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MariENB FO4 3.5.2

This commit is contained in:
Marisa the Magician 2019-11-18 12:23:17 +01:00
commit 049d7bbac2
14 changed files with 276 additions and 57 deletions

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@ -16,11 +16,15 @@ EnableSSAO=true
EnableSkyAmbientCalculation=true
EnableCloudShadows=true
EnableDetailedShadow=true
EnableSkylighting=false
EnableSkylighting=true
EnableSubSurfaceScattering=true
EnableWater=true
EnableReflections=true
[COLORCORRECTION]
UseProceduralCorrection=true
Brightness=1.0
GammaCurve=1.0
UsePaletteTexture=true
[TIMEOFDAY]
DawnDuration=2.0
SunriseTime=7.0
@ -303,6 +307,7 @@ SourceTexturesScale=0.5
UseComplexAmbientOcclusion=true
EnableComplexFilter=true
FilterBluriness=1
UseSelfIntersecting=true
[FOG]
IgnoreWeatherSystem=true
DistanceFadeDawn=1.0
@ -345,17 +350,92 @@ 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
VerticalColorMultiplierDawn=1.0
VerticalColorMultiplierSunrise=1.0
VerticalColorMultiplierDay=1.0
VerticalColorMultiplierSunset=1.0
VerticalColorMultiplierDusk=1.0
VerticalColorMultiplierNight=1.0
VerticalColorMultiplierInteriorDay=1.0
VerticalColorMultiplierInteriorNight=1.0
[CLOUDSHADOWS]
IgnoreWeatherSystem=true
EnableAtNight=true
ForceOpacity=true
OpacityDawn=1.0
OpacitySunrise=1.0
OpacityDay=1.0
OpacitySunset=1.0
OpacityDusk=1.0
OpacityNight=1.0
OpacityInteriorDay=1.0
OpacityInteriorNight=1.0
ForceOpacity=false
OpacityDawn=0.5
OpacitySunrise=0.5
OpacityDay=0.5
OpacitySunset=0.5
OpacityDusk=0.5
OpacityNight=0.5
OpacityInteriorDay=0.5
OpacityInteriorNight=0.5
[SHADOW]
DetailedShadowQuality=1
[SUBSURFACESCATTERING]
IgnoreWeatherSystem=true
EnableSeparateInteriorParameters=true
Radius=3.86
RadiusInterior=4.12
Amount=0.67
AmountInterior=0.7
EpidermalAmount=1.46
EpidermalAmountInterior=1.43
SubdermalAmount=1.89
SubdermalAmountInterior=2.08
EpidermalDiffuseSaturation=-0.18
EpidermalDiffuseSaturationInterior=-0.11
SubdermalDiffuseSaturation=0.24
SubdermalDiffuseSaturationInterior=0.58
EpidermalMix=0.69
EpidermalMixInterior=0.57
SubdermalMix=0.52
SubdermalMixInterior=0.59
SubdermalTranslucency=0.76
SubdermalTranslucencyInterior=0.64
SubdermalPhase=0.72
SubdermalPhaseInterior=0.61
[WATER]
IgnoreWeatherSystem=true
EnableDispersion=true
EnableCaustics=true
EnableParallax=true
EnableSelfReflection=true
EnableDisplacement=true
DisplacementQuality=1
ReflectionAmount=0.91
ReflectionBlurring=0.36
ReflectionFlatness=0.73
FresnelMultiplier=1.69
DispersionAmount=0.95
CausticsAmount=0.85
SunSpecularMultiplier=1.67
SunScatteringMultiplier=1.35
WavesAmplitudeDawn=0.62
WavesAmplitudeSunrise=0.72
WavesAmplitudeDay=0.78
WavesAmplitudeSunset=0.74
WavesAmplitudeDusk=0.63
WavesAmplitudeNight=0.53
WavesAmplitudeInteriorDay=0.68
WavesAmplitudeInteriorNight=0.56
[SKYLIGHTING]
IgnoreWeatherSystem=true
AmbientMinLevelDawn=0.57
AmbientMinLevelSunrise=0.64
AmbientMinLevelDay=0.68
AmbientMinLevelSunset=0.61
AmbientMinLevelDusk=0.58
AmbientMinLevelNight=0.54
AmbientMinLevelInteriorDay=0.66
AmbientMinLevelInteriorNight=0.51
[REFLECTIONS]
Quality=2

