2da92c

View file

@ -123,7 +123,7 @@ DOF Fog Blend Interior Day=1.0
Disable DOF=false
Use Only Fixed DOF=false
DOF Blur Radius=8.0
DOF Blur Chromatic Aberration=1.78
DOF Blur Chromatic Aberration=1.82
DOF Relative to FOV=true
Default FOV=75.0
DOF Relative Factor Night=2.19
@ -180,9 +180,9 @@ DOF Fog Depth=0.0
Enable DOF Post-Blur=true
DOF Post-Blur Radius=1.0
Enable DOF Highlights=true
DOF Highlight Threshold=0.71
DOF Highlight Gain=1.93
DOF Bokeh Edge Bias=0.5
DOF Bokeh Fuzz=0.01
DOF Highlight Threshold=0.47
DOF Highlight Gain=2.21
DOF Bokeh Edge Bias=0.72
DOF Bokeh Fuzz=0.05
DOF Gather Blur Radius=8.0
DOF Bokeh Blur Radius=2.0
DOF Bokeh Blur Radius=1.62

BIN
enbseries/enbhelper.dll Normal file

Binary file not shown.

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@ -403,16 +403,23 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
}
/* helper code for simplifying these */
#define gcircle(x) float2(cos(x),sin(x))
float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight )
float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
out float4 deps, out float4 dfcs )
{
float4 res;
float cstep = 2.0*pi*(1.0/3.0);
float ang = 0.5*pi;
res.r = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).r;
deps.r = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
dfcs.r = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
ang += cstep;
res.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).g;
deps.g = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
dfcs.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
ang += cstep;
res.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).b;
deps.b = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
dfcs.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
if ( bDoHighlight )
{
float l = luminance(res.rgb);
@ -420,6 +427,8 @@ float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight )
res += lerp(0,res,threshold*blur);
}
res.a = tex2D(SamplerColor,coord).a;
deps.a = tex2D(SamplerDepth,coord).x;
dfcs.a = res.a;
return res;
}
/* gather blur pass */
@ -441,14 +450,15 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
if ( dfc <= dofminblur ) return tex2D(SamplerColor,coord);
float4 res = float4(0,0,0,0);
float dep = tex2D(SamplerDepth,coord).x;
float ds, sw, tw = 0;
float2 bsz = bof*dofpradius*dfc;
float4 sc;
float4 sc, ds, sd, sw, tw = float4(0,0,0,0);
[unroll] for ( int i=0; i<32; i++ )
{
sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite);
ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x;
sw = (ds>dep)?1.0:sc.a;
sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite,ds,sd);
sw.r = (ds.r>dep)?1.0:sd.r;
sw.g = (ds.g>dep)?1.0:sd.g;
sw.b = (ds.b>dep)?1.0:sd.b;
sw.a = (ds.a>dep)?1.0:sd.a;
tw += sw;
res += sc*sw;
}
@ -479,9 +489,9 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
float2 sf = bof+(tex2D(SamplerNoise3,coord*(bresl/256.0)).xy*2.0-1.0)
*dofbnoise*0.001;
float2 sr = sf*dofbradius*dfc;
float tw = 1.0;
int rsamples;
float bstep, sw;
float bstep, bw;
float4 sc, ds, sd, sw, tw = float4(1,1,1,1);
float2 rcoord;
#define dofbrings 7
#define dofbsamples 3
@ -492,9 +502,14 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
bstep = pi*2.0/(float)rsamples;
rcoord = gcircle(j*bstep)*i;
sw = lerp(1.0,(float)i/(float)dofbrings,dofbbias);
res += dofsample(coord+rcoord*sr,sr,dfc,dofhilite)*sw;
tw += sw;
bw = lerp(1.0,(float)i/(float)dofbrings,dofbbias);
sc = dofsample(coord+rcoord*sr,sr*i,dfc,dofhilite,ds,sd);
sw.r = (ds.r>dep)?1.0:sd.r;
sw.g = (ds.g>dep)?1.0:sd.g;
sw.b = (ds.b>dep)?1.0:sd.b;
sw.a = (ds.a>dep)?1.0:sd.a;
res += sc*sw*bw;
tw += sw*bw;
}
}
res /= tw;

