MariENB Skyrim 2.3.0
This commit is contained in:
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b286f5de23
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15 changed files with 649 additions and 713 deletions
796
enbseries.ini
796
enbseries.ini
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2.2.9-1 "Color by Technicolor"
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2.3.0-1 "The rebirth"
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@ -8,9 +8,9 @@ Zoom Factor Y=0.0
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Palette Type=3
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Palette Type=3
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CGA Palette=0
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CGA Palette=0
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EGA Palette=0
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EGA Palette=0
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Dithering Pattern=2
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Dithering Pattern=1
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Contrast Modifier=0.8
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Contrast Modifier=1.0
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Saturation Modifier=1.0
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Saturation Modifier=0.8
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Dither Offset=-0.05
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Dither Offset=-0.05
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Dither Range=0.1
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Dither Range=0.1
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Enable ASCII=false
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Enable ASCII=false
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@ -31,11 +31,11 @@ Curve Chromatic Aberration=0.56
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Curve Zooming=50.360001
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Curve Zooming=50.360001
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Curve Distortion=0.0
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Curve Distortion=0.0
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Curve Sampling Soften=0.0
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Curve Sampling Soften=0.0
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Enable Blur=false
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Enable Blur=true
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Blur Sampling Range=0.15
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Blur Sampling Range=0.15
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Enable Sharp=false
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Enable Sharp=true
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Sharp Sampling Range=0.25
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Sharp Sampling Range=0.6
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Sharpening Amount=3.0
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Sharpening Amount=1.3
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Enable Shift=false
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Enable Shift=false
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Shift Sampling Range=0.6
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Shift Sampling Range=0.6
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------Sharpening------------=false
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------Sharpening------------=false
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@ -1,25 +1,25 @@
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[ENBBLOOM.FX]
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[ENBBLOOM.FX]
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TECHNIQUE=0
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TECHNIQUE=0
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Bloom Intensity Night=0.75
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Bloom Intensity Night=0.61
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Bloom Intensity Day=0.66
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Bloom Intensity Day=0.57
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Bloom Intensity Interior Night=0.75
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Bloom Intensity Interior Night=0.56
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Bloom Intensity Interior Day=0.69
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Bloom Intensity Interior Day=0.44
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Bloom Contrast Night=0.98
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Bloom Contrast Night=0.95
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Bloom Contrast Day=0.99
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Bloom Contrast Day=0.97
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Bloom Contrast Interior Night=0.98
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Bloom Contrast Interior Night=0.99
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Bloom Contrast Interior Day=0.99
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Bloom Contrast Interior Day=0.97
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Bloom Saturation Night=1.08
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Bloom Saturation Night=0.96
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Bloom Saturation Day=1.07
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Bloom Saturation Day=0.94
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Bloom Saturation Interior Night=1.05
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Bloom Saturation Interior Night=0.95
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Bloom Saturation Interior Day=1.04
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Bloom Saturation Interior Day=0.93
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Bloom Offset Night=-0.04
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Bloom Offset Night=-0.03
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Bloom Offset Day=-0.08
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Bloom Offset Day=-0.08
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Bloom Offset Interior Night=-0.05
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Bloom Offset Interior Night=-0.07
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Bloom Offset Interior Day=-0.07
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Bloom Offset Interior Day=-0.11
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Bloom Intensity Cap Night=10.0
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Bloom Intensity Cap Night=35.0
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Bloom Intensity Cap Day=10.0
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Bloom Intensity Cap Day=35.0
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Bloom Intensity Cap Interior Night=10.0
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Bloom Intensity Cap Interior Night=35.0
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Bloom Intensity Cap Interior Day=10.0
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Bloom Intensity Cap Interior Day=35.0
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Bloom Blur Radius=1.0
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Bloom Blur Radius=1.0
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Blue Shift Night Red=0.07
