MariENB FO4 3.0.3a
This commit is contained in:
parent
1352a3a006
commit
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8 changed files with 301 additions and 313 deletions
324
enbseries.ini
324
enbseries.ini
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@ -31,8 +31,8 @@ NightTime=1.0
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[ADAPTATION]
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AdaptationSensitivity=0.65
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AdaptationTime=3.0
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ForceMinMaxValues=false
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AdaptationMin=0.0
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ForceMinMaxValues=true
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AdaptationMin=0.05
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AdaptationMax=1.0
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[DEPTHOFFIELD]
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@ -64,14 +64,14 @@ AmountInteriorNight=1.0
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[SKY]
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IgnoreWeatherSystem=true
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Enable=true
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GradientIntensityDawn=0.81
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GradientIntensitySunrise=0.95
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GradientIntensityDay=1.0
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GradientIntensitySunset=0.96
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GradientIntensityDusk=0.84
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GradientIntensityNight=0.75
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GradientIntensityInteriorDay=1.0
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GradientIntensityInteriorNight=0.66
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GradientIntensityDawn=0.66
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GradientIntensitySunrise=0.92
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GradientIntensityDay=1.37
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GradientIntensitySunset=0.870001
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GradientIntensityDusk=0.750001
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GradientIntensityNight=0.94
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GradientIntensityInteriorDay=1.32
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GradientIntensityInteriorNight=0.79
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GradientDesaturationDawn=0.0
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GradientDesaturationSunrise=0.0
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GradientDesaturationDay=0.0
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@ -81,97 +81,97 @@ GradientDesaturationNight=0.0
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GradientDesaturationInteriorDay=0.0
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GradientDesaturationInteriorNight=0.0
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GradientTopIntensityDawn=1.0
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GradientTopIntensitySunrise=1.0
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GradientTopIntensityDay=1.0
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GradientTopIntensitySunset=1.0
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GradientTopIntensityDusk=1.0
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GradientTopIntensityNight=1.0
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GradientTopIntensityInteriorDay=1.0
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GradientTopIntensityInteriorNight=1.0
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GradientTopCurveDawn=1.0
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GradientTopCurveSunrise=1.0
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GradientTopCurveDay=1.0
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GradientTopCurveSunset=1.0
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GradientTopCurveDusk=1.0
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GradientTopCurveNight=1.0
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GradientTopCurveInteriorDay=1.0
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GradientTopCurveInteriorNight=1.0
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GradientTopColorFilterDawn=1, 1, 1
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GradientTopColorFilterSunrise=1, 1, 1
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GradientTopColorFilterDay=1, 1, 1
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GradientTopColorFilterSunset=1, 1, 1
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GradientTopColorFilterDusk=1, 1, 1
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GradientTopColorFilterNight=1, 1, 1
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GradientTopColorFilterInteriorDay=1, 1, 1
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GradientTopColorFilterInteriorNight=1, 1, 1
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GradientTopIntensityDawn=0.77
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GradientTopIntensitySunrise=0.82
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GradientTopIntensityDay=1.430001
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GradientTopIntensitySunset=0.86
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GradientTopIntensityDusk=0.75
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GradientTopIntensityNight=0.54
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GradientTopIntensityInteriorDay=1.39
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GradientTopIntensityInteriorNight=0.52
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GradientTopCurveDawn=0.87
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GradientTopCurveSunrise=0.82
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GradientTopCurveDay=0.54
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GradientTopCurveSunset=0.81
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GradientTopCurveDusk=0.89
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GradientTopCurveNight=0.68
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GradientTopCurveInteriorDay=0.53
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GradientTopCurveInteriorNight=0.67
