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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] [ADAPTATION]
AdaptationSensitivity=0.65 AdaptationSensitivity=0.65
AdaptationTime=5.0 AdaptationTime=3.0
ForceMinMaxValues=true ForceMinMaxValues=false
AdaptationMin=0.15 AdaptationMin=0.0
AdaptationMax=1.25 AdaptationMax=1.0
[DEPTHOFFIELD] [DEPTHOFFIELD]
FocusingTime=0.4 FocusingTime=0.4

View file

@ -403,6 +403,14 @@ SamplerState Sampler
MaxLOD = 0; MaxLOD = 0;
MinLOD = 0; MinLOD = 0;
}; };
SamplerState Sampler2
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
MinLOD = 0;
};
SamplerState SamplerLens 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 bloompower = tod_ind(bloompower);
float bloomsaturation = tod_ind(bloomsaturation); float bloomsaturation = tod_ind(bloomsaturation);
float bloomintensity = tod_ind(bloomintensity); float bloomintensity = tod_ind(bloomintensity);
float4 res = TextureDownsampled.Sample(Sampler,coord); float4 res = TextureDownsampled.Sample(Sampler2,coord);
float3 hsv = rgb2hsv(res.rgb); float3 hsv = rgb2hsv(res.rgb);
if ( hsv.z > bloomcap ) hsv.z = bloomcap; if ( hsv.z > bloomcap ) hsv.z = bloomcap;
res.rgb = hsv2rgb(hsv); 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 progressive downsizing of textures, with interpolation.
preserve bright spots.
First downsample is unnecessary because both textures are the same size. 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 coord = IN.txcoord0.xy;
float2 ssz; float2 ssz;
if ( insz > 0.0 ) ssz = float2(1.0/insz,1.0/insz); if ( insz > 0.0 ) ssz = float2(1.0/insz,1.0/insz);
else return intex.Sample(Sampler,coord); else return intex.Sample(Sampler2,coord);
float4 res = max(intex.Sample(Sampler,coord), float4 res = 0.25*(intex.Sample(Sampler2,coord)
max(intex.Sample(Sampler,coord+float2(ssz.x,0.0)), +intex.Sample(Sampler2,coord+float2(ssz.x,0.0))
max(intex.Sample(Sampler,coord+float2(0.0,ssz.y)), +intex.Sample(Sampler2,coord+float2(0.0,ssz.y))
intex.Sample(Sampler,coord+float2(ssz.x,ssz.y))))); +intex.Sample(Sampler2,coord+float2(ssz.x,ssz.y)));
return res; return res;
} }
@ -589,15 +596,15 @@ float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
{ {
float2 coord = IN.txcoord0.xy; float2 coord = IN.txcoord0.xy;
float4 res = float4(0.0,0.0,0.0,0.0); 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 else
{ {
res += bloommix1*RenderTarget1024.Sample(Sampler,coord); res += bloommix1*RenderTarget1024.Sample(Sampler2,coord);
res += bloommix2*RenderTarget512.Sample(Sampler,coord); res += bloommix2*RenderTarget512.Sample(Sampler2,coord);
res += bloommix3*RenderTarget256.Sample(Sampler,coord); res += bloommix3*RenderTarget256.Sample(Sampler2,coord);
res += bloommix4*RenderTarget128.Sample(Sampler,coord); res += bloommix4*RenderTarget128.Sample(Sampler2,coord);
res += bloommix5*RenderTarget64.Sample(Sampler,coord); res += bloommix5*RenderTarget64.Sample(Sampler2,coord);
res += bloommix6*RenderTarget32.Sample(Sampler,coord); res += bloommix6*RenderTarget32.Sample(Sampler2,coord);
res.rgb /= 6.0; res.rgb /= 6.0;
} }
res.rgb = clamp(res.rgb,0.0,32768.0); 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; ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
#endif #endif
float4 crap = TextureLens.Sample(SamplerLens,ccoord); float4 crap = TextureLens.Sample(SamplerLens,ccoord);
if ( simple ) mud += dirtmixs*RenderTarget32.Sample(Sampler,coord); if ( simple ) mud += dirtmixs*RenderTarget32.Sample(Sampler2,coord);
else else
{ {
mud += dirtmix1*RenderTarget1024.Sample(Sampler,coord); mud += dirtmix1*RenderTarget1024.Sample(Sampler2,coord);
mud += dirtmix2*RenderTarget512.Sample(Sampler,coord); mud += dirtmix2*RenderTarget512.Sample(Sampler2,coord);
mud += dirtmix3*RenderTarget256.Sample(Sampler,coord); mud += dirtmix3*RenderTarget256.Sample(Sampler2,coord);
mud += dirtmix4*RenderTarget128.Sample(Sampler,coord); mud += dirtmix4*RenderTarget128.Sample(Sampler2,coord);
mud += dirtmix5*RenderTarget64.Sample(Sampler,coord); mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
mud += dirtmix6*RenderTarget32.Sample(Sampler,coord); mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
mud.rgb /= 6.0; mud.rgb /= 6.0;
} }
mud.rgb = clamp(mud.rgb,0.0,32768.0); mud.rgb = clamp(mud.rgb,0.0,32768.0);

