MariENB FO4 3.0.3a
This commit is contained in:
parent
1352a3a006
commit
11f9cab93b
8 changed files with 301 additions and 313 deletions
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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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};
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SamplerState Sampler2
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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MinLOD = 0;
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};
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SamplerState SamplerLens
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@ -417,8 +413,6 @@ SamplerState SamplerLens
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Mirror;
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AddressV = Mirror;
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MaxLOD = 0;
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MinLOD = 0;
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};
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struct VS_INPUT_POST
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@ -472,7 +466,7 @@ float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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float bloomintensity = tod_ind(bloomintensity);
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float4 res = TextureDownsampled.Sample(Sampler2,coord);
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float3 hsv = rgb2hsv(res.rgb);
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if ( hsv.z > bloomcap ) hsv.z = bloomcap;
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hsv.z = min(hsv.z,bloomcap);
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res.rgb = hsv2rgb(hsv);
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res = max(res+bloombump,0.0);
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hsv = rgb2hsv(res.rgb);
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@ -493,8 +487,8 @@ float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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{
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float2 coord = IN.txcoord0.xy;
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float2 ssz;
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if ( insz > 0.0 ) ssz = float2(1.0/insz,1.0/insz);
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else return intex.Sample(Sampler2,coord);
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if ( insz <= 0.0 ) return intex.Sample(Sampler2,coord);
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ssz = float2(1.0/insz,1.0/insz);
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float4 res = 0.25*(intex.Sample(Sampler2,coord)
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+intex.Sample(Sampler2,coord+float2(ssz.x,0.0))
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+intex.Sample(Sampler2,coord+float2(0.0,ssz.y))
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@ -591,43 +585,56 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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}
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/* end pass, mix it all up */
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float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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uniform bool simple) : SV_Target
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float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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{
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float2 coord = IN.txcoord0.xy;
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float4 res = float4(0.0,0.0,0.0,0.0);
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if ( simple ) res += bloommixs*RenderTarget32.Sample(Sampler2,coord);
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else
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{
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res += bloommix1*RenderTarget1024.Sample(Sampler2,coord);
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res += bloommix2*RenderTarget512.Sample(Sampler2,coord);
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res += bloommix3*RenderTarget256.Sample(Sampler2,coord);
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res += bloommix4*RenderTarget128.Sample(Sampler2,coord);
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res += bloommix5*RenderTarget64.Sample(Sampler2,coord);
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res += bloommix6*RenderTarget32.Sample(Sampler2,coord);
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res.rgb /= 6.0;
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}
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float4 res = bloommix1*RenderTarget1024.Sample(Sampler2,coord);
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res += bloommix2*RenderTarget512.Sample(Sampler2,coord);
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res += bloommix3*RenderTarget256.Sample(Sampler2,coord);
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res += bloommix4*RenderTarget128.Sample(Sampler2,coord);
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res += bloommix5*RenderTarget64.Sample(Sampler2,coord);
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res += bloommix6*RenderTarget32.Sample(Sampler2,coord);
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res.rgb /= 6.0;
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res.rgb = clamp(res.rgb,0.0,32768.0);
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res.a = 1.0;
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if ( !dirtenable ) return res;
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/* crappy lens filter, useful when playing characters with glasses */
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float4 mud = float4(0.0,0.0,0.0,0.0);
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float2 ccoord = coord;
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#ifdef ASPECT_LENSDIRT
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ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
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#endif
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float4 crap = TextureLens.Sample(SamplerLens,ccoord);
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if ( simple ) mud += dirtmixs*RenderTarget32.Sample(Sampler2,coord);
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else
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{
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mud += dirtmix1*RenderTarget1024.Sample(Sampler2,coord);
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mud += dirtmix2*RenderTarget512.Sample(Sampler2,coord);
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mud += dirtmix3*RenderTarget256.Sample(Sampler2,coord);
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mud += dirtmix4*RenderTarget128.Sample(Sampler2,coord);
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mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
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mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
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mud.rgb /= 6.0;
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}
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float4 mud = dirtmix1*RenderTarget1024.Sample(Sampler2,coord);