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GradientTopColorFilterDawn=0.953, 0.208, 0.753
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GradientTopColorFilterSunrise=0.918, 0.349, 0.188
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GradientTopColorFilterDay=0.882, 0.502, 0.263
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GradientTopColorFilterSunset=0.91, 0.286, 0.188
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GradientTopColorFilterDusk=0.855, 0.165, 0.463
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GradientTopColorFilterNight=0.447, 0.231, 0.773
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GradientTopColorFilterInteriorDay=0.984, 0.537, 0.216
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GradientTopColorFilterInteriorNight=0.616, 0.251, 0.933
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GradientMiddleIntensityDawn=1.0
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GradientMiddleIntensitySunrise=1.0
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GradientMiddleIntensityDay=1.0
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GradientMiddleIntensitySunset=1.0
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GradientMiddleIntensityDusk=1.0
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GradientMiddleIntensityNight=1.0
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GradientMiddleIntensityInteriorDay=1.0
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GradientMiddleIntensityInteriorNight=1.0
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GradientMiddleCurveDawn=1.0
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GradientMiddleCurveSunrise=1.0
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GradientMiddleCurveDay=1.0
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GradientMiddleCurveSunset=1.0
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GradientMiddleCurveDusk=1.0
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GradientMiddleCurveNight=1.0
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GradientMiddleCurveInteriorDay=1.0
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GradientMiddleCurveInteriorNight=1.0
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GradientMiddleColorFilterDawn=1, 1, 1
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GradientMiddleColorFilterSunrise=1, 1, 1
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GradientMiddleColorFilterDay=1, 1, 1
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GradientMiddleColorFilterSunset=1, 1, 1
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GradientMiddleColorFilterDusk=1, 1, 1
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GradientMiddleColorFilterNight=1, 1, 1
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GradientMiddleColorFilterInteriorDay=1, 1, 1
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GradientMiddleColorFilterInteriorNight=1, 1, 1
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GradientMiddleIntensityDawn=0.7
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GradientMiddleIntensitySunrise=1.02
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GradientMiddleIntensityDay=1.25
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GradientMiddleIntensitySunset=1.02
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GradientMiddleIntensityDusk=0.77
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GradientMiddleIntensityNight=0.7
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GradientMiddleIntensityInteriorDay=1.27
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GradientMiddleIntensityInteriorNight=0.64
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GradientMiddleCurveDawn=0.94
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GradientMiddleCurveSunrise=0.81
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GradientMiddleCurveDay=0.71
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GradientMiddleCurveSunset=0.88
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GradientMiddleCurveDusk=0.9
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GradientMiddleCurveNight=0.63
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GradientMiddleCurveInteriorDay=0.72
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GradientMiddleCurveInteriorNight=0.64
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GradientMiddleColorFilterDawn=0.824, 0.533, 0.8
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GradientMiddleColorFilterSunrise=0.898, 0.392, 0.239
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GradientMiddleColorFilterDay=0.918, 0.49, 0.29
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GradientMiddleColorFilterSunset=0.882, 0.318, 0.129
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GradientMiddleColorFilterDusk=0.827, 0.302, 0.529
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GradientMiddleColorFilterNight=0.616, 0.424, 0.855
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GradientMiddleColorFilterInteriorDay=1, 0.435, 0.106
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GradientMiddleColorFilterInteriorNight=0.529, 0.306, 0.847
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GradientHorizonIntensityDawn=1.0
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GradientHorizonIntensitySunrise=1.0
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GradientHorizonIntensityDay=1.0
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GradientHorizonIntensitySunset=1.0
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GradientHorizonIntensityDusk=1.0
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GradientHorizonIntensityNight=1.0
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GradientHorizonIntensityInteriorDay=1.0
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GradientHorizonIntensityInteriorNight=1.0
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GradientHorizonCurveDawn=1.0
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GradientHorizonCurveSunrise=1.0
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GradientHorizonCurveDay=1.0
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GradientHorizonCurveSunset=1.0
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GradientHorizonCurveDusk=1.0
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GradientHorizonCurveNight=1.0
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GradientHorizonCurveInteriorDay=1.0
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GradientHorizonCurveInteriorNight=1.0