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Blue Shift Night Red=0.07
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Blue Shift Night Green=-0.27
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Blue Shift Night Green=-0.27
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@ -37,13 +37,13 @@ Blue Shift Intensity Night=0.16
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Blue Shift Intensity Day=0.13
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Blue Shift Intensity Day=0.13
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Blue Shift Intensity Interior Night=0.18
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Blue Shift Intensity Interior Night=0.18
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Blue Shift Intensity Interior Day=0.15
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Blue Shift Intensity Interior Day=0.15
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Blue Shift Luminance Factor Per-pass=0.99
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Blue Shift Luminance Factor Per-pass=0.74
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Blue Shift Color Factor Per-pass=1.06
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Blue Shift Color Factor Per-pass=0.87
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Enable Anamorphic Bloom=true
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Enable Anamorphic Bloom=true
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Anamorphic Bloom Blend Night=0.32
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Anamorphic Bloom Blend Night=0.75
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Anamorphic Bloom Blend Day=0.31
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Anamorphic Bloom Blend Day=0.66
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Anamorphic Bloom Blend Interior Night=0.33
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Anamorphic Bloom Blend Interior Night=0.64
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Anamorphic Bloom Blend Interior Day=0.32
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Anamorphic Bloom Blend Interior Day=0.59
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Anamorphic Bloom Blue Shift Night Red=0.06
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Anamorphic Bloom Blue Shift Night Red=0.06
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Anamorphic Bloom Blue Shift Night Green=-0.44
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Anamorphic Bloom Blue Shift Night Green=-0.44
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Anamorphic Bloom Blue Shift Night Blue=1.39
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Anamorphic Bloom Blue Shift Night Blue=1.39
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@ -56,21 +56,21 @@ Anamorphic Bloom Blue Shift Interior Night Blue=1.54
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Anamorphic Bloom Blue Shift Interior Day Red=-0.03
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Anamorphic Bloom Blue Shift Interior Day Red=-0.03
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Anamorphic Bloom Blue Shift Interior Day Green=-0.11
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Anamorphic Bloom Blue Shift Interior Day Green=-0.11
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Anamorphic Bloom Blue Shift Interior Day Blue=1.65
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Anamorphic Bloom Blue Shift Interior Day Blue=1.65
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Anamorphic Bloom Blue Shift Intensity Night=0.48
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Anamorphic Bloom Blue Shift Intensity Night=1.17
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Anamorphic Bloom Blue Shift Intensity Day=0.32
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Anamorphic Bloom Blue Shift Intensity Day=1.27
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Anamorphic Bloom Blue Shift Interior Night=0.57
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Anamorphic Bloom Blue Shift Interior Night=1.03
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Anamorphic Bloom Blue Shift Interior Day=0.48
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Anamorphic Bloom Blue Shift Interior Day=1.09
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Anamorphic Bloom Contrast Night=1.24
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Anamorphic Bloom Contrast Night=1.37
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Anamorphic Bloom Contrast Day=1.22
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Anamorphic Bloom Contrast Day=1.48
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Anamorphic Bloom Contrast Interior Night=1.32
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Anamorphic Bloom Contrast Interior Night=1.3
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Anamorphic Bloom Contrast Interior Day=1.3
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Anamorphic Bloom Contrast Interior Day=1.44
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Anamorphic Bloom Radius Multiplier=4.0
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Anamorphic Bloom Radius Multiplier=1.0
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Bloom Pass 1 Blend=1.13
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Bloom Pass 1 Blend=0.33
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Bloom Pass 2 Blend=0.95
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Bloom Pass 2 Blend=0.56
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Bloom Pass 3 Blend=0.84
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Bloom Pass 3 Blend=0.76
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Bloom Pass 4 Blend=0.64
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Bloom Pass 4 Blend=0.83
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Bloom Pass 7 Blend=0.52
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Bloom Pass 7 Blend=0.86
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Bloom Pass 8 Blend=0.35
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Bloom Pass 8 Blend=0.97
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Bloom Prepass Blend=0.0
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Bloom Prepass Blend=0.0
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Bloom Base Blend=0.0
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Bloom Base Blend=0.0
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Enable Lens Dirt=false
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Enable Lens Dirt=false
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@ -157,3 +157,5 @@ Noise Intensity Interior=0.002
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Bloom Blur Radius X=1.0
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Bloom Blur Radius X=1.0
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Bloom Blur Radius Y=1.0
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Bloom Blur Radius Y=1.0
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Dirt Saturation=0.44
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Dirt Saturation=0.44
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Enable Post Dither=true
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Dither Pattern=2
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@ -1,12 +1,12 @@
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[ENBEFFECT.FX]
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[ENBEFFECT.FX]
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TECHNIQUE=0
