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MariENB Skyrim 2.4.4

This commit is contained in:
Marisa the Magician 2019-04-07 17:44:26 +02:00
commit 08c16b7a30
6 changed files with 192 additions and 82 deletions

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@ -1 +1 @@
2.4.2-1 "Crazy about weathers"
2.4.4-1 "The Bokehning"

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@ -1,25 +1,25 @@
[ENBBLOOM.FX]
TECHNIQUE=0
Bloom Intensity Night=0.38
Bloom Intensity Day=0.35
Bloom Intensity Interior Night=0.34
Bloom Intensity Interior Day=0.31
Bloom Intensity Night=0.42
Bloom Intensity Day=0.39
Bloom Intensity Interior Night=0.35
Bloom Intensity Interior Day=0.32
Bloom Contrast Night=0.99
Bloom Contrast Day=0.96
Bloom Contrast Interior Night=0.99
Bloom Contrast Interior Day=0.97
Bloom Saturation Night=1.04
Bloom Saturation Day=1.02
Bloom Saturation Interior Night=1.01
Bloom Saturation Interior Day=1.0
Bloom Offset Night=-0.13
Bloom Offset Day=-0.18
Bloom Saturation Night=1.09
Bloom Saturation Day=1.07
Bloom Saturation Interior Night=1.06
Bloom Saturation Interior Day=1.05
Bloom Offset Night=-0.09
Bloom Offset Day=-0.14
Bloom Offset Interior Night=-0.1
Bloom Offset Interior Day=-0.14
Bloom Intensity Cap Night=35.0
Bloom Intensity Cap Day=35.0
Bloom Intensity Cap Interior Night=35.0
Bloom Intensity Cap Interior Day=35.0
Bloom Intensity Cap Night=25.0
Bloom Intensity Cap Day=25.0
Bloom Intensity Cap Interior Night=25.0
Bloom Intensity Cap Interior Day=25.0
Bloom Blur Radius X=1.0
Bloom Blur Radius Y=1.0
Blue Shift Night Red=0.07
@ -34,17 +34,17 @@ Blue Shift Interior Night Blue=1.77
Blue Shift Interior Day Red=0.08
Blue Shift Interior Day Green=-0.3
Blue Shift Interior Day Blue=1.39
Blue Shift Intensity Night=0.16
Blue Shift Intensity Day=0.13
Blue Shift Intensity Interior Night=0.18
Blue Shift Intensity Interior Day=0.15
Blue Shift Intensity Night=0.22
Blue Shift Intensity Day=0.19
Blue Shift Intensity Interior Night=0.24
Blue Shift Intensity Interior Day=0.21
Blue Shift Luminance Factor Per-pass=0.74
Blue Shift Color Factor Per-pass=0.85
Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.54
Anamorphic Bloom Blend Day=0.47
Anamorphic Bloom Blend Interior Night=0.51
Anamorphic Bloom Blend Interior Day=0.44
Anamorphic Bloom Blend Night=0.59
Anamorphic Bloom Blend Day=0.51
Anamorphic Bloom Blend Interior Night=0.55
Anamorphic Bloom Blend Interior Day=0.48
Anamorphic Bloom Blue Shift Night Red=0.06
Anamorphic Bloom Blue Shift Night Green=-0.44
Anamorphic Bloom Blue Shift Night Blue=1.39
@ -57,20 +57,20 @@ Anamorphic Bloom Blue Shift Interior Night Blue=1.54
Anamorphic Bloom Blue Shift Interior Day Red=-0.03
Anamorphic Bloom Blue Shift Interior Day Green=-0.11
Anamorphic Bloom Blue Shift Interior Day Blue=1.65
Anamorphic Bloom Blue Shift Intensity Night=0.33
Anamorphic Bloom Blue Shift Intensity Day=0.29
Anamorphic Bloom Blue Shift Interior Night=0.46
Anamorphic Bloom Blue Shift Interior Day=0.39
Anamorphic Bloom Contrast Night=1.25
Anamorphic Bloom Contrast Day=1.33
Anamorphic Bloom Contrast Interior Night=1.32
Anamorphic Bloom Contrast Interior Day=1.33
Anamorphic Bloom Blue Shift Intensity Night=0.46
Anamorphic Bloom Blue Shift Intensity Day=0.41
Anamorphic Bloom Blue Shift Interior Night=0.57
Anamorphic Bloom Blue Shift Interior Day=0.5
Anamorphic Bloom Contrast Night=1.2
Anamorphic Bloom Contrast Day=1.25
Anamorphic Bloom Contrast Interior Night=1.27
Anamorphic Bloom Contrast Interior Day=1.28
Anamorphic Bloom Radius Multiplier=1.0
Bloom Pass 1 Blend=0.33
Bloom Pass 2 Blend=0.56
Bloom Pass 1 Blend=1.29
Bloom Pass 2 Blend=1.11
Bloom Pass 3 Blend=0.76
Bloom Pass 4 Blend=0.83
Bloom Pass 7 Blend=0.86
Bloom Pass 8 Blend=0.97
Bloom Pass 4 Blend=0.65
Bloom Pass 7 Blend=0.49
Bloom Pass 8 Blend=0.28
Bloom Prepass Blend=0.0
Bloom Base Blend=0.0