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GradientHorizonColorFilterDawn=1, 1, 1
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GradientHorizonColorFilterSunrise=1, 1, 1
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GradientHorizonColorFilterDay=1, 1, 1
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GradientHorizonColorFilterSunset=1, 1, 1
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GradientHorizonColorFilterDusk=1, 1, 1
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GradientHorizonColorFilterNight=1, 1, 1
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GradientHorizonColorFilterInteriorDay=1, 1, 1
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GradientHorizonColorFilterInteriorNight=1, 1, 1
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GradientHorizonIntensityDawn=1.6
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GradientHorizonIntensitySunrise=1.63
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GradientHorizonIntensityDay=1.240001
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GradientHorizonIntensitySunset=1.56
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GradientHorizonIntensityDusk=1.69
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GradientHorizonIntensityNight=1.36
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GradientHorizonIntensityInteriorDay=1.25
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GradientHorizonIntensityInteriorNight=1.39
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GradientHorizonCurveDawn=0.44
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GradientHorizonCurveSunrise=0.4
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GradientHorizonCurveDay=0.37
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GradientHorizonCurveSunset=0.44
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GradientHorizonCurveDusk=0.46
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GradientHorizonCurveNight=0.57
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GradientHorizonCurveInteriorDay=0.33
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GradientHorizonCurveInteriorNight=0.65
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GradientHorizonColorFilterDawn=0.741, 0.576, 0.62
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GradientHorizonColorFilterSunrise=0.925, 0.635, 0.416
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GradientHorizonColorFilterDay=0.906, 0.451, 0.239
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GradientHorizonColorFilterSunset=0.82, 0.471, 0.294
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GradientHorizonColorFilterDusk=0.749, 0.396, 0.357
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GradientHorizonColorFilterNight=0.388, 0.294, 0.906
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GradientHorizonColorFilterInteriorDay=0.961, 0.486, 0.247
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GradientHorizonColorFilterInteriorNight=0.357, 0.212, 0.949
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CloudsIntensityDawn=0.5
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CloudsIntensitySunrise=0.75
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CloudsIntensityDay=1.0
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CloudsIntensitySunset=0.75
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CloudsIntensityDusk=0.5
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CloudsIntensityNight=0.25
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CloudsIntensityInteriorDay=1.0
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CloudsIntensityInteriorNight=1.0
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CloudsCurveDawn=1.0
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CloudsCurveSunrise=1.0
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CloudsCurveDay=1.0
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CloudsCurveSunset=1.0
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CloudsCurveDusk=1.0
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CloudsCurveNight=1.0
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CloudsCurveInteriorDay=1.0
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CloudsCurveInteriorNight=1.0
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CloudsIntensityDawn=0.15
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CloudsIntensitySunrise=0.7
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CloudsIntensityDay=0.910001
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CloudsIntensitySunset=0.610001
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CloudsIntensityDusk=0.180001
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CloudsIntensityNight=0.100001
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CloudsIntensityInteriorDay=0.94
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CloudsIntensityInteriorNight=0.04
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CloudsCurveDawn=1.94
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CloudsCurveSunrise=1.18
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CloudsCurveDay=0.79
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CloudsCurveSunset=1.16
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CloudsCurveDusk=1.9
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CloudsCurveNight=2.44
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CloudsCurveInteriorDay=1.31
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CloudsCurveInteriorNight=2.39
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CloudsDesaturationDawn=0.0
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CloudsDesaturationSunrise=0.0
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CloudsDesaturationDay=0.0
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@ -180,31 +180,31 @@ CloudsDesaturationDusk=0.0
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CloudsDesaturationNight=0.0
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CloudsDesaturationInteriorDay=0.0
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CloudsDesaturationInteriorNight=0.0
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CloudsOpacityDawn=1.0
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CloudsOpacitySunrise=1.0
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CloudsOpacityDay=1.0
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CloudsOpacitySunset=1.0
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CloudsOpacityDusk=1.0