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TECHNIQUE=0
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Enable Grain=false
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Enable Grain=true
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Grain Speed=15.0
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Grain Speed=15.0
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Grain Intensity=0.03
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Grain Intensity=0.03
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Grain Saturation=-0.19
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Grain Saturation=-0.19
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Grain Two-Pass=true
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Grain Two-Pass=false
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Grain Blending Mode=3
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Grain Blending Mode=3
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Grain Dark Mask Contrast=0.69
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Grain Dark Mask Contrast=9.45
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Grain Two-Pass Factor=2.53
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Grain Two-Pass Factor=2.53
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Grain Magnification 1=15.13
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Grain Magnification 1=15.13
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Grain Magnification 2=15.299999
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Grain Magnification 2=15.299999
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@ -17,45 +17,45 @@ Grain Pass 1 Magnification 3=1.62
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Grain Pass 2 Magnification 1=0.07
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Grain Pass 2 Magnification 1=0.07
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Grain Pass 2 Magnification 2=0.1
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Grain Pass 2 Magnification 2=0.1
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Grain Pass 2 Magnification 3=0.18
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Grain Pass 2 Magnification 3=0.18
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Grain Contrast=2.54
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Grain Contrast=4.18
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Enable Adaptation=true
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Enable Adaptation=true
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Adaptation Min Night=0.97
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Adaptation Min Night=0.45
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Adaptation Min Day=0.94
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Adaptation Min Day=0.48
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Adaptation Min Interior Night=0.95
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Adaptation Min Interior Night=0.66
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Adaptation Min Interior Day=0.93
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Adaptation Min Interior Day=0.68
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Adaptation Max Night=1.19
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Adaptation Max Night=1.48
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Adaptation Max Day=1.39
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Adaptation Max Day=1.389999
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Adaptation Max Interior Night=1.18
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Adaptation Max Interior Night=1.84
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Adaptation Max Interior Day=1.28
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Adaptation Max Interior Day=1.73
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Enable Tonemapping=true
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Enable Tonemapping=true
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Tonemap Shoulder Strength Night=0.87
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Tonemap Shoulder Strength Night=0.55
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Tonemap Shoulder Strength Day=0.84
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Tonemap Shoulder Strength Day=0.48
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Tonemap Shoulder Strength Interior Night=0.77
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Tonemap Shoulder Strength Interior Night=0.68
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Tonemap Shoulder Strength Interior Day=0.75
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Tonemap Shoulder Strength Interior Day=0.68
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Tonemap Linear Strength Night=1.02
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Tonemap Linear Strength Night=1.36
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Tonemap Linear Strength Day=1.05
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Tonemap Linear Strength Day=1.33
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Tonemap Linear Strength Interior Night=1.01
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Tonemap Linear Strength Interior Night=1.23
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Tonemap Linear Strength Interior Day=1.03
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Tonemap Linear Strength Interior Day=1.12
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Tonemap Linear Angle Night=0.2
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Tonemap Linear Angle Night=0.53
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Tonemap Linear Angle Day=0.29
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Tonemap Linear Angle Day=0.53
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Tonemap Linear Angle Interior Night=0.18
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Tonemap Linear Angle Interior Night=0.44
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Tonemap Linear Angle Interior Day=0.2
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Tonemap Linear Angle Interior Day=0.3
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Tonemap Toe Strength Night=1.27
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Tonemap Toe Strength Night=1.14
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Tonemap Toe Strength Day=1.28
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Tonemap Toe Strength Day=1.11
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Tonemap Toe Strength Interior Night=1.36
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Tonemap Toe Strength Interior Night=1.24
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Tonemap Toe Strength Interior Day=1.38
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Tonemap Toe Strength Interior Day=1.38
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Tonemap Toe Numerator Night=3.63
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Tonemap Toe Numerator Night=2.24
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Tonemap Toe Numerator Day=3.35
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Tonemap Toe Numerator Day=2.52
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Tonemap Toe Numerator Interior Night=3.64
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Tonemap Toe Numerator Interior Night=2.5
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Tonemap Toe Numerator Interior Day=3.19