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@ -34,14 +34,14 @@
* \ \ | |\/| | / /_\ \ / /_\ \
* ----) | | | | | / _____ \ / _____ \
* |_______/ |__| |__| /__/ \__\ /__/ \__\
*
*
* E N H A N C E D
* S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G
*
* http://www.iryoku.com/smaa/
*
* Hi, welcome aboard!
*
*
* Here you'll find instructions to get the shader up and running as fast as
* possible.
*
@ -130,14 +130,14 @@
* this last pass are not possible, the technique will work anyway, but
* will perform antialiasing in gamma space.
*
* IMPORTANT: for best results the input read for the color/luma edge
* IMPORTANT: for best results the input read for the color/luma edge
* detection should *NOT* be sRGB.
*
* 6. Before including SMAA.h you'll have to setup the render target metrics,
* the target and any optional configuration defines. Optionally you can
* use a preset.
*
* You have the following targets available:
* You have the following targets available:
* SMAA_HLSL_3
* SMAA_HLSL_4
* SMAA_HLSL_4_1
@ -329,7 +329,7 @@
/**
* SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
* Lowering this value you will be able to detect more edges at the expense of
* performance.
* performance.
*
* Range: [0, 0.5]
* 0.1 is a reasonable value, and allows to catch most visible edges.
@ -344,7 +344,7 @@
/**
* SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
*
*
* Range: depends on the depth range of the scene.
*/
#ifndef SMAA_DEPTH_THRESHOLD
@ -372,7 +372,7 @@
*
* Range: [0, 20]
*
* On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
* On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
* steps), but it can have a significant impact on older machines.
*
* Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
@ -414,16 +414,16 @@
* It locally decreases the luma or color threshold if an edge is found in an
* additional buffer (so the global threshold can be higher).
*
* This method was developed by Playstation EDGE MLAA team, and used in
* This method was developed by Playstation EDGE MLAA team, and used in
* Killzone 3, by using the light accumulation buffer. More information here:
* http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
* http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
*/
#ifndef SMAA_PREDICATION
#define SMAA_PREDICATION 0
#endif
/**
* Threshold to be used in the additional predication buffer.
* Threshold to be used in the additional predication buffer.
*
* Range: depends on the input, so you'll have to find the magic number that
* works for you.
@ -714,7 +714,8 @@ float2 SMAALumaEdgeDetectionPS(float2 texcoord,
// Then discard if there is no edge:
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
return float2(0.0, 0.0); // use of discard produces garbage data in ENB
// discard;
// Calculate right and bottom deltas:
float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
@ -776,7 +777,8 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord,
// Then discard if there is no edge:
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
return float2(0.0, 0.0); // use of discard produces garbage data in ENB
// discard;
// Calculate right and bottom deltas:
float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
@ -820,7 +822,8 @@ float2 SMAADepthEdgeDetectionPS(float2 texcoord,
float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
if (dot(edges, float2(1.0, 1.0)) == 0.0)
discard;
return float2(0.0, 0.0); // use of discard produces garbage data in ENB
// discard;
return edges;
}
@ -893,7 +896,7 @@ float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out
return coord.zw;
}
/**
/**
* Similar to SMAAArea, this calculates the area corresponding to a certain
* diagonal distance and crossing edges 'e'.
*/
@ -990,7 +993,7 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex),
/**
* This allows to determine how much length should we add in the last step
* of the searches. It takes the bilinearly interpolated edge (see
* of the searches. It takes the bilinearly interpolated edge (see
* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
* crossing edges are active.
*/
@ -1025,7 +1028,7 @@ float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2
* which edges are active from the four fetched ones.
*/
float2 e = float2(0.0, 1.0);
while (texcoord.x > end &&
while (texcoord.x > end &&
e.g > 0.8281 && // Is there some edge not activated?
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
@ -1050,7 +1053,7 @@ float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2
float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(0.0, 1.0);
while (texcoord.x < end &&
while (texcoord.x < end &&
e.g > 0.8281 && // Is there some edge not activated?
e.r == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
@ -1062,7 +1065,7 @@ float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2
float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(1.0, 0.0);
while (texcoord.y > end &&
while (texcoord.y > end &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
@ -1074,7 +1077,7 @@ float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 te
float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(1.0, 0.0);
while (texcoord.y < end &&
while (texcoord.y < end &&
e.r > 0.8281 && // Is there some edge not activated?
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
@ -1084,14 +1087,14 @@ float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2
return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
}
/**
/**
* Ok, we have the distance and both crossing edges. So, what are the areas
* at each side of current edge?
*/
float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
// Rounding prevents precision errors of bilinear filtering:
float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist);
// We do a scale and bias for mapping to texel space:
texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
@ -1160,7 +1163,7 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord,
// one of the boundaries is enough.
weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
// We give priority to diagonals, so if we find a diagonal we skip
// We give priority to diagonals, so if we find a diagonal we skip
// horizontal/vertical processing.
SMAA_BRANCH
if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
@ -1228,7 +1231,7 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord,
// We want the distances to be in pixel units:
d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
// SMAAArea below needs a sqrt, as the areas texture is compressed
// SMAAArea below needs a sqrt, as the areas texture is compressed
// quadratically:
float2 sqrt_d = sqrt(d);

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@ -1 +1 @@
3.5.1 "Part of a Complete Breakfast"
3.5.2 "Don't Ask Me For Anything Ever Again"