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CloudsOpacityNight=1.0
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CloudsOpacityDawn=1.13
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CloudsOpacitySunrise=0.98
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CloudsOpacityDay=0.75
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CloudsOpacitySunset=0.96
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CloudsOpacityDusk=1.19
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CloudsOpacityNight=1.1
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CloudsOpacityInteriorDay=1.0
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CloudsOpacityInteriorNight=1.0
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CloudsColorFilterDawn=1, 1, 1
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CloudsColorFilterSunrise=1, 1, 1
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CloudsColorFilterDay=1, 1, 1
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CloudsColorFilterSunset=1, 1, 1
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CloudsColorFilterDusk=1, 1, 1
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CloudsColorFilterNight=1, 1, 1
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CloudsColorFilterInteriorDay=1, 1, 1
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CloudsColorFilterInteriorNight=1, 1, 1
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CloudsColorFilterDawn=0.973, 0.0471, 0.0471
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CloudsColorFilterSunrise=0.98, 0.671, 0.431
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CloudsColorFilterDay=0.984, 0.757, 0.561
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CloudsColorFilterSunset=0.984, 0.737, 0.545
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CloudsColorFilterDusk=0.878, 0.11, 0.11
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CloudsColorFilterNight=0.58, 0.337, 0.808
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CloudsColorFilterInteriorDay=0.882, 0.569, 0.255
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CloudsColorFilterInteriorNight=0.565, 0.388, 0.827
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SunIntensityDawn=4.0
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SunIntensitySunrise=4.0
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SunIntensityDay=4.0
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SunIntensitySunset=4.0
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SunIntensitySunrise=6.0
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SunIntensityDay=5.0
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SunIntensitySunset=6.0
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SunIntensityDusk=4.0
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SunIntensityNight=4.0
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SunIntensityInteriorDay=4.0
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SunIntensityInteriorNight=4.0
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SunIntensityNight=3.0
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SunIntensityInteriorDay=5.0
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SunIntensityInteriorNight=3.0
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SunDesaturationDawn=0.0
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SunDesaturationSunrise=0.0
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SunDesaturationDay=0.0
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@ -213,23 +213,23 @@ SunDesaturationDusk=0.0
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SunDesaturationNight=0.0
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SunDesaturationInteriorDay=0.0
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SunDesaturationInteriorNight=0.0
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SunColorFilterDawn=1, 1, 1
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SunColorFilterSunrise=1, 1, 1
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SunColorFilterDay=1, 1, 1
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SunColorFilterSunset=1, 1, 1
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SunColorFilterDusk=1, 1, 1
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SunColorFilterNight=1, 1, 1
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SunColorFilterInteriorDay=1, 1, 1
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SunColorFilterInteriorNight=1, 1, 1
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SunColorFilterDawn=0.953, 0.098, 0.0353
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SunColorFilterSunrise=0.906, 0.216, 0.0275
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SunColorFilterDay=0.996, 0.62, 0.369
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SunColorFilterSunset=0.953, 0.247, 0.122
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SunColorFilterDusk=0.969, 0.161, 0.161
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SunColorFilterNight=0.839, 0.0275, 0.0157
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SunColorFilterInteriorDay=0.988, 0.604, 0.329
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SunColorFilterInteriorNight=0.859, 0.0471, 0.00392
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MoonIntensityDawn=1.8
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MoonIntensitySunrise=1.4
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MoonIntensityDawn=1.77
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MoonIntensitySunrise=1.39
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MoonIntensityDay=1.0
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MoonIntensitySunset=1.4
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MoonIntensityDusk=1.8
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MoonIntensityNight=2.0
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MoonIntensitySunset=1.48
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MoonIntensityDusk=1.9
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MoonIntensityNight=2.4
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MoonIntensityInteriorDay=1.0
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MoonIntensityInteriorNight=2.0
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MoonIntensityInteriorNight=2.47
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MoonDesaturationDawn=0.0
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MoonDesaturationSunrise=0.0
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MoonDesaturationDay=0.0
