MariENB FO4 3.0.2a
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4b86fb142c
commit
1352a3a006
4 changed files with 59 additions and 52 deletions
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@ -30,10 +30,10 @@ NightTime=1.0
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[ADAPTATION]
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AdaptationSensitivity=0.65
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AdaptationTime=5.0
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ForceMinMaxValues=true
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AdaptationMin=0.15
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AdaptationMax=1.25
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AdaptationTime=3.0
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ForceMinMaxValues=false
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AdaptationMin=0.0
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AdaptationMax=1.0
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[DEPTHOFFIELD]
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FocusingTime=0.4
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@ -403,6 +403,14 @@ SamplerState Sampler
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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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{
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@ -462,7 +470,7 @@ float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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float bloompower = tod_ind(bloompower);
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float bloomsaturation = tod_ind(bloomsaturation);
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float bloomintensity = tod_ind(bloomintensity);
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float4 res = TextureDownsampled.Sample(Sampler,coord);
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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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res.rgb = hsv2rgb(hsv);
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@ -476,8 +484,7 @@ float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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}
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/*
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progressive downsizing of textures, uses a method taken from GeDoSaTo to
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preserve bright spots.
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progressive downsizing of textures, with interpolation.
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First downsample is unnecessary because both textures are the same size.
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*/
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@ -487,11 +494,11 @@ float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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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(Sampler,coord);
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float4 res = max(intex.Sample(Sampler,coord),
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max(intex.Sample(Sampler,coord+float2(ssz.x,0.0)),
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max(intex.Sample(Sampler,coord+float2(0.0,ssz.y)),
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intex.Sample(Sampler,coord+float2(ssz.x,ssz.y)))));
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else return intex.Sample(Sampler2,coord);
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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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+intex.Sample(Sampler2,coord+float2(ssz.x,ssz.y)));
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return res;
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}
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@ -589,15 +596,15 @@ float4 PS_PostPass( 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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float4 res = float4(0.0,0.0,0.0,0.0);
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if ( simple ) res += bloommixs*RenderTarget32.Sample(Sampler,coord);
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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(Sampler,coord);
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res += bloommix2*RenderTarget512.Sample(Sampler,coord);
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res += bloommix3*RenderTarget256.Sample(Sampler,coord);
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res += bloommix4*RenderTarget128.Sample(Sampler,coord);
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res += bloommix5*RenderTarget64.Sample(Sampler,coord);
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res += bloommix6*RenderTarget32.Sample(Sampler,coord);
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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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res.rgb = clamp(res.rgb,0.0,32768.0);
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@ -610,15 +617,15 @@ float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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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(Sampler,coord);
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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(Sampler,coord);
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mud += dirtmix2*RenderTarget512.Sample(Sampler,coord);
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mud += dirtmix3*RenderTarget256.Sample(Sampler,coord);
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mud += dirtmix4*RenderTarget128.Sample(Sampler,coord);
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mud += dirtmix5*RenderTarget64.Sample(Sampler,coord);
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mud += dirtmix6*RenderTarget32.Sample(Sampler,coord);
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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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mud.rgb = clamp(mud.rgb,0.0,32768.0);
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@ -1,17 +1,17 @@
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[ENBBLOOM.FX]
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TECHNIQUE=1
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Bloom Intensity Night=1.32
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Bloom Intensity Day=1.15
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Bloom Intensity Interior=1.22
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Bloom Contrast Night=0.69
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Bloom Contrast Day=0.76
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Bloom Contrast Interior=0.76
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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 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 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=-0.49
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Bloom Offset Day=-0.82
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Bloom Offset Interior=-0.68
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Bloom Offset Night=-0.14
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Bloom Offset Day=-0.32
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Bloom Offset Interior=-0.23
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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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@ -26,8 +26,8 @@ Blue Shift Luminance Factor Per-pass=0.23
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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=0.63
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Anamorphic Bloom Blend Interior=0.63
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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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@ -35,7 +35,7 @@ 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 Contrast Night=1.17
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Anamorphic Bloom Contrast Day=1.3
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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 Radius Multiplier=1.0
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Bloom Intensity Interior Night=1.33
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@ -80,22 +80,22 @@ Anamorphic Bloom Blue Shift Interior Night=1.86
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Anamorphic Bloom Blue Shift Interior Day=1.86
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Anamorphic Bloom Contrast Interior Night=1.12
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Anamorphic Bloom Contrast Interior Day=1.22
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Bloom Pass 1 Blend=0.12
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Bloom Pass 2 Blend=0.26
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Bloom Pass 3 Blend=0.37
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Bloom Pass 4 Blend=0.45
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Bloom Pass 5 Blend=0.68
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Bloom Pass 6 Blend=0.92
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Bloom Pass 1 Blend=0.08
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Bloom Pass 2 Blend=0.13
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Bloom Pass 3 Blend=0.2
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Bloom Pass 4 Blend=0.38
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Bloom Pass 5 Blend=0.87
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Bloom Pass 6 Blend=1.68
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Enable Lens Dirt=true
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Dirt Pass 1 Blend=0.15
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Dirt Pass 2 Blend=0.33
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Dirt Pass 3 Blend=0.77
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Dirt Pass 4 Blend=1.36
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Dirt Pass 5 Blend=2.31
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Dirt Pass 1 Blend=0.03
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Dirt Pass 2 Blend=0.12
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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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Bloom Blur Radius X=1.92
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Bloom Blur Radius Y=1.08
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Bloom Single Pass Blend=1.28
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Dirt Single Pass Blend=1.05
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Bloom Single Pass Blend=0.41
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Dirt Single Pass Blend=1.43
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@ -1,6 +1,6 @@
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[ENBEFFECT.FX]
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TECHNIQUE=1
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Enable Grain=false
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Enable Grain=true
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Grain Speed=2500.0
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Grain Intensity=0.02
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Grain Saturation=-0.23
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