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@ -75,3 +75,139 @@ FileName=
FileName=
[WEATHER031]
FileName=
[WEATHER032]
FileName=
[WEATHER033]
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[WEATHER034]
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[WEATHER035]
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[WEATHER036]
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[WEATHER037]
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[WEATHER045]
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[WEATHER046]
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[WEATHER047]
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[WEATHER048]
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[WEATHER052]
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[WEATHER053]
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[WEATHER054]
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[WEATHER057]
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@ -1,6 +1,6 @@
/*
enbadaptation.fx : MariENB3 eye adaptation shader.
(C)2016-2017 Marisa Kirisame, UnSX Team.
(C)2016-2019 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)2016-2017 Marisa Kirisame, UnSX Team.
(C)2016-2019 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)2016-2017 Marisa Kirisame, UnSX Team.
(C)2016-2019 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
@ -1673,13 +1673,13 @@ float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2(1.0,1.0), float2(-1.0,-1.0),
float2(-1.0,1.0), float2(1.0,-1.0),
float2(1.0,0.0), float2(-1.0,0.0),
float2(0.0,1.0), float2(0.0,-1.0),
float2(1.41,0.0), float2(-1.41,0.0),
float2(0.0,1.41), float2(0.0,-1.41),
float2(1.41,1.41), float2(-1.41,-1.41),
float2(-1.41,1.41), float2(1.41,-1.41)
};

View file

@ -27,9 +27,9 @@ Enable Manual Focus=false
Manual Focus Depth=1.0
Focus Point Center=0.5, 0.48, 0
Focus Triangle Angle=0.5
Focus Triangle Radius Night=9.0
Focus Triangle Radius Night=10.0
Focus Triangle Radius Day=12.0
Focus Triangle Radius Interior=10.5
Focus Triangle Radius Interior=11.0
Focus Triangle Blending Night=0.75
Focus Triangle Blending Day=0.9
Focus Triangle Blending Interior=0.8

View file

@ -1,6 +1,6 @@
/*
enbeffect.fx : MariENB3 base shader.
(C)2016-2017 Marisa Kirisame, UnSX Team.
(C)2016-2019 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
@ -1201,7 +1201,7 @@ float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Targe
r1.x = r1.x*0.0408564-r3.y;
r1.xyz = r0.xyz/r1.x;
r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721));
r1.xyz = r1.xyz-r0.x;
r1.xyz = r1.xyz-r0.x;
r1.xyz = Params01[2].x*r1.xyz+r0.x;
r2.xyz = r0.x*Params01[3].xyz-r1.xyz;
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;

View file

@ -19,7 +19,7 @@ Frost Factor Sunset=0.0
Frost Factor Dusk=0.0
Frost Factor Night=0.0
Frost Factor Interior=0.0
Enable Grain=true
Enable Grain=false
Grain Speed=25.0
Grain Intensity=0.250001
Grain Saturation=-0.35
@ -81,12 +81,12 @@ Grading Color Factor Night=-0.06
Grading Color Factor Day=-0.1
Grading Color Factor Interior=-0.11
Enable HSV Grading=true
Grading Saturation Intensity Night=1.12
Grading Saturation Intensity Day=1.18
Grading Saturation Intensity Interior=1.07
Grading Saturation Contrast Night=0.95
Grading Saturation Contrast Day=0.97
Grading Saturation Contrast Interior=0.98
Grading Saturation Intensity Night=0.98
Grading Saturation Intensity Day=1.01
Grading Saturation Intensity Interior=1.05
Grading Saturation Contrast Night=1.14
Grading Saturation Contrast Day=1.1
Grading Saturation Contrast Interior=1.05
Grading Value Intensity Night=0.98
Grading Value Intensity Day=0.91
Grading Value Intensity Interior=0.95

View file

@ -1,6 +1,6 @@
/*
enbeffectpostpass.fx : MariENB3 extra shader.
(C)2016-2017 Marisa Kirisame, UnSX Team.
(C)2016-2019 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
@ -527,7 +527,7 @@ float4 PS_Vignette( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
vigdata.rgb = vigcolor;
}
else if ( vigshape == 1 )
{
{
/* box vignette */
float2 uv = coord.xy*(1.0-coord.yx)*4.0;
vigdata.a = 1.0-(uv.x*uv.y);

View file

@ -1,6 +1,6 @@
[ENBEFFECTPOSTPASS.FX]
TECHNIQUE=1
Enable SMAA=false
Enable SMAA=true
SMAA Debugging=0
Enable Chroma Key=false
Chroma Key Red=0, 1, 0

View file

@ -1,6 +1,6 @@
/*
menbglobaldefs.fx : MariENB3 global shared code.
(C)2016-2017 Marisa Kirisame, UnSX Team.
(C)2016-2019 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
@ -9,7 +9,7 @@
/* [New in 3.5.1] increase the quality of bloom by using larger matrices */
//#define HQBLOOM
/* [New in 3.5.1] compiles in SMAA support */
//#define WITH_SMAA
#define WITH_SMAA
/* time of day and interior interpolation */
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
@ -70,7 +70,7 @@
/* asset definitions */
/* texture sizes */
#define NOISESIZE 256.0
#define HEATSIZE 1024.0
#define HEATSIZE 512.0
#define FROSTSIZE 1024.0
/* some textures can be provided as DDS rather than PNG to save space */
//#define HEAT_DDS

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