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MariENB Skyrim 2.3.0

This commit is contained in:
Marisa the Magician 2019-04-07 17:43:20 +02:00
commit 1a25c0c19b
15 changed files with 649 additions and 713 deletions

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@ -1 +1 @@
2.2.9-1 "Color by Technicolor" 2.3.0-1 "The rebirth"

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@ -8,9 +8,9 @@ Zoom Factor Y=0.0
Palette Type=3 Palette Type=3
CGA Palette=0 CGA Palette=0
EGA Palette=0 EGA Palette=0
Dithering Pattern=2 Dithering Pattern=1
Contrast Modifier=0.8 Contrast Modifier=1.0
Saturation Modifier=1.0 Saturation Modifier=0.8
Dither Offset=-0.05 Dither Offset=-0.05
Dither Range=0.1 Dither Range=0.1
Enable ASCII=false Enable ASCII=false
@ -31,11 +31,11 @@ Curve Chromatic Aberration=0.56
Curve Zooming=50.360001 Curve Zooming=50.360001
Curve Distortion=0.0 Curve Distortion=0.0
Curve Sampling Soften=0.0 Curve Sampling Soften=0.0
Enable Blur=false Enable Blur=true
Blur Sampling Range=0.15 Blur Sampling Range=0.15
Enable Sharp=false Enable Sharp=true
Sharp Sampling Range=0.25 Sharp Sampling Range=0.6
Sharpening Amount=3.0 Sharpening Amount=1.3
Enable Shift=false Enable Shift=false
Shift Sampling Range=0.6 Shift Sampling Range=0.6
------Sharpening------------=false ------Sharpening------------=false

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@ -1,25 +1,25 @@
[ENBBLOOM.FX] [ENBBLOOM.FX]
TECHNIQUE=0 TECHNIQUE=0
Bloom Intensity Night=0.75 Bloom Intensity Night=0.61
Bloom Intensity Day=0.66 Bloom Intensity Day=0.57
Bloom Intensity Interior Night=0.75 Bloom Intensity Interior Night=0.56
Bloom Intensity Interior Day=0.69 Bloom Intensity Interior Day=0.44
Bloom Contrast Night=0.98 Bloom Contrast Night=0.95
Bloom Contrast Day=0.99 Bloom Contrast Day=0.97
Bloom Contrast Interior Night=0.98 Bloom Contrast Interior Night=0.99
Bloom Contrast Interior Day=0.99 Bloom Contrast Interior Day=0.97
Bloom Saturation Night=1.08 Bloom Saturation Night=0.96
Bloom Saturation Day=1.07 Bloom Saturation Day=0.94
Bloom Saturation Interior Night=1.05 Bloom Saturation Interior Night=0.95
Bloom Saturation Interior Day=1.04 Bloom Saturation Interior Day=0.93
Bloom Offset Night=-0.04 Bloom Offset Night=-0.03
Bloom Offset Day=-0.08 Bloom Offset Day=-0.08
Bloom Offset Interior Night=-0.05 Bloom Offset Interior Night=-0.07
Bloom Offset Interior Day=-0.07 Bloom Offset Interior Day=-0.11
Bloom Intensity Cap Night=10.0 Bloom Intensity Cap Night=35.0
Bloom Intensity Cap Day=10.0 Bloom Intensity Cap Day=35.0
Bloom Intensity Cap Interior Night=10.0 Bloom Intensity Cap Interior Night=35.0
Bloom Intensity Cap Interior Day=10.0 Bloom Intensity Cap Interior Day=35.0
Bloom Blur Radius=1.0 Bloom Blur Radius=1.0
Blue Shift Night Red=0.07 Blue Shift Night Red=0.07
Blue Shift Night Green=-0.27 Blue Shift Night Green=-0.27
@ -37,13 +37,13 @@ Blue Shift Intensity Night=0.16
Blue Shift Intensity Day=0.13 Blue Shift Intensity Day=0.13
Blue Shift Intensity Interior Night=0.18 Blue Shift Intensity Interior Night=0.18
Blue Shift Intensity Interior Day=0.15 Blue Shift Intensity Interior Day=0.15
Blue Shift Luminance Factor Per-pass=0.99 Blue Shift Luminance Factor Per-pass=0.74
Blue Shift Color Factor Per-pass=1.06 Blue Shift Color Factor Per-pass=0.87
Enable Anamorphic Bloom=true Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.32 Anamorphic Bloom Blend Night=0.75
Anamorphic Bloom Blend Day=0.31 Anamorphic Bloom Blend Day=0.66
Anamorphic Bloom Blend Interior Night=0.33 Anamorphic Bloom Blend Interior Night=0.64
Anamorphic Bloom Blend Interior Day=0.32 Anamorphic Bloom Blend Interior Day=0.59
Anamorphic Bloom Blue Shift Night Red=0.06 Anamorphic Bloom Blue Shift Night Red=0.06
Anamorphic Bloom Blue Shift Night Green=-0.44 Anamorphic Bloom Blue Shift Night Green=-0.44
Anamorphic Bloom Blue Shift Night Blue=1.39 Anamorphic Bloom Blue Shift Night Blue=1.39
@ -56,21 +56,21 @@ Anamorphic Bloom Blue Shift Interior Night Blue=1.54
Anamorphic Bloom Blue Shift Interior Day Red=-0.03 Anamorphic Bloom Blue Shift Interior Day Red=-0.03
Anamorphic Bloom Blue Shift Interior Day Green=-0.11 Anamorphic Bloom Blue Shift Interior Day Green=-0.11
Anamorphic Bloom Blue Shift Interior Day Blue=1.65 Anamorphic Bloom Blue Shift Interior Day Blue=1.65
Anamorphic Bloom Blue Shift Intensity Night=0.48 Anamorphic Bloom Blue Shift Intensity Night=1.17
Anamorphic Bloom Blue Shift Intensity Day=0.32 Anamorphic Bloom Blue Shift Intensity Day=1.27
Anamorphic Bloom Blue Shift Interior Night=0.57 Anamorphic Bloom Blue Shift Interior Night=1.03
Anamorphic Bloom Blue Shift Interior Day=0.48 Anamorphic Bloom Blue Shift Interior Day=1.09
Anamorphic Bloom Contrast Night=1.24 Anamorphic Bloom Contrast Night=1.37
Anamorphic Bloom Contrast Day=1.22 Anamorphic Bloom Contrast Day=1.48
Anamorphic Bloom Contrast Interior Night=1.32 Anamorphic Bloom Contrast Interior Night=1.3
Anamorphic Bloom Contrast Interior Day=1.3 Anamorphic Bloom Contrast Interior Day=1.44
Anamorphic Bloom Radius Multiplier=4.0 Anamorphic Bloom Radius Multiplier=1.0
Bloom Pass 1 Blend=1.13 Bloom Pass 1 Blend=0.33
Bloom Pass 2 Blend=0.95 Bloom Pass 2 Blend=0.56
Bloom Pass 3 Blend=0.84 Bloom Pass 3 Blend=0.76
Bloom Pass 4 Blend=0.64 Bloom Pass 4 Blend=0.83
Bloom Pass 7 Blend=0.52 Bloom Pass 7 Blend=0.86
Bloom Pass 8 Blend=0.35 Bloom Pass 8 Blend=0.97
Bloom Prepass Blend=0.0 Bloom Prepass Blend=0.0
Bloom Base Blend=0.0 Bloom Base Blend=0.0
Enable Lens Dirt=false Enable Lens Dirt=false
@ -157,3 +157,5 @@ Noise Intensity Interior=0.002
Bloom Blur Radius X=1.0 Bloom Blur Radius X=1.0
Bloom Blur Radius Y=1.0 Bloom Blur Radius Y=1.0
Dirt Saturation=0.44 Dirt Saturation=0.44
Enable Post Dither=true
Dither Pattern=2