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Tonemap Toe Numerator Interior Day=2.58
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Tonemap Toe Denominator Night=0.99
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Tonemap Toe Denominator Night=1.24
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Tonemap Toe Denominator Day=0.9
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Tonemap Toe Denominator Day=1.28
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Tonemap Toe Denominator Interior Night=1.04
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Tonemap Toe Denominator Interior Night=1.34
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Tonemap Toe Denominator Interior Day=1.04
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Tonemap Toe Denominator Interior Day=1.17
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Tonemap Linear White Night=1.12
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Tonemap Linear White Night=2.49
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Tonemap Linear White Day=1.26
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Tonemap Linear White Day=2.33
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Tonemap Linear White Interior Night=1.11
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Tonemap Linear White Interior Night=1.79
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Tonemap Linear White Interior Day=1.21
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Tonemap Linear White Interior Day=1.64
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Tonemap Before Compensate=false
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Tonemap Before Compensate=false
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Enable Compensate=false
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Enable Compensate=false
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Compensate Factor Night=0.14
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Compensate Factor Night=0.14
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@ -71,64 +71,64 @@ Compensate Saturation Day=1.07
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Compensate Saturation Interior Night=1.13
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Compensate Saturation Interior Night=1.13
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Compensate Saturation Interior Day=1.12
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Compensate Saturation Interior Day=1.12
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Enable RGB Grading=true
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Enable RGB Grading=true
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Grading Intensity Night Red=1.08
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Grading Intensity Night Red=0.97
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Grading Intensity Night Green=1.03
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Grading Intensity Night Green=0.96
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Grading Intensity Night Blue=1.0
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Grading Intensity Night Blue=0.99
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Grading Intensity Day Red=1.06
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Grading Intensity Day Red=0.98
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Grading Intensity Day Green=1.03
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Grading Intensity Day Green=0.96
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Grading Intensity Day Blue=1.08
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Grading Intensity Day Blue=0.95
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Grading Intensity Interior Night Red=1.07
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Grading Intensity Interior Night Red=1.04
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Grading Intensity Interior Night Green=1.03
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Grading Intensity Interior Night Green=1.0
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Grading Intensity Interior Night Blue=1.01
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Grading Intensity Interior Night Blue=0.95
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Grading Intensity Interior Day Red=1.03
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Grading Intensity Interior Day Red=0.96
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Grading Intensity Interior Day Green=1.0
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Grading Intensity Interior Day Green=0.96
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Grading Intensity Interior Day Blue=1.01
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Grading Intensity Interior Day Blue=0.95
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Grading Contrast Night Red=0.97
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Grading Contrast Night Red=0.98
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Grading Contrast Night Green=0.98
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Grading Contrast Night Green=0.97
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Grading Contrast Night Blue=0.94
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Grading Contrast Night Blue=0.94
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Grading Contrast Day Red=0.96
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Grading Contrast Day Red=0.96
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Grading Contrast Day Green=0.98
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Grading Contrast Day Green=0.95
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Grading Contrast Day Blue=0.98
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Grading Contrast Day Blue=0.93
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Grading Contrast Interior Night Red=0.96
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Grading Contrast Interior Night Red=0.99
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Grading Contrast Interior Night Green=0.98
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Grading Contrast Interior Night Green=0.95
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Grading Contrast Interior Night Blue=0.95
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Grading Contrast Interior Night Blue=0.91
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Grading Contrast Interior Day Red=0.97
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Grading Contrast Interior Day Red=0.98
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Grading Contrast Interior Day Green=0.99
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Grading Contrast Interior Day Green=0.97
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Grading Contrast Interior Day Blue=0.97
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Grading Contrast Interior Day Blue=0.89
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Enable Vibrance Grading=true
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Enable Vibrance Grading=true
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Grading Color Night Red=-0.44
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Grading Color Night Red=-0.51
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Grading Color Night Green=-0.33
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Grading Color Night Green=-0.13
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Grading Color Night Blue=-0.83