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@ -238,24 +238,24 @@ MoonDesaturationDusk=0.0
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MoonDesaturationNight=0.0
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MoonDesaturationInteriorDay=0.0
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MoonDesaturationInteriorNight=0.0
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MoonColorFilterDawn=1, 1, 1
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MoonColorFilterSunrise=1, 1, 1
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MoonColorFilterDawn=0.443, 0.322, 0.98
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MoonColorFilterSunrise=0.776, 0.835, 0.918
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MoonColorFilterDay=1, 1, 1
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MoonColorFilterSunset=1, 1, 1
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MoonColorFilterDusk=1, 1, 1
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MoonColorFilterNight=1, 1, 1
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MoonColorFilterSunset=0.722, 0.8, 0.918
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MoonColorFilterDusk=0.337, 0.239, 0.969
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MoonColorFilterNight=0.314, 0.541, 0.965
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MoonColorFilterInteriorDay=1, 1, 1
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MoonColorFilterInteriorNight=1, 1, 1
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MoonColorFilterInteriorNight=0.314, 0.431, 0.957
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[ENVIRONMENT]
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IgnoreWeatherSystem=true
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DirectLightingIntensityDawn=1.02
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DirectLightingIntensitySunrise=1.3
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DirectLightingIntensityDay=1.12
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DirectLightingIntensitySunset=1.3
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DirectLightingIntensityDusk=0.98
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DirectLightingIntensityNight=0.8
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DirectLightingIntensityInteriorDay=1.03
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DirectLightingIntensityInteriorNight=0.82
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DirectLightingIntensityDawn=2.57
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DirectLightingIntensitySunrise=2.47
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DirectLightingIntensityDay=1.92
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DirectLightingIntensitySunset=2.43
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DirectLightingIntensityDusk=2.53
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DirectLightingIntensityNight=3.04
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DirectLightingIntensityInteriorDay=1.72
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DirectLightingIntensityInteriorNight=2.96
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DirectLightingDesaturationDawn=0.0
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DirectLightingDesaturationSunrise=0.0
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DirectLightingDesaturationDay=0.0
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@ -264,22 +264,22 @@ DirectLightingDesaturationDusk=0.0
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DirectLightingDesaturationNight=0.0
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DirectLightingDesaturationInteriorDay=0.0
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DirectLightingDesaturationInteriorNight=0.0
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DirectLightingColorFilterDawn=1, 1, 1
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DirectLightingColorFilterSunrise=1, 1, 1
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DirectLightingColorFilterDay=1, 1, 1
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DirectLightingColorFilterSunset=1, 1, 1
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DirectLightingColorFilterDusk=1, 1, 1
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DirectLightingColorFilterNight=1, 1, 1
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DirectLightingColorFilterInteriorDay=1, 1, 1
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DirectLightingColorFilterInteriorNight=1, 1, 1
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AmbientLightingIntensityDawn=0.63
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AmbientLightingIntensitySunrise=0.72
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AmbientLightingIntensityDay=0.94
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AmbientLightingIntensitySunset=0.77
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AmbientLightingIntensityDusk=0.65
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AmbientLightingIntensityNight=0.4
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AmbientLightingIntensityInteriorDay=0.62
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AmbientLightingIntensityInteriorNight=0.29
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DirectLightingColorFilterDawn=0.878, 0.643, 0.839
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DirectLightingColorFilterSunrise=0.922, 0.706, 0.514
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DirectLightingColorFilterDay=0.957, 0.831, 0.58
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DirectLightingColorFilterSunset=0.961, 0.635, 0.435
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DirectLightingColorFilterDusk=0.843, 0.624, 0.651
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DirectLightingColorFilterNight=0.722, 0.706, 0.973
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DirectLightingColorFilterInteriorDay=0.949, 0.753, 0.478
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DirectLightingColorFilterInteriorNight=0.816, 0.773, 0.992
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AmbientLightingIntensityDawn=0.35
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AmbientLightingIntensitySunrise=0.53
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AmbientLightingIntensityDay=0.79
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AmbientLightingIntensitySunset=0.56
