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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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@ -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;
}

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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]
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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).
*/

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

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@ -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).
*/

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).
*/

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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