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@ -158,11 +158,11 @@ Grading Value Contrast Interior Night=1.05
Grading Value Contrast Interior Day=1.01
Colorize After HSV=true
Enable Vanilla Imagespace=true
Vanilla Tint Blend=0.99
Vanilla Vibrance Blend=0.94
Vanilla Contrast Blend=0.85
Vanilla Tint Contrast=0.95
Vanilla Tint Strength=1.39
Vanilla Tint Blend=0.92
Vanilla Vibrance Blend=0.95
Vanilla Contrast Blend=0.89
Vanilla Tint Contrast=1.15
Vanilla Tint Strength=0.94
Vanilla Vibrance Contrast=0.93
Vanilla Vibrance Strength=1.0
Enable LUT Grading=true

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=1.5
DOF Blur Chromatic Aberration=1.78
DOF Relative to FOV=true
Default FOV=75.0
DOF Relative Factor Night=2.19
@ -173,3 +173,16 @@ Sharpen Enable=true
Sharpen Radius=0.8
Sharpen Clamp=0.1
Sharpen Blending=6.0
DOF Fixed Focus Depth=0.0
DOF Fixed Focus Cap=0.0
DOF Fixed Unfocus Depth=0.0
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 Gather Blur Radius=8.0
DOF Bokeh Blur Radius=2.0

View file

@ -347,20 +347,29 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
float doffixedunfocusmult = tod_ind(doffixedunfocusmult);
float doffixedunfocusbump = tod_ind(doffixedunfocusbump);
float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
#ifndef FALLOUT
float doffogpow = tod_ind(doffogpow);
float doffogmult = tod_ind(doffogmult);
float doffogbump = tod_ind(doffogbump);
float doffogblend = tod_ind(doffogblend);
#endif
float dep = tex2D(SamplerDepth,coord).x;
float foc = tex2D(SamplerFocus,coord).x;
/* cheap tilt */
foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x)
+0.01*doftilty*(doftiltycenter-coord.y);
float dfc = abs(dep-foc);
float dff = abs(dep);
float dfu = dff;
float dff = abs(dep-doffixedfocusdepth);
dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult
+doffixedfocusbump,0.0,1.0);
if ( dep > doffixedfocuscap ) dff = 1.0;
float dfu = abs(dep-doffixedunfocusdepth);
dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult
+doffixedunfocusbump,0.0,1.0);
#ifndef FALLOUT
float dfog = abs(dep-doffogdepth);
dfog = clamp(pow(dfog,doffogpow)*doffogmult+doffogbump,0.0,1.0);
#endif
if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0;
float dfog = dff;
/*
Change power of dof based on field of view. Works only in Skyrim.
The FieldOfView variable seems to hold bogus values in Fallout
@ -376,24 +385,43 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
dofpow = max(0,dofpow+relfov*relfovfactor);
}
#endif
float dfc = abs(dep-foc);
dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0);
dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult
+doffixedfocusbump,0.0,1.0);
dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult
+doffixedunfocusbump,0.0,1.0);
dfog = clamp(pow(dfog,doffogpow)*doffogmult+doffogbump,0.0,1.0);
if ( doffixedonly ) dfc *= 0;
dfc *= lerp(1.0,dff,doffixedfocusblend);
dfc += lerp(0.0,dfu,doffixedunfocusblend);
#ifndef FALLOUT
if ( doffogenable )
dfc += (weatherfactor(WT_TEMPERATE_FOG)
+weatherfactor(WT_COLD_FOG)+weatherfactor(WT_HOT_FOG))
*lerp(0.0,dfog,doffogblend);
#endif
dfc *= lerp(1.0,dff,doffixedfocusblend);
dfc = saturate(dfc);
float4 res = tex2D(SamplerColor,coord);
res.a = dfc;
return res;
}
/* helper code for simplifying these */
#define gcircle(x) float2(cos(x),sin(x))
float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight )
{
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;
ang += cstep;
res.g = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).g;
ang += cstep;
res.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).b;
if ( bDoHighlight )
{
float l = luminance(res.rgb);
float threshold = max((l-dofbthreshold)*dofbgain,0.0);
res += lerp(0,res,threshold*blur);
}
res.a = tex2D(SamplerColor,coord).a;
return res;
}
/* gather blur pass */
float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
@ -418,11 +446,7 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
float4 sc;
[unroll] for ( int i=0; i<32; i++ )
{
sc = float4(tex2D(SamplerColor,coord+poisson32[i]*bsz*(1
+dofpcha*0.1)).r,tex2D(SamplerColor,coord+poisson32[i]
*bsz).g,tex2D(SamplerColor,coord+poisson32[i]*bsz*(1
-dofpcha*0.1)).b,tex2D(SamplerColor,coord+poisson32[i]
*bsz).a);
sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite);
ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x;
sw = (ds>dep)?1.0:sc.a;
tw += sw;
@ -452,29 +476,26 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
*/
if ( dfc <= dofminblur ) return res;
float dep = tex2D(SamplerDepth,coord).x;
float sr = dofpradius*dfc;
float w = max(0,(1/(sr*sr+1))*luminance(res.rgb+0.01));
res *= w;
float tw = w;
float2 bsz = bof*sr;
float4 pc;
float sc, ds;
[unroll] for ( int i=0; i<32; i++ )
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;
float2 rcoord;
#define dofbrings 7
#define dofbsamples 3
[unroll] for ( int i=1; i<=dofbrings; i++ )
{
pc = float4(tex2D(SamplerColor,coord+poisson32[i]*bsz*(1
+dofpcha*0.1)).r,tex2D(SamplerColor,coord+poisson32[i]
*bsz).g,tex2D(SamplerColor,coord+poisson32[i]*bsz*(1
-dofpcha*0.1)).b,tex2D(SamplerColor,coord+poisson32[i]
*bsz).a);
ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x;
sc = abs(pc.a*dofpradius);
if ( sr < 0.0 ) sc = max(abs(sr),sc);
w = (1.0/(pow(sc,2)+1))*luminance(pc.rgb+0.01);
w *= saturate(1-smoothstep(sc,sc*1.1,length(poisson32[i]*bsz)
*abs(sr)));
w *= (ds>dep)?1.0:sc;
res += pc*w;
tw += w;
rsamples = i*dofbsamples;
[unroll] for ( int j=0; j<rsamples; j++ )
{
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;
}
}
res /= tw;
res.a = dfc;
@ -490,7 +511,7 @@ float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl;
float2 bof = (1.0/bresl)*dofpbradius;
float2 ofs[16] =
{
float2(1.0,1.0), float2(-1.0,-1.0),
@ -506,13 +527,13 @@ float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
float2(-1.41,1.41), float2(1.41,-1.41)
};
float4 res = tex2D(SamplerColor,coord);
if ( !dofpostblur ) return float4(res.rgb,1.0);
int i;
[unroll] for ( i=0; i<16; i++ )
res += tex2D(SamplerColor,coord+ofs[i]*bof*dfc);
res /= 17.0;
res.a = 1.0;
return res;
}
/* Screen frost shader. Not very realistic either, but looks fine too. */
float2 ScreenFrost( float2 coord )

