From 1352a3a006300cff03baa413d4c1868643b2605e Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Sun, 7 Apr 2019 17:47:09 +0200 Subject: [PATCH] MariENB FO4 3.0.2a --- enbseries.ini | 8 +++--- enbseries/enbbloom.fx | 51 ++++++++++++++++++++++---------------- enbseries/enbbloom.fx.ini | 50 ++++++++++++++++++------------------- enbseries/enbeffect.fx.ini | 2 +- 4 files changed, 59 insertions(+), 52 deletions(-) diff --git a/enbseries.ini b/enbseries.ini index 6a752a3..3c85e4d 100644 --- a/enbseries.ini +++ b/enbseries.ini @@ -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 diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx index 29d56cf..c5d8e05 100644 --- a/enbseries/enbbloom.fx +++ b/enbseries/enbbloom.fx @@ -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); diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini index a8e3bbe..74686ad 100644 --- a/enbseries/enbbloom.fx.ini +++ b/enbseries/enbbloom.fx.ini @@ -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 diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini index 519063c..e53bede 100644 --- a/enbseries/enbeffect.fx.ini +++ b/enbseries/enbeffect.fx.ini @@ -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