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Grading Color Night Blue=-0.9
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Grading Color Day Red=-0.68
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Grading Color Day Red=-0.04
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Grading Color Day Green=-0.32
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Grading Color Day Green=-0.06
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Grading Color Day Blue=-0.86
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Grading Color Day Blue=-0.65
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Grading Color Interior Night Red=-0.25
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Grading Color Interior Night Red=-0.75
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Grading Color Interior Night Green=-0.15
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Grading Color Interior Night Green=-0.15
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Grading Color Interior Night Blue=-0.05
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Grading Color Interior Night Blue=-0.97
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Grading Color Interior Day Red=-0.47
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Grading Color Interior Day Red=-0.15
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Grading Color Interior Day Green=-0.3
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Grading Color Interior Day Green=-0.09
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Grading Color Interior Day Blue=-0.12
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Grading Color Interior Day Blue=-0.74
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Grading Color Factor Night=-0.07
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Grading Color Factor Night=-0.1
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Grading Color Factor Day=-0.06
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Grading Color Factor Day=-0.11
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Grading Color Factor Interior Night=-0.05
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Grading Color Factor Interior Night=-0.08
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Grading Color Factor Interior Day=-0.04
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Grading Color Factor Interior Day=-0.09
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Enable HSV Grading=true
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Enable HSV Grading=true
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Grading Saturation Intensity Night=1.05
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Grading Saturation Intensity Night=1.12
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Grading Saturation Intensity Day=1.07
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Grading Saturation Intensity Day=1.16
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Grading Saturation Intensity Interior Night=1.06
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Grading Saturation Intensity Interior Night=1.09
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Grading Saturation Intensity Interior Day=1.09
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Grading Saturation Intensity Interior Day=1.15
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Grading Saturation Contrast Night=1.01
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Grading Saturation Contrast Night=1.15
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Grading Saturation Contrast Day=1.06
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Grading Saturation Contrast Day=1.13
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Grading Saturation Contrast Interior Night=1.0
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Grading Saturation Contrast Interior Night=1.21
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Grading Saturation Contrast Interior Day=1.03
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Grading Saturation Contrast Interior Day=1.19
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Grading Value Intensity Night=1.06
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Grading Value Intensity Night=0.87
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Grading Value Intensity Day=1.04
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Grading Value Intensity Day=0.91
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Grading Value Intensity Interior Night=1.02
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Grading Value Intensity Interior Night=0.9
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Grading Value Intensity Interior Day=1.07
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Grading Value Intensity Interior Day=0.92
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Grading Value Contrast Night=1.04
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Grading Value Contrast Night=1.15
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Grading Value Contrast Day=1.05
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Grading Value Contrast Day=1.08
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Grading Value Contrast Interior Night=1.05
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Grading Value Contrast Interior Night=1.09
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Grading Value Contrast Interior Day=1.08
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Grading Value Contrast Interior Day=1.03
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Colorize After HSV=true
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Colorize After HSV=true
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Enable Vanilla Tint=true
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Enable Vanilla Tint=true
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Vanilla Tint Blend=1.0
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Vanilla Tint Blend=1.0
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@ -137,19 +137,25 @@ Enable Vanilla Grading=true
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Vanilla Grading Blend=1.0
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Vanilla Grading Blend=1.0
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Fade Before Film Filters=false
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Fade Before Film Filters=false
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Enable LUT Grading=true
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Enable LUT Grading=true
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LUT Blend Night=0.25
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LUT Blend Night=0.1
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LUT Blend Day=0.39
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LUT Blend Day=0.17
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LUT Blend Interior Night=0.31
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LUT Blend Interior Night=0.08
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LUT Blend Interior Day=0.34
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LUT Blend Interior Day=0.14
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LUT Preset=61
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LUT Preset=61
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Enable ENB Palette=false
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Enable ENB Palette=true