View file

@ -1,4 +1,117 @@
ID NAME TEMPERATURE
Weather classification ideas for 2.5.x:
Currently, weathers are separated by warm, temperate, cold and whether or not
they're foggy, for a total of 6 classes. This is way too simplified and doesn't
leave much room for proper customization.
One idea I have is to expand this to up to 16 weather classes and then have a
separate function for dividing them in hot, cold and foggy for the respective
effects that need them.
The number of 16 is significative because if I plan to separate the LUTs into
weathers but also unify the textures, I'd be limited to 4*16 (64) different
palettes within the limit of 8192x8192 for the 64px³ version.
Default -> Clear/Cloudy Whiterun, The Reach, Haafingar
Snowy -> Places where it's snowing (duh)
Rainy -> When it rains, anywhere there isn't snow
Cold Rainy -> Rain in snowy areas
Wintery -> Clear/Cloudy Pale, Winterhold, Mountains, Coast
Shady -> Hjaalmarch, mostly
Swampy -> Hjaalmarch when there's fog
Hot -> Eastmarch
Misty -> Slight fog
Lush -> Falkreath, The Rift
Foggy -> Thicker fog
Blackreach -> Self-descriptive
Spooky -> Soul Cairn
Smoky -> Places where it's warm but there's fog
Cool -> Knox (Aether Suite)
Neutral -> Reserved for a neutral LUT and no weather effects
# Class Temperature Fog
0 Default Temperate No
1 Snowy Cold Yes
2 Rainy Temperate Yes
3 Cold Rainy Cold Yes
4 Wintery Cold No
5 Shady Temperate No
6 Swampy Temperate Yes
7 Hot Warm No
8 Misty Temperate Yes
9 Lush Warm No
A Foggy Temperate Yes
B Blackreach Temperate Yes
C Spooky Cold No
D Smoky Warm Yes
E Cool Temperate No
F Neutral Temperate No
Alternatively, I could do 16 more weather classes by separating exterior and
interior into two textures, as there is no real need to interpolate there,
which would make 2 8192x8192 textures.
"Regions" for easier classification:
Default [Falkreath hold, forested area surrounding Eastmarch] -> Forest
Fall Forest (FF) [The Rift] -> Rift
Snow (SN) [The Pale, Winterhold, mountain areas] -> Wintery
Reach (RE) [The Reach] -> Neutral
Tundra (TU) [Whiterun hold, Haafingar] -> General
Coast (CO) [General northern coast region] -> Sea
Volcanic Tundra (VT) [Eastmarch] -> Warm
Tundra Marsh (MA) [Hjaalmarch] -> Swamp
Blackreach -> Underground
Sovngarde -> Sovngarde
Blue Palace -> Hazy
Bloated Man's Grotto -> Hazy
Knox -> Know
Coldharbor -> Warm
Soul Cairn -> Spooky
Apocrypha -> Eldrich
# Class Temperature Fog
00 Forest Temperate No
01 Forest Fog Temperate Yes
02 Forest Rain Cold Yes
03 Forest Snow Cold Yes
04 Rift Temperate No
05 Rift Fog Temperate Yes
06 Rift Rain Temperate Yes
07 Wintery Cold No
08 General Temperate No
09 General Fog Temperate Yes
0A General Rain Temperate Yes
0B Sea Cold No
0C Sea Fog Cold Yes
0D Warm Warm No
