First MariENB 3 attempt for Fallout 4
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49 changed files with 1638 additions and 4557 deletions
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@ -1,226 +1,14 @@
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/*
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menbextrasettings.fx : MariENB extra user-tweakable variables.
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(C)2013-2015 Marisa Kirisame, UnSX Team.
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Part of MariENB, the personal ENB of Marisa.
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menbextrasettings.fx : MariENB 3 extra user-tweakable variables.
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(C)2015 Marisa Kirisame, UnSX Team.
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Part of MariENB, the personal ENB of Marisa for Fallout 4.
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Released under the GNU GPLv3 (or later).
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*/
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/* Border darkening */
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bool dkenable
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<
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string UIName = "UseDark";
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string UIWidget = "Checkbox";
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> = {false};
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/* radius of darkening (relative to screen width) */
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float dkradius_n
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<
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string UIName = "DarkRadiusNight";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.25};
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float dkradius_d
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<
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string UIName = "DarkRadiusDay";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.25};
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float dkradius_in
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<
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string UIName = "DarkRadiusInteriorNight";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.25};
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float dkradius_id
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<
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string UIName = "DarkRadiusInteriorDay";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.25};
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/* falloff of darkening */
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float dkcurve_n
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<
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string UIName = "DarkCurveNight";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float dkcurve_d
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<
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string UIName = "DarkCurveDay";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float dkcurve_in
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<
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string UIName = "DarkCurveInteriorNight";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float dkcurve_id
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<
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string UIName = "DarkCurveInteriorDay";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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/* bump of darkening */
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float dkbump_n
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<
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string UIName = "DarkBumpNight";
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string UIWidget = "Spinner";
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> = {-1.0};
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float dkbump_d
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<
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string UIName = "DarkBumpDay";
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string UIWidget = "Spinner";
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> = {-1.0};
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float dkbump_in
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<
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string UIName = "DarkBumpInteriorNight";
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string UIWidget = "Spinner";
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> = {-1.0};
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float dkbump_id
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<
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string UIName = "DarkBumpInteriorDay";
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string UIWidget = "Spinner";
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> = {-1.0};
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/* Letterbox */
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bool boxenable
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<
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string UIName = "UseBox";
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string UIWidget = "Checkbox";
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> = {false};
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/* vertical factor */
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float boxv
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<
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string UIName = "BoxVertical";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.80};
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/* film grain */
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bool ne
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<
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string UIName = "UseGrain";
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string UIWidget = "Checkbox";
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> = {false};
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/* speed of grain */
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float nf
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<
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string UIName = "GrainFrequency";
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string UIWidget = "Spinner";
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> = {2500.0};
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/* intensity of grain */
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float ni
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<
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string UIName = "GrainIntensity";
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string UIWidget = "Spinner";
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> = {0.05};
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/* saturation of grain */
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float ns
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<
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string UIName = "GrainSaturation";
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string UIWidget = "Spinner";
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> = {0.0};
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/* use two-pass grain (double the texture fetches, but looks less uniform) */
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bool np
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<
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string UIName = "GrainTwoPass";
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string UIWidget = "Checkbox";
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> = {true};
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/*
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blending mode for grain:
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0 -> normal
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1 -> add
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2 -> overlay
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3 -> "dark mask", a personal invention
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*/
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int nb
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<
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string UIName = "GrainBlend";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 3;
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> = {1};
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/* dark mask blend mode contrast for mask image */
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float bnp
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<
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string UIName = "GrainDarkMaskPower";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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/* two-pass distortion factor (0 = look just like one-pass grain) */
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float nk
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<
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string UIName = "GrainTwoPassFactor";