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Palette Blend=1.0
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Palette Blend=0.2
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Enable Post Dither=true
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Enable Post Dither=true
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Dither Pattern=2
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Dither Pattern=2
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Display Bloom=false
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Display Bloom=false
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Enable Vanilla Imagespace=true
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Enable Vanilla Imagespace=true
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Vanilla Vibrance Blend=1.0
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Vanilla Vibrance Blend=1.0
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Vanilla Contrast Blend=1.0
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Vanilla Contrast Blend=0.7
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Use Lighten Blend=true
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Use Lighten Blend=false
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Enable Technicolor=true
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Enable Technicolor=true
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Technicolor Blend=1.0
|
Technicolor Blend=0.5
|
||||||
|
Apply Grain Before Tone Mapping=true
|
||||||
|
Vanilla Tint Contrast=2.5
|
||||||
|
Vanilla Tint Strength=1.0
|
||||||
|
Vanilla Vibrance Contrast=0.35
|
||||||
|
Vanilla Vibrance Strength=1.0
|
||||||
|
Enable Bloom Post-Blur=true
|
||||||
|
|
|
||||||
|
|
@ -4,7 +4,7 @@ Fixed Resolution Width=1920
|
||||||
Fixed Resolution Height=1080
|
Fixed Resolution Height=1080
|
||||||
Depth Cutoff=999998.0
|
Depth Cutoff=999998.0
|
||||||
Distortion Chromatic Aberration=27.470001
|
Distortion Chromatic Aberration=27.470001
|
||||||
Enable Underwater=true
|
Enable Underwater=false
|
||||||
Underwater Speed 1=24.309999
|
Underwater Speed 1=24.309999
|
||||||
Underwater Speed 2=21.9
|
Underwater Speed 2=21.9
|
||||||
Underwater Speed 3=26.549999
|
Underwater Speed 3=26.549999
|
||||||
|
|
@ -15,7 +15,7 @@ Underwater Amplitude 1=0.1
|
||||||
Underwater Amplitude 2=0.11
|
Underwater Amplitude 2=0.11
|
||||||
Underwater Amplitude 3=0.07
|
Underwater Amplitude 3=0.07
|
||||||
Underwater Zoom=0.15
|
Underwater Zoom=0.15
|
||||||
Enable Hot Air Refraction=true
|
Enable Hot Air Refraction=false
|
||||||
Heat Texture Size=10.22
|
Heat Texture Size=10.22
|
||||||
Heat Speed=0.2
|
Heat Speed=0.2
|
||||||
Heat Fade Contrast=234.339996
|
Heat Fade Contrast=234.339996
|
||||||
|
|
@ -36,26 +36,26 @@ Focus Triangle Radius Night=12.0
|
||||||
Focus Triangle Radius Day=16.0
|
Focus Triangle Radius Day=16.0
|
||||||
Focus Triangle Radius Interior Night=10.0
|
Focus Triangle Radius Interior Night=10.0
|
||||||
Focus Triangle Radius Interior Day=14.0
|
Focus Triangle Radius Interior Day=14.0
|
||||||
Focus Triangle Blending Night=0.4
|
Focus Triangle Blending Night=0.7
|
||||||
Focus Triangle Blending Day=0.3
|
Focus Triangle Blending Day=0.8
|
||||||
Focus Triangle Blending Interior Night=0.5
|
Focus Triangle Blending Interior Night=0.8
|
||||||
Focus Triangle Blending Interior Day=0.4
|
Focus Triangle Blending Interior Day=0.9
|
||||||
Focus Maximum Depth Night=990.349976
|
Focus Maximum Depth Night=990.349976
|
||||||
Focus Maximum Depth Day=994.340027
|
Focus Maximum Depth Day=994.570007
|
||||||
Focus Maximum Depth Interior Night=984.919983
|
Focus Maximum Depth Interior Night=984.919983
|
||||||
Focus Maximum Depth Interior Day=989.539978
|
Focus Maximum Depth Interior Day=989.539978
|
||||||
DOF Intensity Night=475.899994
|
DOF Intensity Night=475.899994
|
||||||
DOF Intensity Day=424.299988
|
DOF Intensity Day=424.299988
|
||||||
DOF Intensity Interior Night=480.799988
|
DOF Intensity Interior Night=480.799988
|
||||||
DOF Intensity Interior Day=432.299988
|
DOF Intensity Interior Day=432.299988
|
||||||
DOF Contrast Night=3.46
|
DOF Contrast Night=3.35
|
||||||
DOF Contrast Day=3.84
|
DOF Contrast Day=3.8
|
||||||
DOF Contrast Interior Night=3.25
|
DOF Contrast Interior Night=3.12
|
||||||
DOF Contrast Interior Day=3.7
|
DOF Contrast Interior Day=3.52
|
||||||
DOF Shift Night=-0.1
|
DOF Shift Night=0.0
|
||||||
DOF Shift Day=-0.15
|
DOF Shift Day=0.0
|
||||||
DOF Shift Interior Night=-0.05
|
DOF Shift Interior Night=0.0
|
||||||
DOF Shift Interior Day=-0.1
|
DOF Shift Interior Day=0.0
|
||||||
DOF Fixed Focus Intensity Night=1.0
|
DOF Fixed Focus Intensity Night=1.0
|
||||||
DOF Fixed Focus Intensity Day=1.0
|
DOF Fixed Focus Intensity Day=1.0
|
||||||
DOF Fixed Focus Intensity Interior Night=1.0
|
DOF Fixed Focus Intensity Interior Night=1.0
|
||||||
|
|
@ -72,18 +72,18 @@ DOF Fixed Focus Blend Night=0.0
|
||||||
DOF Fixed Focus Blend Day=0.0
|
DOF Fixed Focus Blend Day=0.0
|
||||||
DOF Fixed Focus Blend Interior Night=0.0
|
DOF Fixed Focus Blend Interior Night=0.0
|
||||||
DOF Fixed Focus Blend Interior Day=0.0
|
DOF Fixed Focus Blend Interior Day=0.0
|
||||||
DOF Fixed Unfocus Intensity Night=1.16
|
DOF Fixed Unfocus Intensity Night=1.17
|
||||||
DOF Fixed Unfocus Intensity Day=1.2
|
DOF Fixed Unfocus Intensity Day=1.14
|
||||||
DOF Fixed Unfocus Intensity Interior Night=1.18
|
DOF Fixed Unfocus Intensity Interior Night=1.22
|
||||||
DOF Fixed Unfocus Intensity Interior Day=1.14
|
DOF Fixed Unfocus Intensity Interior Day=1.18
|
||||||
DOF Fixed Unfocus Contrast Night=99.099998
|
DOF Fixed Unfocus Contrast Night=99.099998
|
||||||
DOF Fixed Unfocus Contrast Day=126.139999
|
DOF Fixed Unfocus Contrast Day=126.139999
|
||||||
DOF Fixed Unfocus Contrast Interior Night=84.849998
|
DOF Fixed Unfocus Contrast Interior Night=84.849998
|
||||||
DOF Fixed Unfocus Contrast Interior Day=110.82
|
DOF Fixed Unfocus Contrast Interior Day=110.82
|
||||||
DOF Fixed Unfocus Shift Night=-1.04
|
DOF Fixed Unfocus Shift Night=-1.02
|
||||||
DOF Fixed Unfocus Shift Day=-1.04
|
DOF Fixed Unfocus Shift Day=-1.08
|
||||||
DOF Fixed Unfocus Shift Interior Night=-1.03
|
DOF Fixed Unfocus Shift Interior Night=-1.03
|
||||||
DOF Fixed Unfocus Shift Interior Day=-1.08
|
DOF Fixed Unfocus Shift Interior Day=-1.07
|
||||||
DOF Fixed Unfocus Blend Night=1.0
|
DOF Fixed Unfocus Blend Night=1.0
|
||||||
DOF Fixed Unfocus Blend Day=1.0
|
DOF Fixed Unfocus Blend Day=1.0
|
||||||
DOF Fixed Unfocus Blend Interior Night=1.0
|
DOF Fixed Unfocus Blend Interior Night=1.0
|
||||||
|
|
@ -92,13 +92,13 @@ DOF Fixed Use Cutoff=true
|
||||||
Disable DOF=false
|
Disable DOF=false
|
||||||
DOF Bilateral Blur=true
|
DOF Bilateral Blur=true
|
||||||
DOF Bilateral Factor=5.0
|
DOF Bilateral Factor=5.0
|
||||||
DOF Blur Radius=6.0
|
DOF Blur Radius=8.0
|
||||||
DOF Relative to FOV=true
|
DOF Relative to FOV=true
|
||||||
Default FOV=75.0
|
Default FOV=75.0
|
||||||
DOF Relative Factor Night=2.76
|
DOF Relative Factor Night=2.47
|
||||||
DOF Relative Factor Day=2.9
|
DOF Relative Factor Day=2.39
|
||||||
DOF Relative Factor Interior Night=2.8
|
DOF Relative Factor Interior Night=2.51
|
||||||
DOF Relative Factor Interior Day=2.93
|
DOF Relative Factor Interior Day=2.41
|
||||||
Debug Depth=false
|
Debug Depth=false
|
||||||
Debug Focus=false
|
Debug Focus=false
|
||||||
Enable Depth Edge Detect=false
|
Enable Depth Edge Detect=false
|
||||||
|
|
@ -154,11 +154,11 @@ Debug SSAO=false
|
||||||