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mud += dirtmix2*RenderTarget512.Sample(Sampler2,coord);
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mud += dirtmix3*RenderTarget256.Sample(Sampler2,coord);
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mud += dirtmix4*RenderTarget128.Sample(Sampler2,coord);
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mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
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mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
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mud.rgb /= 6.0;
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mud.rgb = clamp(mud.rgb,0.0,32768.0);
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float mudmax = luminance(mud.rgb);
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float mudn = max(mudmax/(1.0+mudmax),0.0);
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mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
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mud.rgb *= mudn*ldirtfactor*crap.rgb;
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res += max(mud,0.0);
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res.a = 1.0;
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return res;
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}
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float4 PS_SPostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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{
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float2 coord = IN.txcoord0.xy;
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float4 res = bloommixs*RenderTarget32.Sample(Sampler2,coord);
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res.rgb = clamp(res.rgb,0.0,32768.0);
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res.a = 1.0;
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if ( !dirtenable ) return res;
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/* crappy lens filter, useful when playing characters with glasses */
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float2 ccoord = coord;
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#ifdef ASPECT_LENSDIRT
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ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
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#endif
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float4 crap = TextureLens.Sample(SamplerLens,ccoord);
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float4 mud = dirtmixs*RenderTarget32.Sample(Sampler2,coord);
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mud.rgb = clamp(mud.rgb,0.0,32768.0);
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float mudmax = luminance(mud.rgb);
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float mudn = max(mudmax/(1.0+mudmax),0.0);
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@ -718,7 +725,7 @@ technique11 BloomSimplePass9
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_PostPass(true)));
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SetPixelShader(CompileShader(ps_5_0,PS_SPostPass()));
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}
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}
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@ -887,6 +894,6 @@ technique11 BloomPass19
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_PostPass(false)));
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SetPixelShader(CompileShader(ps_5_0,PS_PostPass()));
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}
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}
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@ -2,41 +2,41 @@
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TECHNIQUE=1
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Bloom Intensity Night=1.05
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Bloom Intensity Day=1.13
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Bloom Intensity Interior=1.09
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Bloom Intensity Interior=1.1
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Bloom Contrast Night=0.54
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Bloom Contrast Day=0.86
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Bloom Contrast Interior=0.67
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Bloom Contrast Interior=0.66
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Bloom Saturation Night=0.82
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Bloom Saturation Day=0.61
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Bloom Saturation Interior=0.75
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Bloom Offset Night=-0.14
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Bloom Offset Night=-0.16
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Bloom Offset Day=-0.32
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Bloom Offset Interior=-0.23
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Bloom Offset Interior=-0.27
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Bloom Intensity Cap Night=100.0
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Bloom Intensity Cap Day=100.0
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Bloom Intensity Cap Interior=100.0
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Bloom Blur Radius=1.0
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Blue Shift Night=0.2, 0.6, 1
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Blue Shift Day=0.2, 0.6, 1
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Blue Shift Interior=0.2, 0.6, 1
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Blue Shift Intensity Night=0.49
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Blue Shift Intensity Day=0.32
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Blue Shift Intensity Interior=0.48
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Blue Shift Luminance Factor Per-pass=0.23
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Blue Shift Night=0.294, 0.424, 0.859
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Blue Shift Day=0.22, 0.537, 0.855
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Blue Shift Interior=0.337, 0.525, 0.878
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Blue Shift Intensity Night=0.99
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Blue Shift Intensity Day=0.72
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Blue Shift Intensity Interior=0.88
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Blue Shift Luminance Factor Per-pass=0.24
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Blue Shift Color Factor Per-pass=0.34
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Enable Anamorphic Bloom=true
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Anamorphic Bloom Blend Night=0.73
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Anamorphic Bloom Blend Day=0.62
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Anamorphic Bloom Blend Interior=0.67
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Anamorphic Bloom Blue Shift Night=0.4, 0.1, 1
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Anamorphic Bloom Blue Shift Day=0.4, 0.1, 1
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Anamorphic Bloom Blue Shift Interior=0.4, 0.1, 1
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Anamorphic Bloom Blue Shift Intensity Night=2.71