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string UIWidget = "Spinner";
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> = {0.04};
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/* zoom factors for each component of each noise texture */
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float nm1
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<
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string UIName = "GrainMagnification1";
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string UIWidget = "Spinner";
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> = {13.25};
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float nm2
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<
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string UIName = "GrainMagnification2";
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string UIWidget = "Spinner";
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> = {19.64};
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float nm3
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<
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string UIName = "GrainMagnification3";
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string UIWidget = "Spinner";
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> = {17.35};
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float nm11
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<
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string UIName = "GrainPass1Magnification1";
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string UIWidget = "Spinner";
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> = {2.05};
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float nm12
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<
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string UIName = "GrainPass1Magnification2";
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string UIWidget = "Spinner";
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> = {3.11};
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float nm13
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<
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string UIName = "GrainPass1Magnification3";
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string UIWidget = "Spinner";
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> = {2.22};
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float nm21
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<
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string UIName = "GrainPass2Magnification1";
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string UIWidget = "Spinner";
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> = {4.25};
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float nm22
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<
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string UIName = "GrainPass2Magnification2";
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string UIWidget = "Spinner";
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> = {0.42};
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float nm23
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<
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string UIName = "GrainPass2Magnification3";
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string UIWidget = "Spinner";
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> = {6.29};
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/* contrast of grain */
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float nj
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<
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string UIName = "GrainPower";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {2.5};
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/* use curvature + chromatic aberration filter */
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bool usecurve
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<
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string UIName = "UseCurve";
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string UIWidget = "Checkbox";
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> = {false};
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/* this is a stupid filter and you should feel bad for using it */
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float chromaab
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<
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string UIName = "CurveChromaAberration";
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string UIWidget = "Spinner";
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> = {0.05};
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/* BlockGFX filter, I'm proud of it */
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string str_block = "BlockGFX Suite";
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bool useblock
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<
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string UIName = "UseBlockGFX";
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string UIName = "Enable Block GFX";
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string UIWidget = "Checkbox";
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> = {false};
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/*
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@ -231,47 +19,51 @@ bool useblock
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*/
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float bresx
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<
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string UIName = "EmulatedResX";
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string UIName = "Emulated Resolution Width";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.5};
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float bresy
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<
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string UIName = "EmulatedResY";
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string UIName = "Emulated Resolution Height";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.5};
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/* zooming factors (<=0 for stretch) */
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float sresx
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<
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string UIName = "ZoomedResX";
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string UIName = "Zoom Factor X";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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float sresy
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<
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string UIName = "ZoomedResY";
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string UIName = "Zoom Factor Y";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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/*
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palette type:
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-2 : Standard VGA 256-color palette
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-1 : disable
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0 : CGA (320x200 4-color, or 640x200 monochrome)
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1 : EGA (320x200, 16 colors)
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2 : RGB2 (64-color quarter VGA palette, used in AOS)
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3 : RGB323 (8-bit RGB, I don't think this was a real thing)
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4 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
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5 : RGB565 (ol' 16-bit "true color")
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6 : RGB6 (typical screens incapable of 8bpc)
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4 : VGA (256 colors, standard palette)
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5 : Doom (256 colors, does not cover a lot)
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6 : Quake I (256 colors, covers even less)
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7 : RGB4 (4bpc, I also don't think this was ever used in real hardware)
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8 : RGB565 (ol' 16-bit "true color")
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9 : RGB6 (typical screens incapable of 8bpc)
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*/
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int paltype
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<
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string UIName = "PaletteType";
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string UIName = "Palette Type";
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string UIWidget = "Spinner";
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int UIMin = -1;
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int UIMax = 6;
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> = {2};
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int UIMax = 9;
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> = {1};
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/*
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CGA palette to use:
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0 : black, white.