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AmbientLightingIntensityDusk=0.35
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AmbientLightingIntensityNight=0.81
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AmbientLightingIntensityInteriorDay=0.75
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AmbientLightingIntensityInteriorNight=0.83
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[SSAO_SSIL]
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UseIndirectLighting=true
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ResolutionScale=0.5
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@ -400,16 +400,12 @@ SamplerState Sampler
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Border;
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AddressV = Border;
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MaxLOD = 0;
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MinLOD = 0;
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};
|
||||
SamplerState Sampler2
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
|
||||
SamplerState SamplerLens
|
||||
|
|
@ -417,8 +413,6 @@ SamplerState SamplerLens
|
|||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Mirror;
|
||||
AddressV = Mirror;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
|
|
@ -472,7 +466,7 @@ float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
float bloomintensity = tod_ind(bloomintensity);
|
||||
float4 res = TextureDownsampled.Sample(Sampler2,coord);
|
||||
float3 hsv = rgb2hsv(res.rgb);
|
||||
if ( hsv.z > bloomcap ) hsv.z = bloomcap;
|
||||
hsv.z = min(hsv.z,bloomcap);
|
||||
res.rgb = hsv2rgb(hsv);
|
||||
res = max(res+bloombump,0.0);
|
||||
hsv = rgb2hsv(res.rgb);
|
||||
|
|
@ -493,8 +487,8 @@ float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
|||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float2 ssz;
|
||||
if ( insz > 0.0 ) ssz = float2(1.0/insz,1.0/insz);
|
||||
else return intex.Sample(Sampler2,coord);
|
||||
if ( insz <= 0.0 ) return intex.Sample(Sampler2,coord);
|
||||
ssz = float2(1.0/insz,1.0/insz);
|
||||
float4 res = 0.25*(intex.Sample(Sampler2,coord)
|
||||
+intex.Sample(Sampler2,coord+float2(ssz.x,0.0))
|
||||
+intex.Sample(Sampler2,coord+float2(0.0,ssz.y))
|
||||
|
|
@ -591,43 +585,56 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
|||
}
|
||||
|
||||
/* end pass, mix it all up */
|
||||
float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
|
||||
uniform bool simple) : SV_Target
|
||||
float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = float4(0.0,0.0,0.0,0.0);
|
||||
if ( simple ) res += bloommixs*RenderTarget32.Sample(Sampler2,coord);
|
||||
else
|
||||
{
|
||||
res += bloommix1*RenderTarget1024.Sample(Sampler2,coord);
|
||||
res += bloommix2*RenderTarget512.Sample(Sampler2,coord);
|
||||
res += bloommix3*RenderTarget256.Sample(Sampler2,coord);
|
||||
res += bloommix4*RenderTarget128.Sample(Sampler2,coord);
|
||||
res += bloommix5*RenderTarget64.Sample(Sampler2,coord);
|
||||
res += bloommix6*RenderTarget32.Sample(Sampler2,coord);
|
||||
res.rgb /= 6.0;
|
||||
}
|
||||
float4 res = bloommix1*RenderTarget1024.Sample(Sampler2,coord);
|
||||
res += bloommix2*RenderTarget512.Sample(Sampler2,coord);
|
||||
res += bloommix3*RenderTarget256.Sample(Sampler2,coord);
|
||||
res += bloommix4*RenderTarget128.Sample(Sampler2,coord);
|
||||
res += bloommix5*RenderTarget64.Sample(Sampler2,coord);
|
||||
res += bloommix6*RenderTarget32.Sample(Sampler2,coord);
|
||||
res.rgb /= 6.0;
|
||||
res.rgb = clamp(res.rgb,0.0,32768.0);
|
||||
res.a = 1.0;
|
||||
if ( !dirtenable ) return res;
|
||||
/* crappy lens filter, useful when playing characters with glasses */
|
||||
float4 mud = float4(0.0,0.0,0.0,0.0);
|
||||
float2 ccoord = coord;
|
||||
#ifdef ASPECT_LENSDIRT
|
||||
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
|
||||
#endif
|
||||
float4 crap = TextureLens.Sample(SamplerLens,ccoord);
|
||||
if ( simple ) mud += dirtmixs*RenderTarget32.Sample(Sampler2,coord);
|
||||
else
|
||||
{
|
||||
mud += dirtmix1*RenderTarget1024.Sample(Sampler2,coord);
|
||||
mud += dirtmix2*RenderTarget512.Sample(Sampler2,coord);
|
||||
mud += dirtmix3*RenderTarget256.Sample(Sampler2,coord);
|
||||
mud += dirtmix4*RenderTarget128.Sample(Sampler2,coord);
|
||||
mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
|
||||
mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
|
||||
mud.rgb /= 6.0;
|
||||
}
|
||||
float4 mud = dirtmix1*RenderTarget1024.Sample(Sampler2,coord);
|
||||
mud += dirtmix2*RenderTarget512.Sample(Sampler2,coord);
|
||||
mud += dirtmix3*RenderTarget256.Sample(Sampler2,coord);
|
||||
mud += dirtmix4*RenderTarget128.Sample(Sampler2,coord);
|
||||
mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
|
||||
mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
|
||||
mud.rgb /= 6.0;
|
||||
mud.rgb = clamp(mud.rgb,0.0,32768.0);
|
||||
float mudmax = luminance(mud.rgb);
|
||||
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
||||
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
|
||||
mud.rgb *= mudn*ldirtfactor*crap.rgb;
|
||||
res += max(mud,0.0);
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
||||
float4 PS_SPostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = bloommixs*RenderTarget32.Sample(Sampler2,coord);
|
||||
res.rgb = clamp(res.rgb,0.0,32768.0);
|
||||
res.a = 1.0;
|
||||
if ( !dirtenable ) return res;
|
||||
/* crappy lens filter, useful when playing characters with glasses */
|
||||
float2 ccoord = coord;
|
||||
#ifdef ASPECT_LENSDIRT
|
||||
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
|
||||
#endif
|
||||
float4 crap = TextureLens.Sample(SamplerLens,ccoord);
|
||||
float4 mud = dirtmixs*RenderTarget32.Sample(Sampler2,coord);
|
||||
mud.rgb = clamp(mud.rgb,0.0,32768.0);
|
||||
float mudmax = luminance(mud.rgb);
|
||||
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
||||
|
|
@ -718,7 +725,7 @@ technique11 BloomSimplePass9
|
|||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PostPass(true)));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_SPostPass()));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -887,6 +894,6 @@ technique11 BloomPass19
|
|||
pass p0
|
||||
{
|
||||
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PostPass(false)));
|
||||
SetPixelShader(CompileShader(ps_5_0,PS_PostPass()));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,41 +2,41 @@
|
|||
TECHNIQUE=1
|
||||
Bloom Intensity Night=1.05
|
||||
Bloom Intensity Day=1.13
|
||||
Bloom Intensity Interior=1.09
|
||||
Bloom Intensity Interior=1.1