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Anamorphic Bloom Blue Shift Intensity Day=1.590001
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Anamorphic Bloom Blue Shift Intensity Interior=1.86
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Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
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Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
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Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
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Anamorphic Bloom Blue Shift Intensity Night=3.31
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Anamorphic Bloom Blue Shift Intensity Day=2.59
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Anamorphic Bloom Blue Shift Intensity Interior=2.86
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Anamorphic Bloom Contrast Night=1.17
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Anamorphic Bloom Contrast Day=1.31
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Anamorphic Bloom Contrast Interior=1.22
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Anamorphic Bloom Contrast Interior=1.24
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Anamorphic Bloom Radius Multiplier=1.0
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Bloom Intensity Interior Night=1.33
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Bloom Intensity Interior Day=1.26
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@ -93,9 +93,9 @@ Dirt Pass 3 Blend=0.24
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Dirt Pass 4 Blend=0.4
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Dirt Pass 5 Blend=0.67
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Dirt Pass 6 Blend=3.66
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Dirt Contrast=0.85
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Dirt Factor=2.33
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Dirt Contrast=0.94
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Dirt Factor=1.84
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Bloom Blur Radius X=1.92
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Bloom Blur Radius Y=1.08
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Bloom Single Pass Blend=0.41
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Dirt Single Pass Blend=1.43
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Bloom Single Pass Blend=0.37
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Dirt Single Pass Blend=0.71
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@ -930,24 +930,18 @@ SamplerState Sampler0
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressV = Clamp;
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MinLod = 0;
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MaxLod = 0;
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};
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SamplerState Sampler1
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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MinLod = 0;
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MaxLod = 0;
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};
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SamplerState Sampler2
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Wrap;
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AddressV = Wrap;
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MinLod = 0;
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MaxLod = 0;
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};
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struct VS_INPUT_POST
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@ -1282,18 +1276,16 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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if ( heatenable ) ofs = DistantHeat(ofs);
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ofs -= coord;
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float4 res;
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if ( (distcha != 0.0) && (length(ofs) != 0) )
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{
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float2 ofr, ofg, ofb;
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ofr = ofs*(1.0-distcha*0.01);
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ofg = ofs;
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ofb = ofs*(1.0+distcha*0.01);
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res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
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TextureColor.Sample(Sampler1,coord+ofg).g,
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TextureColor.Sample(Sampler1,coord+ofb).b,
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TextureColor.Sample(Sampler1,coord+ofs).a);
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}
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else res = TextureColor.Sample(Sampler1,coord+ofs);
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if ( (distcha == 0.0) || (length(ofs) == 0.0) )
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return TextureColor.Sample(Sampler1,coord+ofs);
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float2 ofr, ofg, ofb;
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ofr = ofs*(1.0-distcha*0.01);
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ofg = ofs;
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ofb = ofs*(1.0+distcha*0.01);
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res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
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TextureColor.Sample(Sampler1,coord+ofg).g,
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TextureColor.Sample(Sampler1,coord+ofb).b,
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TextureColor.Sample(Sampler1,coord+ofs).a);
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return res;
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}
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@ -1374,29 +1366,26 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
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else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float2 bof = 1.0/bresl;
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if ( dfc > dofminblur )
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if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
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float4 res = float4(0,0,0,0);
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float dep = TextureDepth.Sample(Sampler1,coord).x;
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float sd, ds, sw, tw = 0;
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float2 bsz = bof*dofpradius*dfc;
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float4 sc;
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[unroll] for ( int i=0; i<32; i++ )
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{
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float4 res = float4(0,0,0,0);
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float dep = TextureDepth.Sample(Sampler1,coord).x;
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float sd, ds, sw, tw = 0;
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float2 bsz = bof*dofpradius*dfc;
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float4 sc;
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[unroll] for ( int i=0; i<32; i++ )