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@ -284,7 +76,7 @@ int paltype
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*/
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int cgapal
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<
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string UIName = "CGAPalette";
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string UIName = "CGA Palette";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 6;
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@ -296,7 +88,7 @@ int cgapal
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*/
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int egapal
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<
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string UIName = "EGAPalette";
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string UIName = "EGA Palette";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 1;
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@ -312,7 +104,7 @@ int egapal
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*/
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int dither
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<
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string UIName = "DitherMode";
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string UIName = "Dithering Pattern";
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string UIWidget = "Spinner";
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int UIMin = -1;
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int UIMax = 4;
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@ -320,26 +112,178 @@ int dither
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/* gamma modifier for base color, lower values raise midtones and viceversa */
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float bgamma
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<
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string UIName = "GammaMod";
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string UIName = "Contrast Modifier";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.65};
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> = {0.35};
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/* saturation modifier for base color, helps with limited palettes */
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float bsaturation
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<
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string UIName = "Saturation Modifier";
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string UIWidget = "Spinner";
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> = {1.1};
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/* base brightness bump for the dither grid */
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float bdbump
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<
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string UIName = "DitherBump";
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string UIName = "Dither Offset";
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string UIWidget = "Spinner";
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> = {-0.1};
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/* range multiplier for the dither grid */
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float bdmult
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<
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string UIName = "DitherMultiplier";
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string UIName = "Dither Range";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.3};
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/* saturation modifier for base color, helps with limited palettes */
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float bsaturation
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> = {0.25};
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/* ASCII art filter */
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string str_ascii = "Luma ASCII Art Filter";
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bool asciienable
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<
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string UIName = "SaturationMod";
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string UIName = "Enable ASCII";
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string UIWidget = "Checkbox";
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> = {false};
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bool asciimono
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<
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string UIName = "ASCII Monochrome";
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string UIWidget = "Checkbox";
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> = {true};
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float asciiblend
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<
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string UIName = "ASCII Blend";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.0};
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string str_mask = "Depth Chroma Key";
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bool maskenable
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<
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string UIName = "Enable Chroma Key";
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string UIWidget = "Checkbox";
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> = {false};
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float maskr
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<
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string UIName = "Chroma Key Red";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.0};
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float maskg
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<
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string UIName = "Chroma Key Green";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {1.0};
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float maskb
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<
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string UIName = "Chroma Key Blue";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.0};
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float maskd
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<
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string UIName = "Chroma Key Depth";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.5};
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string str_dot = "RGBI Dot Matrix";
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bool dotenable
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<
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string UIName = "Enable Dot Matrix";
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string UIWidget = "Checkbox";
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> = {false};
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int dotsize
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<
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string UIName = "Dot Size";
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string UIWidget = "Spinner";
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int UIMin = 1;
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> = {1};
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float dotblend
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<
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string UIName = "Dot Blend";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.4};
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float dotmult
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<
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string UIName = "Dot Intensity";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float dotpow
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<
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string UIName = "Dot Contrast";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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string str_curve = "Lens Curvature";
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bool curveenable
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<
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string UIName = "Enable Curvature";
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string UIWidget = "Checkbox";
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> = {false};
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float chromaab
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<
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string UIName = "Curve Chromatic Aberration";
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string UIWidget = "Spinner";
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> = {0.0};
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float lenszoom
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<
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string UIName = "Curve Zooming";
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string UIWidget = "Spinner";
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> = {50.0};
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float lensdist
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<
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string UIName = "Curve Distortion";
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string UIWidget = "Spinner";
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> = {0.0};
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float curvesoft
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<
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string UIName = "Curve Sampling Soften";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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/* BlurSharpShift, some people are obsessed with this nonsense */
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string str_bss = "BlurSharpShift";
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bool bssblurenable
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<
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string UIName = "Enable Blur";
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string UIWidget = "Checkbox";
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> = {false};
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float bssblurradius
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<
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string UIName = "Blur Sampling Range";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.25};
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bool bsssharpenable
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<
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string UIName = "Enable Sharp";
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string UIWidget = "Checkbox";
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> = {false};
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float bsssharpradius
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<
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string UIName = "Sharp Sampling Range";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float bsssharpamount
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<
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string UIName = "Sharpening Amount";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {6.0};
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bool bssshiftenable
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<
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string UIName = "Enable Shift";
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string UIWidget = "Checkbox";
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> = {false};
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float bssshiftradius
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<
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string UIName = "Shift Sampling Range";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.75};
|
||||
|
|
|
|||
Reference in a new issue