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MariENB FO4 3.0.2a

This commit is contained in:
Marisa the Magician 2019-04-07 17:47:09 +02:00
commit 1352a3a006
4 changed files with 59 additions and 52 deletions

View file

@ -30,10 +30,10 @@ NightTime=1.0
[ADAPTATION]
AdaptationSensitivity=0.65
AdaptationTime=5.0
ForceMinMaxValues=true
AdaptationMin=0.15
AdaptationMax=1.25
AdaptationTime=3.0
ForceMinMaxValues=false
AdaptationMin=0.0
AdaptationMax=1.0
[DEPTHOFFIELD]
FocusingTime=0.4

View file

@ -403,6 +403,14 @@ SamplerState Sampler
MaxLOD = 0;
MinLOD = 0;
};
SamplerState Sampler2
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
MinLOD = 0;
};
SamplerState SamplerLens
{
@ -462,7 +470,7 @@ float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float bloompower = tod_ind(bloompower);
float bloomsaturation = tod_ind(bloomsaturation);
float bloomintensity = tod_ind(bloomintensity);
float4 res = TextureDownsampled.Sample(Sampler,coord);
float4 res = TextureDownsampled.Sample(Sampler2,coord);
float3 hsv = rgb2hsv(res.rgb);
if ( hsv.z > bloomcap ) hsv.z = bloomcap;
res.rgb = hsv2rgb(hsv);
@ -476,8 +484,7 @@ float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
}
/*
progressive downsizing of textures, uses a method taken from GeDoSaTo to
preserve bright spots.
progressive downsizing of textures, with interpolation.
First downsample is unnecessary because both textures are the same size.
*/
@ -487,11 +494,11 @@ 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(Sampler,coord);
float4 res = max(intex.Sample(Sampler,coord),
max(intex.Sample(Sampler,coord+float2(ssz.x,0.0)),
max(intex.Sample(Sampler,coord+float2(0.0,ssz.y)),
intex.Sample(Sampler,coord+float2(ssz.x,ssz.y)))));
else return intex.Sample(Sampler2,coord);
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))
+intex.Sample(Sampler2,coord+float2(ssz.x,ssz.y)));
return res;
}
@ -589,15 +596,15 @@ float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
{
float2 coord = IN.txcoord0.xy;
float4 res = float4(0.0,0.0,0.0,0.0);
if ( simple ) res += bloommixs*RenderTarget32.Sample(Sampler,coord);
if ( simple ) res += bloommixs*RenderTarget32.Sample(Sampler2,coord);
else
{
res += bloommix1*RenderTarget1024.Sample(Sampler,coord);
res += bloommix2*RenderTarget512.Sample(Sampler,coord);
res += bloommix3*RenderTarget256.Sample(Sampler,coord);
res += bloommix4*RenderTarget128.Sample(Sampler,coord);
res += bloommix5*RenderTarget64.Sample(Sampler,coord);
res += bloommix6*RenderTarget32.Sample(Sampler,coord);
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);
@ -610,15 +617,15 @@ float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
#endif
float4 crap = TextureLens.Sample(SamplerLens,ccoord);
if ( simple ) mud += dirtmixs*RenderTarget32.Sample(Sampler,coord);
if ( simple ) mud += dirtmixs*RenderTarget32.Sample(Sampler2,coord);
else
{
mud += dirtmix1*RenderTarget1024.Sample(Sampler,coord);
mud += dirtmix2*RenderTarget512.Sample(Sampler,coord);
mud += dirtmix3*RenderTarget256.Sample(Sampler,coord);
mud += dirtmix4*RenderTarget128.Sample(Sampler,coord);
mud += dirtmix5*RenderTarget64.Sample(Sampler,coord);
mud += dirtmix6*RenderTarget32.Sample(Sampler,coord);
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);

View file

@ -1,17 +1,17 @@
[ENBBLOOM.FX]
TECHNIQUE=1
Bloom Intensity Night=1.32
Bloom Intensity Day=1.15
Bloom Intensity Interior=1.22
Bloom Contrast Night=0.69
Bloom Contrast Day=0.76
Bloom Contrast Interior=0.76
Bloom Intensity Night=1.05
Bloom Intensity Day=1.13
Bloom Intensity Interior=1.09
Bloom Contrast Night=0.54
Bloom Contrast Day=0.86
Bloom Contrast Interior=0.67
Bloom Saturation Night=0.82
Bloom Saturation Day=0.61
Bloom Saturation Interior=0.75
Bloom Offset Night=-0.49
Bloom Offset Day=-0.82
Bloom Offset Interior=-0.68
Bloom Offset Night=-0.14
Bloom Offset Day=-0.32
Bloom Offset Interior=-0.23
Bloom Intensity Cap Night=100.0
Bloom Intensity Cap Day=100.0
Bloom Intensity Cap Interior=100.0
@ -26,8 +26,8 @@ Blue Shift Luminance Factor Per-pass=0.23
Blue Shift Color Factor Per-pass=0.34
Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.73
Anamorphic Bloom Blend Day=0.63
Anamorphic Bloom Blend Interior=0.63
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
@ -35,7 +35,7 @@ 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 Contrast Night=1.17
Anamorphic Bloom Contrast Day=1.3
Anamorphic Bloom Contrast Day=1.31
Anamorphic Bloom Contrast Interior=1.22
Anamorphic Bloom Radius Multiplier=1.0
Bloom Intensity Interior Night=1.33
@ -80,22 +80,22 @@ Anamorphic Bloom Blue Shift Interior Night=1.86
Anamorphic Bloom Blue Shift Interior Day=1.86
Anamorphic Bloom Contrast Interior Night=1.12
Anamorphic Bloom Contrast Interior Day=1.22
Bloom Pass 1 Blend=0.12
Bloom Pass 2 Blend=0.26
Bloom Pass 3 Blend=0.37
Bloom Pass 4 Blend=0.45
Bloom Pass 5 Blend=0.68
Bloom Pass 6 Blend=0.92
Bloom Pass 1 Blend=0.08
Bloom Pass 2 Blend=0.13
Bloom Pass 3 Blend=0.2
Bloom Pass 4 Blend=0.38
Bloom Pass 5 Blend=0.87
Bloom Pass 6 Blend=1.68
Enable Lens Dirt=true
Dirt Pass 1 Blend=0.15
Dirt Pass 2 Blend=0.33
Dirt Pass 3 Blend=0.77
Dirt Pass 4 Blend=1.36
Dirt Pass 5 Blend=2.31
Dirt Pass 1 Blend=0.03
Dirt Pass 2 Blend=0.12
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
Bloom Blur Radius X=1.92
Bloom Blur Radius Y=1.08
Bloom Single Pass Blend=1.28
Dirt Single Pass Blend=1.05
Bloom Single Pass Blend=0.41
Dirt Single Pass Blend=1.43

View file

@ -1,6 +1,6 @@
[ENBEFFECT.FX]
TECHNIQUE=1
Enable Grain=false
Enable Grain=true
Grain Speed=2500.0
Grain Intensity=0.02
Grain Saturation=-0.23