Sharpen Enable=true
|
Sharpen Enable=true
|
||||||
Sharpen Radius=0.8
|
Sharpen Radius=0.8
|
||||||
Sharpen Clamp=0.05
|
Sharpen Clamp=0.05
|
||||||
Sharpen Blending=6.0
|
Sharpen Blending=8.0
|
||||||
SSAO Use Less Samples=true
|
SSAO Use Less Samples=true
|
||||||
Near Z=0.05
|
Near Z=0.05
|
||||||
Far Z=3098.0
|
Far Z=3098.0
|
||||||
Enable Screen Frost=true
|
Enable Screen Frost=false
|
||||||
Frost Texture Size=1.0
|
Frost Texture Size=1.0
|
||||||
Frost Contrast=1.08
|
Frost Contrast=1.08
|
||||||
Frost Strength=0.04
|
Frost Strength=0.04
|
||||||
|
|
@ -172,7 +172,7 @@ Frost Always Enable=false
|
||||||
Frost Indoor Factor=0.15
|
Frost Indoor Factor=0.15
|
||||||
Frost Night Factor=0.5
|
Frost Night Factor=0.5
|
||||||
SSAO Bilateral Factor Normal=1.0
|
SSAO Bilateral Factor Normal=1.0
|
||||||
SSAO Range Min=1.0
|
SSAO Range Min=0.0
|
||||||
Frost Blur=false
|
Frost Blur=false
|
||||||
Frost Blur Radius=1.0
|
Frost Blur Radius=1.0
|
||||||
Frost Distance Factor=16.0
|
Frost Distance Factor=16.0
|
||||||
|
|
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 192 KiB After Width: | Height: | Size: 192 KiB |
|
|
@ -60,10 +60,11 @@ float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
|
||||||
float4 res = float4(0,0,0,0);
|
float4 res = float4(0,0,0,0);
|
||||||
int i;
|
int i;
|
||||||
float sum = 0;
|
float sum = 0;
|
||||||
|
float inc = TempParameters.z*bloomradiusx;
|
||||||
float2 pp;
|
float2 pp;
|
||||||
[unroll] for ( i=-7; i<=7; i++ )
|
[unroll] for ( i=-7; i<=7; i++ )
|
||||||
{
|
{
|
||||||
pp = coord+float2(i,0)*TempParameters.z*bloomradiusx;
|
pp = coord+float2(i,0)*inc;
|
||||||
res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
|
res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
|
||||||
sum += ((pp.x>=0)&&(pp.x<1))?gauss8[abs(i)]:0;
|
sum += ((pp.x>=0)&&(pp.x<1))?gauss8[abs(i)]:0;
|
||||||
}
|
}
|
||||||
|
|
@ -78,10 +79,11 @@ float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
|
||||||
float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
|
float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
|
||||||
int i;
|
int i;
|
||||||
float sum = 0;
|
float sum = 0;
|
||||||
|
float inc = TempParameters.z*bloomradiusy;
|
||||||
float2 pp;
|
float2 pp;
|
||||||
[unroll] for ( i=-7; i<=7; i++ )
|
[unroll] for ( i=-7; i<=7; i++ )
|
||||||
{
|
{
|
||||||
pp = coord+float2(0,i)*TempParameters.z*bloomradiusy;
|
pp = coord+float2(0,i)*inc;
|
||||||
res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
|
res += gauss8[abs(i)]*tex2D(SamplerBloom1,pp);
|
||||||
sum += ((pp.y>=0)&&(pp.y<1))?gauss8[abs(i)]:0;
|
sum += ((pp.y>=0)&&(pp.y<1))?gauss8[abs(i)]:0;
|
||||||
}
|
}
|
||||||
|
|
@ -123,10 +125,11 @@ float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
|
||||||
float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
|
float4 res = float4(0,0,0,0), base = tex2D(SamplerBloom5,coord);
|
||||||
int i;
|
int i;
|
||||||
float sum = 0;
|
float sum = 0;
|
||||||
|
float inc = TempParameters.z*bloomradiusx*flen;
|
||||||
float2 pp;
|
float2 pp;
|
||||||
[unroll] for ( i=-79; i<=79; i++ )
|
[unroll] for ( i=-79; i<=79; i++ )
|
||||||
{
|
{
|
||||||
pp = coord+float2(i,0)*TempParameters.z*bloomradiusx*flen;
|
pp = coord+float2(i,0)*inc;
|
||||||
res += gauss80[abs(i)]*tex2D(SamplerBloom1,pp);
|
res += gauss80[abs(i)]*tex2D(SamplerBloom1,pp);
|
||||||
sum += ((pp.x>=0)&&(pp.x<1))?gauss80[abs(i)]:0;
|
sum += ((pp.x>=0)&&(pp.x<1))?gauss80[abs(i)]:0;
|
||||||
}
|
}
|
||||||
|
|
@ -165,36 +168,6 @@ float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
|
||||||
res.a = 1.0;
|
res.a = 1.0;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
/* crappy lens filter, useful when playing characters with glasses */
|
|
||||||
float4 PS_LensDirtPass(VS_OUTPUT_POST In) : COLOR
|
|
||||||
{
|
|
||||||
float4 mud = float4(0,0,0,0);
|
|
||||||
if ( !dirtenable ) return mud;
|
|
||||||
float2 coord = In.txcoord0.xy;
|
|
||||||
float2 ccoord = coord;
|
|
||||||
#ifdef ASPECT_LENSDIRT
|
|
||||||
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
|
|
||||||
#endif
|
|
||||||
float4 crap = tex2D(SamplerLens,ccoord);
|
|
||||||
mud += dirtmix1*tex2D(SamplerBloomC1,coord); // P1
|
|
||||||
mud += dirtmix2*tex2D(SamplerBloomC2,coord); // P2
|
|
||||||
mud += dirtmix3*tex2D(SamplerBloomC3,coord); // P3
|
|
||||||
mud += dirtmix4*tex2D(SamplerBloomC4,coord); // P4
|
|
||||||
mud += dirtmix5*tex2D(SamplerBloomC5,coord); // Prepass
|
|
||||||
mud += dirtmix6*tex2D(SamplerBloomC6,coord); // Base
|
|
||||||
mud += dirtmix7*tex2D(SamplerBloomC7,coord); // P5
|
|
||||||
mud += dirtmix8*tex2D(SamplerBloomC8,coord); // P6
|
|
||||||
mud.rgb /= 6.0;
|
|
||||||
float3 hsv = rgb2hsv(mud.rgb);
|
|
||||||
hsv.y = clamp(hsv.y*dirtsaturation,0.0,1.0);
|
|
||||||
mud.rgb = clamp(hsv2rgb(hsv),0,32768);
|
|
||||||
float mudmax = luminance(mud.rgb);
|
|
||||||
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
|
||||||
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
|
|
||||||
mud.rgb *= mudn*ldirtfactor*crap.rgb;
|
|
||||||
mud.a = 1.0;
|
|
||||||
return mud;
|
|
||||||
}
|
|
||||||
/* techniques */
|
/* techniques */
|
||||||
technique BloomPrePass
|
technique BloomPrePass
|
||||||
{
|
{
|
||||||
|
|
@ -262,11 +235,4 @@ technique BloomPostPass
|
||||||
FogEnable = FALSE;
|
FogEnable = FALSE;
|
||||||
SRGBWRITEENABLE = FALSE;
|
SRGBWRITEENABLE = FALSE;
|
||||||
}
|
}
|
||||||
pass p1
|
|
||||||
{
|
|
||||||
AlphaBlendEnable = true;
|
|
||||||
SrcBlend = One;
|
|
||||||
DestBlend = One;
|
|
||||||
PixelShader = compile ps_3_0 PS_LensDirtPass();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -65,14 +65,6 @@ texture2D texBloom5;
|
||||||
texture2D texBloom6;
|
texture2D texBloom6;
|
||||||
texture2D texBloom7;
|
texture2D texBloom7;
|
||||||
texture2D texBloom8;
|
texture2D texBloom8;
|
||||||
texture2D texLens
|
|
||||||
<
|
|
||||||
#ifdef LENSDIRT_DDS
|
|
||||||
string ResourceName = "menblens.dds";
|
|
||||||
#else
|
|
||||||
string ResourceName = "menblens.png";
|
|
||||||
#endif
|
|
||||||
>;
|
|
||||||
sampler2D SamplerBloom1 = sampler_state
|
sampler2D SamplerBloom1 = sampler_state
|
||||||
{
|
{
|
||||||
Texture = <texBloom1>;
|
Texture = <texBloom1>;
|
||||||
|
|
@ -265,18 +257,6 @@ sampler2D SamplerBloomC8 = sampler_state
|
||||||
MaxMipLevel = 0;
|
MaxMipLevel = 0;
|
||||||
MipMapLodBias = 0;
|
MipMapLodBias = 0;
|
||||||
};
|
};
|
||||||
sampler2D SamplerLens = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texLens>;
|
|
||||||
MinFilter = LINEAR;
|
|
||||||
MagFilter = LINEAR;
|
|
||||||
MipFilter = NONE;
|
|
||||||
AddressU = Clamp;
|
|
||||||
AddressV = Clamp;
|
|
||||||
SRGBTexture = FALSE;
|
|
||||||
MaxMipLevel = 0;
|
|
||||||
MipMapLodBias = 0;
|
|
||||||
};
|
|
||||||
/* whatever */
|
/* whatever */
|
||||||
struct VS_OUTPUT_POST
|
struct VS_OUTPUT_POST
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -416,64 +416,3 @@ float bloommix6
|
||||||
string UIName = "Bloom Base Blend";
|
string UIName = "Bloom Base Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
string str_bloomdirt = "Lens Dirt";
|
|
||||||
bool dirtenable
|
|
||||||
<
|
|
||||||
string UIName = "Enable Lens Dirt";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
float dirtmix1
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 1 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float dirtmix2
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 2 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.1};
|
|
||||||
float dirtmix3