View file

@ -1,17 +1,17 @@
[ENBBLOOM.FX] [ENBBLOOM.FX]
TECHNIQUE=1 TECHNIQUE=1
Bloom Intensity Night=1.32 Bloom Intensity Night=1.05
Bloom Intensity Day=1.15 Bloom Intensity Day=1.13
Bloom Intensity Interior=1.22 Bloom Intensity Interior=1.09
Bloom Contrast Night=0.69 Bloom Contrast Night=0.54
Bloom Contrast Day=0.76 Bloom Contrast Day=0.86
Bloom Contrast Interior=0.76 Bloom Contrast Interior=0.67
Bloom Saturation Night=0.82 Bloom Saturation Night=0.82
Bloom Saturation Day=0.61 Bloom Saturation Day=0.61
Bloom Saturation Interior=0.75 Bloom Saturation Interior=0.75
Bloom Offset Night=-0.49 Bloom Offset Night=-0.14
Bloom Offset Day=-0.82 Bloom Offset Day=-0.32
Bloom Offset Interior=-0.68 Bloom Offset Interior=-0.23
Bloom Intensity Cap Night=100.0 Bloom Intensity Cap Night=100.0
Bloom Intensity Cap Day=100.0 Bloom Intensity Cap Day=100.0
Bloom Intensity Cap Interior=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 Blue Shift Color Factor Per-pass=0.34
Enable Anamorphic Bloom=true Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.73 Anamorphic Bloom Blend Night=0.73
Anamorphic Bloom Blend Day=0.63 Anamorphic Bloom Blend Day=0.62
Anamorphic Bloom Blend Interior=0.63 Anamorphic Bloom Blend Interior=0.67
Anamorphic Bloom Blue Shift Night=0.4, 0.1, 1 Anamorphic Bloom Blue Shift Night=0.4, 0.1, 1
Anamorphic Bloom Blue Shift Day=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 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 Day=1.590001
Anamorphic Bloom Blue Shift Intensity Interior=1.86 Anamorphic Bloom Blue Shift Intensity Interior=1.86
Anamorphic Bloom Contrast Night=1.17 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 Contrast Interior=1.22
Anamorphic Bloom Radius Multiplier=1.0 Anamorphic Bloom Radius Multiplier=1.0
Bloom Intensity Interior Night=1.33 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 Blue Shift Interior Day=1.86
Anamorphic Bloom Contrast Interior Night=1.12 Anamorphic Bloom Contrast Interior Night=1.12
Anamorphic Bloom Contrast Interior Day=1.22 Anamorphic Bloom Contrast Interior Day=1.22
Bloom Pass 1 Blend=0.12 Bloom Pass 1 Blend=0.08
Bloom Pass 2 Blend=0.26 Bloom Pass 2 Blend=0.13
Bloom Pass 3 Blend=0.37 Bloom Pass 3 Blend=0.2
Bloom Pass 4 Blend=0.45 Bloom Pass 4 Blend=0.38
Bloom Pass 5 Blend=0.68 Bloom Pass 5 Blend=0.87
Bloom Pass 6 Blend=0.92 Bloom Pass 6 Blend=1.68
Enable Lens Dirt=true Enable Lens Dirt=true
Dirt Pass 1 Blend=0.15 Dirt Pass 1 Blend=0.03
Dirt Pass 2 Blend=0.33 Dirt Pass 2 Blend=0.12
Dirt Pass 3 Blend=0.77 Dirt Pass 3 Blend=0.24
Dirt Pass 4 Blend=1.36 Dirt Pass 4 Blend=0.4
Dirt Pass 5 Blend=2.31 Dirt Pass 5 Blend=0.67
Dirt Pass 6 Blend=3.66 Dirt Pass 6 Blend=3.66
Dirt Contrast=0.85 Dirt Contrast=0.85
Dirt Factor=2.33 Dirt Factor=2.33
Bloom Blur Radius X=1.92 Bloom Blur Radius X=1.92
Bloom Blur Radius Y=1.08 Bloom Blur Radius Y=1.08
Bloom Single Pass Blend=1.28 Bloom Single Pass Blend=0.41
Dirt Single Pass Blend=1.05 Dirt Single Pass Blend=1.43

View file

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