|
||||
Bloom Contrast Night=0.54
|
||||
Bloom Contrast Day=0.86
|
||||
Bloom Contrast Interior=0.67
|
||||
Bloom Contrast Interior=0.66
|
||||
Bloom Saturation Night=0.82
|
||||
Bloom Saturation Day=0.61
|
||||
Bloom Saturation Interior=0.75
|
||||
Bloom Offset Night=-0.14
|
||||
Bloom Offset Night=-0.16
|
||||
Bloom Offset Day=-0.32
|
||||
Bloom Offset Interior=-0.23
|
||||
Bloom Offset Interior=-0.27
|
||||
Bloom Intensity Cap Night=100.0
|
||||
Bloom Intensity Cap Day=100.0
|
||||
Bloom Intensity Cap Interior=100.0
|
||||
Bloom Blur Radius=1.0
|
||||
Blue Shift Night=0.2, 0.6, 1
|
||||
Blue Shift Day=0.2, 0.6, 1
|
||||
Blue Shift Interior=0.2, 0.6, 1
|
||||
Blue Shift Intensity Night=0.49
|
||||
Blue Shift Intensity Day=0.32
|
||||
Blue Shift Intensity Interior=0.48
|
||||
Blue Shift Luminance Factor Per-pass=0.23
|
||||
Blue Shift Night=0.294, 0.424, 0.859
|
||||
Blue Shift Day=0.22, 0.537, 0.855
|
||||
Blue Shift Interior=0.337, 0.525, 0.878
|
||||
Blue Shift Intensity Night=0.99
|
||||
Blue Shift Intensity Day=0.72
|
||||
Blue Shift Intensity Interior=0.88
|
||||
Blue Shift Luminance Factor Per-pass=0.24
|
||||
Blue Shift Color Factor Per-pass=0.34
|
||||
Enable Anamorphic Bloom=true
|
||||
Anamorphic Bloom Blend Night=0.73
|
||||
Anamorphic Bloom Blend Day=0.62
|
||||
Anamorphic Bloom Blend Interior=0.67
|
||||
Anamorphic Bloom Blue Shift Night=0.4, 0.1, 1
|
||||
Anamorphic Bloom Blue Shift Day=0.4, 0.1, 1
|
||||
Anamorphic Bloom Blue Shift Interior=0.4, 0.1, 1
|
||||
Anamorphic Bloom Blue Shift Intensity Night=2.71
|
||||
Anamorphic Bloom Blue Shift Intensity Day=1.590001
|
||||
Anamorphic Bloom Blue Shift Intensity Interior=1.86
|
||||
Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
|
||||
Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
|
||||
Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
|
||||
Anamorphic Bloom Blue Shift Intensity Night=3.31
|
||||
Anamorphic Bloom Blue Shift Intensity Day=2.59
|
||||
Anamorphic Bloom Blue Shift Intensity Interior=2.86
|
||||
Anamorphic Bloom Contrast Night=1.17
|
||||
Anamorphic Bloom Contrast Day=1.31
|
||||
Anamorphic Bloom Contrast Interior=1.22
|
||||
Anamorphic Bloom Contrast Interior=1.24
|
||||
Anamorphic Bloom Radius Multiplier=1.0
|
||||
Bloom Intensity Interior Night=1.33
|
||||
Bloom Intensity Interior Day=1.26
|
||||
|
|
@ -93,9 +93,9 @@ Dirt Pass 3 Blend=0.24
|
|||
Dirt Pass 4 Blend=0.4
|
||||
Dirt Pass 5 Blend=0.67
|
||||
Dirt Pass 6 Blend=3.66
|
||||
Dirt Contrast=0.85
|
||||
Dirt Factor=2.33
|
||||
Dirt Contrast=0.94
|
||||
Dirt Factor=1.84
|
||||
Bloom Blur Radius X=1.92
|
||||
Bloom Blur Radius Y=1.08
|
||||
Bloom Single Pass Blend=0.41
|
||||
Dirt Single Pass Blend=1.43
|
||||
Bloom Single Pass Blend=0.37
|
||||
Dirt Single Pass Blend=0.71
|
||||
|
|
|
|||
|
|
@ -930,24 +930,18 @@ SamplerState Sampler0
|
|||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MinLod = 0;
|
||||
MaxLod = 0;
|
||||
};
|
||||
SamplerState Sampler1
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MinLod = 0;
|
||||
MaxLod = 0;
|
||||
};
|
||||
SamplerState Sampler2
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MinLod = 0;
|
||||
MaxLod = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
|
|
@ -1282,18 +1276,16 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
if ( heatenable ) ofs = DistantHeat(ofs);
|
||||
ofs -= coord;
|
||||
float4 res;
|
||||
if ( (distcha != 0.0) && (length(ofs) != 0) )
|
||||
{
|
||||
float2 ofr, ofg, ofb;
|
||||
ofr = ofs*(1.0-distcha*0.01);
|
||||
ofg = ofs;
|
||||
ofb = ofs*(1.0+distcha*0.01);
|
||||
res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
|
||||
TextureColor.Sample(Sampler1,coord+ofg).g,
|
||||
TextureColor.Sample(Sampler1,coord+ofb).b,
|
||||
TextureColor.Sample(Sampler1,coord+ofs).a);
|
||||
}
|
||||
else res = TextureColor.Sample(Sampler1,coord+ofs);
|
||||
if ( (distcha == 0.0) || (length(ofs) == 0.0) )
|
||||
return TextureColor.Sample(Sampler1,coord+ofs);
|
||||
float2 ofr, ofg, ofb;
|
||||
ofr = ofs*(1.0-distcha*0.01);
|
||||
ofg = ofs;
|
||||
ofb = ofs*(1.0+distcha*0.01);
|
||||
res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
|
||||
TextureColor.Sample(Sampler1,coord+ofg).g,
|
||||
TextureColor.Sample(Sampler1,coord+ofb).b,
|
||||
TextureColor.Sample(Sampler1,coord+ofs).a);
|
||||
return res;
|
||||
}
|
||||
|
||||
|
|
@ -1374,29 +1366,26 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
|
||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 bof = 1.0/bresl;
|
||||
if ( dfc > dofminblur )
|
||||
if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
|
||||
float4 res = float4(0,0,0,0);
|
||||
float dep = TextureDepth.Sample(Sampler1,coord).x;
|
||||
float sd, ds, sw, tw = 0;
|
||||
float2 bsz = bof*dofpradius*dfc;
|
||||
float4 sc;
|
||||
[unroll] for ( int i=0; i<32; i++ )
|
||||
{
|
||||
float4 res = float4(0,0,0,0);
|
||||
float dep = TextureDepth.Sample(Sampler1,coord).x;
|
||||
float sd, ds, sw, tw = 0;
|
||||
float2 bsz = bof*dofpradius*dfc;
|
||||
float4 sc;
|
||||
[unroll] for ( int i=0; i<32; i++ )
|
||||
{
|
||||
sc = TextureColor.Sample(Sampler1,coord+poisson32[i]
|
||||
*bsz);
|
||||
ds = TextureDepth.Sample(Sampler1,coord+poisson32[i]
|
||||
*bsz).x;
|
||||
sd = RenderTargetR32F.Sample(Sampler1,coord
|
||||
+poisson32[i]*bsz).x;
|
||||
sw = (ds>dep)?1.0:sd;
|
||||
tw += sw;
|
||||
res += sc*sw;
|
||||
}
|
||||
res /= tw;
|
||||
return res;
|
||||
sc = TextureColor.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
|
||||
dfc*4.0);
|
||||
ds = TextureDepth.Sample(Sampler1,coord+poisson32[i]*bsz).x;
|
||||
sd = RenderTargetR32F.Sample(Sampler1,coord+poisson32[i]
|
||||
*bsz).x;
|
||||
sw = (ds>dep)?1.0:sd;
|
||||
tw += sw;
|
||||
res += sc*sw;
|
||||
}
|
||||
else return TextureColor.Sample(Sampler1,coord);
|
||||
res /= tw;
|
||||
return res;
|
||||
|
||||
}
|
||||
|
||||
/* simple gaussian / bilateral blur */
|
||||
|
|
@ -1483,23 +1472,22 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
float2 bresl;
|
||||
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
|
||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 ofs = coord;
|
||||
if ( frostenable ) ofs = ScreenFrost(ofs);
|
||||
ofs -= coord;
|
||||
float4 res;
|
||||
if ( (distcha != 0.0) && (length(ofs) != 0.0) )
|
||||
{
|
||||
float2 ofr, ofg, ofb;
|
||||
ofr = ofs*(1.0-distcha*0.01);
|
||||
ofg = ofs;
|
||||
ofb = ofs*(1.0+distcha*0.01);
|
||||
res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
|
||||
TextureColor.Sample(Sampler1,coord+ofg).g,
|
||||