View file

@ -520,6 +520,20 @@ float doffixedfocusblend_id
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedfocusdepth
<
string UIName = "DOF Fixed Focus Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float doffixedfocuscap
<
string UIName = "DOF Fixed Focus Cap";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
/* fixed unfocused depth factors */
float doffixedunfocusmult_n
<
@ -613,12 +627,20 @@ float doffixedunfocusblend_id
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedunfocusdepth
<
string UIName = "DOF Fixed Unfocus Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
/* prevents fixed dof from blurring the skybox */
bool doffixedcut
<
string UIName = "DOF Fixed Use Cutoff";
string UIWidget = "Checkbox";
> = {true};
#ifndef FALLOUT
/* fixed dof for foggy weathers */
bool doffogenable
<
@ -717,6 +739,14 @@ float doffogblend_id
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffogdepth
<
string UIName = "DOF Fog Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
#endif
/* disable depth of field */
bool dofdisable
<
@ -730,15 +760,61 @@ bool doffixedonly
> = {false};
float dofpradius
<
string UIName = "DOF Blur Radius";
string UIName = "DOF Gather Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {6.0};
bool dofpostblur
<
string UIName = "Enable DOF Post-Blur";
string UIWidget = "Checkbox";
> = {true};
float dofpbradius
<
string UIName = "DOF Post-Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpcha
<
string UIName = "DOF Blur Chromatic Aberration";
string UIWidget = "Spinner";
> = {0.0};
bool dofhilite
<
string UIName = "Enable DOF Highlights";
string UIWidget = "Checkbox";
> = {false};
float dofbthreshold
<
string UIName = "DOF Highlight Threshold";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float dofbgain
<
string UIName = "DOF Highlight Gain";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float dofbradius
<
string UIName = "DOF Bokeh Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofbbias
<
string UIName = "DOF Bokeh Edge Bias";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float dofbnoise
<
string UIName = "DOF Bokeh Fuzz";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.01};
#ifndef FALLOUT
bool dofrelfov
<