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{
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sc = TextureColor.Sample(Sampler1,coord+poisson32[i]
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*bsz);
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ds = TextureDepth.Sample(Sampler1,coord+poisson32[i]
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*bsz).x;
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sd = RenderTargetR32F.Sample(Sampler1,coord
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+poisson32[i]*bsz).x;
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sw = (ds>dep)?1.0:sd;
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tw += sw;
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res += sc*sw;
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}
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res /= tw;
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return res;
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sc = TextureColor.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
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dfc*4.0);
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ds = TextureDepth.Sample(Sampler1,coord+poisson32[i]*bsz).x;
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sd = RenderTargetR32F.Sample(Sampler1,coord+poisson32[i]
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*bsz).x;
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sw = (ds>dep)?1.0:sd;
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tw += sw;
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res += sc*sw;
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}
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else return TextureColor.Sample(Sampler1,coord);
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res /= tw;
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return res;
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}
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/* simple gaussian / bilateral blur */
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@ -1483,23 +1472,22 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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float2 bresl;
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if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
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else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float2 ofs = coord;
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if ( frostenable ) ofs = ScreenFrost(ofs);
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ofs -= coord;
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float4 res;
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if ( (distcha != 0.0) && (length(ofs) != 0.0) )
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{
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float2 ofr, ofg, ofb;
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ofr = ofs*(1.0-distcha*0.01);
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ofg = ofs;
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ofb = ofs*(1.0+distcha*0.01);
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res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
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TextureColor.Sample(Sampler1,coord+ofg).g,
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TextureColor.Sample(Sampler1,coord+ofb).b,1.0);
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}
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else res = TextureColor.Sample(Sampler1,coord+ofs);
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if ( frostenable )
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{
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float2 ofs = ScreenFrost(coord);
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ofs -= coord;
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if ( (distcha != 0.0) && (length(ofs) != 0.0) )
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{
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float2 ofr, ofg, ofb;
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ofr = ofs*(1.0-distcha*0.01);
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ofg = ofs;
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ofb = ofs*(1.0+distcha*0.01);
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res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
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TextureColor.Sample(Sampler1,coord+ofg).g,
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TextureColor.Sample(Sampler1,coord+ofb).b,1.0);
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}
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else res = TextureColor.Sample(Sampler1,coord+ofs);
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float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
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float bmp = pow(TextureFrost.Sample(Sampler2,nc).x,frostbpow);
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float dist = distance(coord,float2(0.5,0.5))*2.0;
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@ -1512,6 +1500,7 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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else dist *= todpow;
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res.rgb *= 1.0+bmp*dist;
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}
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else res = TextureColor.Sample(Sampler1,coord);
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if ( !focusdisplay ) return res;
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if ( distance(coord,focuscenter) < 0.01 ) res.rgb = float3(1,0,0);
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float cstep = (1.0/3.0);
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@ -1,5 +1,5 @@
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[ENBDEPTHOFFIELD.FX]
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TECHNIQUE=1
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TECHNIQUE=2
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Fixed Resolution Width=1920
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Fixed Resolution Height=1080
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Depth Cutoff=999998.0
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@ -12,7 +12,7 @@ Underwater Speed=24.3, 21.9, 26.5
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Underwater Amplitude=0.1, 0.11, 0.07
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Underwater Zoom=0.15
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Always Underwater=false
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Enable Hot Air Refraction=false
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Enable Hot Air Refraction=true
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Heat Texture Size=6.4
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Heat Speed=0.45
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Heat Fade Contrast=235.0
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@ -28,8 +28,8 @@ Frost Strength=0.05
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Frost Radial Contrast=0.8
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Frost Radial Intensity=1.2
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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