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 3 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.2};
|
|
||||||
float dirtmix4
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 4 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.5};
|
|
||||||
float dirtmix7
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 7 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float dirtmix8
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Pass 8 Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {3.0};
|
|
||||||
float dirtmix5
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Prepass Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float dirtmix6
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Base Blend";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float dirtsaturation
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Saturation";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float ldirtpow
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Contrast";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.25};
|
|
||||||
float ldirtfactor
|
|
||||||
<
|
|
||||||
string UIName = "Dirt Factor";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.5};
|
|
||||||
|
|
|
||||||
|
|
@ -161,10 +161,14 @@ float3 GradingGame( float3 res )
|
||||||
*/
|
*/
|
||||||
float3 tgray = luminance(res);
|
float3 tgray = luminance(res);
|
||||||
/* saturation */
|
/* saturation */
|
||||||
float3 tcol = res*_r3.x + tgray*(1.0-_r3.x);
|
float satv = (_r3.x<0.0)?(-pow(abs(_r3.x),vsatpow)*vsatmul)
|
||||||
|
:(pow(max(_r3.x,0.0),vsatpow)*vsatmul);
|
||||||
|
float3 tcol = res*satv + tgray*(1.0-satv);
|
||||||
tcol = lerp(res,tcol,vsatblend);
|
tcol = lerp(res,tcol,vsatblend);
|
||||||
/* tint */
|
/* tint */
|
||||||
tcol = _r4.w*(tgray*_r4.rgb-tcol)+tcol;
|
float tintv = (_r4.w<0.0)?(-pow(abs(_r4.w),vtintpow)*vtintmul)
|
||||||
|
:(pow(max(_r4.w,0.0),vtintpow)*vtintmul);
|
||||||
|
tcol = tintv*(tgray*_r4.rgb-tcol)+tcol;
|
||||||
tcol = lerp(res,tcol,vtintblend);
|
tcol = lerp(res,tcol,vtintblend);
|
||||||
/* contrast(?) stuff */
|
/* contrast(?) stuff */
|
||||||
#ifdef FALLOUT
|
#ifdef FALLOUT
|
||||||
|
|
@ -444,9 +448,10 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
float2 coord = IN.txcoord0.xy;
|
float2 coord = IN.txcoord0.xy;
|
||||||
float4 res = tex2D(_s0,coord);
|
float4 res = tex2D(_s0,coord);
|
||||||
if ( aenable ) res.rgb = Adaptation(res.rgb);
|
if ( aenable ) res.rgb = Adaptation(res.rgb);
|
||||||
|
if ( nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
|
||||||
|
if ( vgradeenable ) res.rgb = GradingGame(res.rgb);
|
||||||
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
|
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
|
||||||
if ( bloomdebug ) res.rgb *= 0;
|
if ( bloomdebug ) res.rgb *= 0;
|
||||||
if ( vgradeenable ) res.rgb = GradingGame(res.rgb);
|
|
||||||
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
|
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
|
||||||
if ( colorizeafterhsv )
|
if ( colorizeafterhsv )
|
||||||
{
|
{
|
||||||
|
|
@ -459,14 +464,11 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
||||||
}
|
}
|
||||||
float3 bcol = tex2D(_s3,coord).rgb*EBloomAmount;
|
float3 bcol = tex2D(_s3,coord).rgb*EBloomAmount;
|
||||||
if ( bloomlighten )
|
res.rgb += bcol;
|
||||||
res.rgb = float3(max(res.r,bcol.r),max(res.g,bcol.g),
|
|
||||||
max(res.b,bcol.b));
|
|
||||||
else res.rgb += bcol;
|
|
||||||
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
||||||
if ( palenable ) res.rgb = GradingPal(res.rgb);
|
if ( palenable ) res.rgb = GradingPal(res.rgb);
|
||||||
if ( techenable ) res.rgb = Technicolor(res.rgb);
|
if ( techenable ) res.rgb = Technicolor(res.rgb);
|
||||||
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
|
if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
|
||||||
#ifdef FALLOUT
|
#ifdef FALLOUT
|
||||||
res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);
|
res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);
|
||||||
#else
|
#else
|
||||||
|
|
|
||||||
|
|
@ -33,6 +33,7 @@ static const float ordered8[64] =
|
||||||
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
|
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
|
||||||
};
|
};
|
||||||
#undef d
|
#undef d
|
||||||
|
|
||||||
/* standard stuff */
|
/* standard stuff */
|
||||||
float4 ScreenSize;
|
float4 ScreenSize;
|
||||||
float4 Timer;
|
float4 Timer;
|
||||||
|
|
|
||||||
|
|
@ -115,6 +115,11 @@ float nj
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {2.0};
|
> = {2.0};
|
||||||
|
bool nbt
|
||||||
|
<
|
||||||
|
string UIName = "Apply Grain Before Tone Mapping";
|
||||||
|
string UIWidget = "Checkbox";
|
||||||
|
> = {true};
|
||||||
/* "adaptation" factors */
|
/* "adaptation" factors */
|
||||||
string str_adaptation = "Eye Adaptation";
|
string str_adaptation = "Eye Adaptation";
|
||||||
bool aenable
|
bool aenable
|
||||||
|
|
@ -661,6 +666,30 @@ float vconblend
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
float UIMax = 1.0;
|
float UIMax = 1.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
|
float vtintpow
|
||||||
|
<
|
||||||
|
string UIName = "Vanilla Tint Contrast";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
> = {1.0};
|
||||||
|
float vtintmul
|
||||||
|
<
|
||||||
|
string UIName = "Vanilla Tint Strength";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
> = {1.0};
|
||||||
|
float vsatpow
|
||||||
|
<
|
||||||
|
string UIName = "Vanilla Vibrance Contrast";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
> = {1.0};
|
||||||
|
float vsatmul
|
||||||
|
<
|
||||||
|
string UIName = "Vanilla Vibrance Strength";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
> = {1.0};
|
||||||
/* LUT grading */
|
/* LUT grading */
|
||||||
string str_lut = "RGB Lookup Table Grading";
|
string str_lut = "RGB Lookup Table Grading";
|
||||||
bool lutenable
|
bool lutenable
|
||||||
|
|
@ -738,12 +767,6 @@ int dither
|
||||||
int UIMin = 0;
|
int UIMin = 0;
|
||||||
int UIMax = 2;
|
int UIMax = 2;
|
||||||
> = {2};
|
> = {2};
|
||||||
string str_bloom = "Bloom Settings";
|
|
||||||
bool bloomlighten
|
|
||||||
<
|
|
||||||
string UIName = "Use Lighten Blend";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
string str_debug = "Debugging";
|
string str_debug = "Debugging";
|
||||||
bool bloomdebug
|
bool bloomdebug
|
||||||
<
|
<
|
||||||
|
|
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 1.7 MiB |
|
|
@ -418,7 +418,7 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
||||||
res += sc*sw;
|
res += sc*sw;
|
||||||
}
|
}
|
||||||
res /= tw;
|
res /= tw;
|
||||||
res.a = 1.0;
|
res.a = dfc;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
/* "bokeh" blur pass */
|
/* "bokeh" blur pass */
|
||||||
|
|
@ -725,6 +725,23 @@ technique PostProcess6
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
technique PostProcess7
|
technique PostProcess7
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
VertexShader = compile vs_3_0 VS_Pass();
|
||||||
|
PixelShader = compile ps_3_0 PS_DoFPostBlur();
|
||||||
|
DitherEnable = FALSE;
|
||||||
|
ZEnable = FALSE;
|
||||||
|
CullMode = NONE;
|
||||||
|
ALPHATESTENABLE = FALSE;
|
||||||
|
SEPARATEALPHABLENDENABLE = FALSE;
|
||||||
|
AlphaBlendEnable = FALSE;
|
||||||
|
StencilEnable = FALSE;
|
||||||
|
FogEnable = FALSE;
|
||||||
|
SRGBWRITEENABLE = FALSE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique PostProcess8
|
||||||
{
|
{
|
||||||
pass p0
|
pass p0
|
||||||
{
|
{
|
||||||
|
|
|
||||||
Reference in a new issue