0E Warm Fog Warm Yes
0F Warm Rain Temperate Yes
10 Swamp Temperate No
11 Swamp Fog Temperate Yes
12 Swamp Rain Temperate Yes
13 Underground Temperate No
14 Sovngarde Warm No
15 SovngardeFog Temperate Yes
16 SovngardeDarkCold No
17 Hazy Temperate Yes
18 HazyCold Cold Yes
19 HazyWarm Warm Yes
1A Knox Temperate No
1B Knox Storm Temperate Yes
1C Spooky Cold No
1D Eldrich Temperate No
1E Eldrich Fog Temperate Yes
1F Neutral LUT Temperate No
One last option would be to do a total of 64 weathers by separating time of day
too, then having 4 8192x8192 textures. This would obviously be overkill and
turn MariENB into one hell of a massive time sink in terms of maintenance. It'd
still fit the hardcoded ENB limit of 100 weathers, though. I'm not even going
to consider that one, even though it'd give me much more fine tuned control.
Here is the list of all weathers this ENB will have special support for:
ID NAME CLASS
Skyrim
@ -144,15 +257,19 @@ Natural Lighting and Atmospherics
73EC8 SkyrimFogHeavy_CM TEMPERATE FOG
83665 SkyrimFogRain_CM TEMPERATE FOG
Unofficial Skyrim Patch
12C4 USKP_SkyhavenTempleEntranceOvercastRainRE TEMPERATE FOG
-- In progress
Darkend
179AB DLC1EclipseDUPLICATE001 -
161063 XJKphalosFog -
161065 XJKphalosStormRainFOG -
2946E6 XJKphalosFogDUPLICATE001 -
296EB5 XJKphalosFogSovngarde -
179AB DLC1EclipseDUPLICATE001 TEMPERATE FOG
161063 XJKphalosFog TEMPERATE FOG
161065 XJKphalosStormRainFOG TEMPERATE FOG
2946E6 XJKphalosFogDUPLICATE001 TEMPERATE FOG
296EB5 XJKphalosFogSovngarde TEMPERATE FOG
Vigilant
@ -164,6 +281,15 @@ Vigilant
2C603B zzzCHOldForestStormRain COLD FOG
2DA92C zzzCHWhaleGraveyardStormSnow COLD FOG
Aether Suite
5BA5F SkyrimAcademyClear TEMPERATE
5C976 00KnoxStormWeather TEMPERATE
601EE 00KnoxWeather TEMPERATE
88AFE 00KnoxWeatherNoRain TEMPERATE
-- Might just be shoved into a separate preset
Enderal
4815 _00E_Swamp01 -
@ -176,7 +302,7 @@ Enderal
20B13 _00E_WeatherSullevanInterior -
20B16 _00E_WeatherSullevanIntereur -
21310 SkuldafnCloudyDUPLICATE001 -
21311 _00E_EnderalRainLight COLD
21311 _00E_EnderalRainLight -
2B999 _0E_MaxWetter -
2B9A1 _00E_MaxWetterRegen -
30FE2 _00E_MQ11a_SkyrimOvercastSnowSlow -
@ -202,7 +328,7 @@ Enderal
74545 _0E_OstBauernkueste -
74546 _0E_GraeberPfade -
76985 _00E_Farmcoast -
7761F _00E_MQP02ShipWeather HOT
7761F _00E_MQP02ShipWeather -
7D3FD _JonasWaldVersuchDUPLICATE005 -
8B19C _00E_SilberhainWetter -
962ED _00E_WesternBayWeather -
@ -224,7 +350,7 @@ F8EF4 _00E_MQ07aOldManManor -
106723 _00E_MQ07aVisionWeatherRain -
10674E _00E_MQ07aVisionWeatherNoRain -
10A758 _00E_MQ07aOldManManorNoRain -
12EAB9 _00E_MQP01_Weather HOT
12EAB9 _00E_MQP01_Weather -
12ECEC SkyrimOvercastSnowKristallwald -
13706E EnderalClearNoClouds -
14BDDC _00E_Test_Weather_02 -