TextureColor.Sample(Sampler1,coord+ofb).b,1.0);
|
||||
}
|
||||
else res = TextureColor.Sample(Sampler1,coord+ofs);
|
||||
if ( frostenable )
|
||||
{
|
||||
float2 ofs = ScreenFrost(coord);
|
||||
ofs -= coord;
|
||||
if ( (distcha != 0.0) && (length(ofs) != 0.0) )
|
||||
{
|
||||
float2 ofr, ofg, ofb;
|
||||
ofr = ofs*(1.0-distcha*0.01);
|
||||
ofg = ofs;
|
||||
ofb = ofs*(1.0+distcha*0.01);
|
||||
res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
|
||||
TextureColor.Sample(Sampler1,coord+ofg).g,
|
||||
TextureColor.Sample(Sampler1,coord+ofb).b,1.0);
|
||||
}
|
||||
else res = TextureColor.Sample(Sampler1,coord+ofs);
|
||||
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
|
||||
float bmp = pow(TextureFrost.Sample(Sampler2,nc).x,frostbpow);
|
||||
float dist = distance(coord,float2(0.5,0.5))*2.0;
|
||||
|
|
@ -1512,6 +1500,7 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
else dist *= todpow;
|
||||
res.rgb *= 1.0+bmp*dist;
|
||||
}
|
||||
else res = TextureColor.Sample(Sampler1,coord);
|
||||
if ( !focusdisplay ) return res;
|
||||
if ( distance(coord,focuscenter) < 0.01 ) res.rgb = float3(1,0,0);
|
||||
float cstep = (1.0/3.0);
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
[ENBDEPTHOFFIELD.FX]
|
||||
TECHNIQUE=1
|
||||
TECHNIQUE=2
|
||||
Fixed Resolution Width=1920
|
||||
Fixed Resolution Height=1080
|
||||
Depth Cutoff=999998.0
|
||||
|
|
@ -12,7 +12,7 @@ Underwater Speed=24.3, 21.9, 26.5
|
|||
Underwater Amplitude=0.1, 0.11, 0.07
|
||||
Underwater Zoom=0.15
|
||||
Always Underwater=false
|
||||
Enable Hot Air Refraction=false
|
||||
Enable Hot Air Refraction=true
|
||||
Heat Texture Size=6.4
|
||||
Heat Speed=0.45
|
||||
Heat Fade Contrast=235.0
|
||||
|
|
@ -28,8 +28,8 @@ Frost Strength=0.05
|
|||
Frost Radial Contrast=0.8
|
||||
Frost Radial Intensity=1.2
|
||||
Frost Radial Offset=-0.9
|
||||
Frost Texture Blend=3.8
|
||||
Frost Texture Blend Contrast=4.5
|
||||
Frost Texture Blend=3.72
|
||||
Frost Texture Blend Contrast=4.52
|
||||
Frost Texture Size=1.0
|
||||
Frost Indoor Factor=0.0
|
||||
Frost Night Factor=0.0
|
||||
|
|
@ -180,7 +180,7 @@ Frost Factor Sunrise=0.0
|
|||
Frost Factor Day=0.0
|
||||
Frost Factor Sunset=0.0
|
||||
Frost Factor Dusk=0.0
|
||||
Frost Factor Night=0.28
|
||||
Frost Factor Night=1.0
|
||||
Frost Factor Interior=0.0
|
||||
DOF Bilateral Factor=20.0
|
||||
DOF Bilateral Radius=1.0
|
||||
|
|
|
|||
|
|
@ -486,16 +486,12 @@ SamplerState Sampler0
|
|||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
SamplerState Sampler1
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
SamplerState SamplerLUT
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
TECHNIQUE=1
|
||||
Enable Grain=true
|
||||
Grain Speed=2500.0
|
||||
Grain Intensity=0.02
|
||||
Grain Intensity=0.03
|
||||
Grain Saturation=-0.23
|
||||
Grain Two-Pass=true
|
||||
Grain Blending Mode=3
|
||||
|
|
@ -16,54 +16,54 @@ Enable Tonemapping=true
|
|||
Tonemap Shoulder Strength Night=1.12
|
||||
Tonemap Shoulder Strength Day=1.22
|
||||
Tonemap Shoulder Strength Interior=1.14
|
||||
Tonemap Linear Strength Night=0.7
|
||||
Tonemap Linear Strength Night=0.67
|
||||
Tonemap Linear Strength Day=0.87
|
||||
Tonemap Linear Strength Interior=0.92
|
||||
Tonemap Linear Angle Night=0.76
|
||||
Tonemap Linear Strength Interior=0.75
|
||||
Tonemap Linear Angle Night=0.85
|
||||
Tonemap Linear Angle Day=0.73
|
||||
Tonemap Linear Angle Interior=0.58
|
||||
Tonemap Toe Strength Night=0.91
|
||||
Tonemap Linear Angle Interior=0.77
|
||||
Tonemap Toe Strength Night=0.93
|
||||
Tonemap Toe Strength Day=0.81
|
||||
Tonemap Toe Strength Interior=0.69
|
||||
Tonemap Toe Numerator Night=3.73
|
||||
Tonemap Toe Strength Interior=0.83
|
||||
Tonemap Toe Numerator Night=3.74
|
||||
Tonemap Toe Numerator Day=3.93
|
||||
Tonemap Toe Numerator Interior=2.72
|
||||
Tonemap Toe Denominator Night=1.34
|
||||
Tonemap Toe Numerator Interior=3.8
|
||||
Tonemap Toe Denominator Night=1.33
|
||||
Tonemap Toe Denominator Day=1.14
|
||||
Tonemap Toe Denominator Interior=1.07
|
||||
Tonemap Linear White Night=1.29
|
||||
Tonemap Toe Denominator Interior=1.25
|
||||
Tonemap Linear White Night=1.28
|
||||
Tonemap Linear White Day=1.39
|
||||
Tonemap Linear White Interior=1.37
|
||||
Tonemap Linear White Interior=1.32
|
||||
Enable RGB Grading=true
|
||||
Grading Intensity Night=1.04, 1.08, 1.07
|
||||
Grading Intensity Day=1.09, 1.04, 1.01
|
||||
Grading Intensity Interior=1.1, 1.05, 1.02
|
||||
Grading Contrast Night=0.97, 0.94, 0.96
|
||||
Grading Contrast Day=0.89, 0.99, 0.97
|
||||
Grading Contrast Day=0.84, 0.94, 0.97
|
||||
Grading Contrast Interior=0.94, 0.96, 0.99
|
||||
Enable Vibrance Grading=true
|
||||
Grading Color Night=-0.91, -0.62, -0.94
|
||||
Grading Color Day=-0.81, -0.15, -0.47
|
||||
Grading Color Day=-1.16, -0.06, -0.23
|
||||
Grading Color Interior=-0.47, -0.12, -0.14
|
||||
Grading Color Factor Night=-0.15
|
||||
Grading Color Factor Day=-0.07
|
||||
Grading Color Factor Interior=-0.09
|
||||
Grading Color Factor Night=-0.14
|
||||
Grading Color Factor Day=-0.12
|
||||
Grading Color Factor Interior=-0.1
|
||||
Enable HSV Grading=true
|
||||
Grading Saturation Intensity Night=1.42
|
||||
Grading Saturation Intensity Day=1.54
|
||||
Grading Saturation Intensity Day=1.51
|
||||
Grading Saturation Intensity Interior=1.46
|
||||
Grading Saturation Contrast Night=1.22
|
||||
Grading Saturation Contrast Day=1.19
|
||||
Grading Saturation Contrast Night=1.21
|
||||
Grading Saturation Contrast Day=1.07
|
||||
Grading Saturation Contrast Interior=1.1
|
||||
Grading Value Intensity Night=1.03
|
||||
Grading Value Intensity Day=1.03
|
||||
Grading Value Intensity Day=1.11
|
||||
Grading Value Intensity Interior=1.09
|
||||
Grading Value Contrast Night=1.58
|
||||
Grading Value Contrast Day=1.74
|
||||
Grading Value Contrast Interior=1.62
|
||||
Grading Value Contrast Night=1.67
|
||||
Grading Value Contrast Day=1.48
|
||||
Grading Value Contrast Interior=1.58
|
||||
Colorize After HSV=true
|
||||
Enable LUT Grading=true
|
||||
LUT Blend Night=0.44
|
||||
LUT Blend Night=0.58
|
||||
LUT Blend Day=0.77
|
||||
LUT Blend Interior=0.45
|
||||
Enable Post Dither=true
|
||||
|
|
|
|||
|
|
@ -457,16 +457,12 @@ SamplerState Sampler
|
|||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
SamplerState SamplerB
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Border;
|
||||
AddressV = Border;
|
||||
MaxLOD = 0;
|
||||
MinLOD = 0;
|
||||
};
|
||||
SamplerState SamplerFont
|
||||
{
|
||||
|
|
|
|||
Reference in a new issue