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@ -1,12 +1,12 @@
[ENBEFFECT.FX] [ENBEFFECT.FX]
TECHNIQUE=0 TECHNIQUE=0
Enable Grain=false Enable Grain=true
Grain Speed=15.0 Grain Speed=15.0
Grain Intensity=0.03 Grain Intensity=0.03
Grain Saturation=-0.19 Grain Saturation=-0.19
Grain Two-Pass=true Grain Two-Pass=false
Grain Blending Mode=3 Grain Blending Mode=3
Grain Dark Mask Contrast=0.69 Grain Dark Mask Contrast=9.45
Grain Two-Pass Factor=2.53 Grain Two-Pass Factor=2.53
Grain Magnification 1=15.13 Grain Magnification 1=15.13
Grain Magnification 2=15.299999 Grain Magnification 2=15.299999
@ -17,45 +17,45 @@ Grain Pass 1 Magnification 3=1.62
Grain Pass 2 Magnification 1=0.07 Grain Pass 2 Magnification 1=0.07
Grain Pass 2 Magnification 2=0.1 Grain Pass 2 Magnification 2=0.1
Grain Pass 2 Magnification 3=0.18 Grain Pass 2 Magnification 3=0.18
Grain Contrast=2.54 Grain Contrast=4.18
Enable Adaptation=true Enable Adaptation=true
Adaptation Min Night=0.97 Adaptation Min Night=0.45
Adaptation Min Day=0.94 Adaptation Min Day=0.48
Adaptation Min Interior Night=0.95 Adaptation Min Interior Night=0.66
Adaptation Min Interior Day=0.93 Adaptation Min Interior Day=0.68
Adaptation Max Night=1.19 Adaptation Max Night=1.48
Adaptation Max Day=1.39 Adaptation Max Day=1.389999
Adaptation Max Interior Night=1.18 Adaptation Max Interior Night=1.84
Adaptation Max Interior Day=1.28 Adaptation Max Interior Day=1.73
Enable Tonemapping=true Enable Tonemapping=true
Tonemap Shoulder Strength Night=0.87 Tonemap Shoulder Strength Night=0.55
Tonemap Shoulder Strength Day=0.84 Tonemap Shoulder Strength Day=0.48
Tonemap Shoulder Strength Interior Night=0.77 Tonemap Shoulder Strength Interior Night=0.68
Tonemap Shoulder Strength Interior Day=0.75 Tonemap Shoulder Strength Interior Day=0.68
Tonemap Linear Strength Night=1.02 Tonemap Linear Strength Night=1.36
Tonemap Linear Strength Day=1.05 Tonemap Linear Strength Day=1.33
Tonemap Linear Strength Interior Night=1.01 Tonemap Linear Strength Interior Night=1.23
Tonemap Linear Strength Interior Day=1.03 Tonemap Linear Strength Interior Day=1.12
Tonemap Linear Angle Night=0.2 Tonemap Linear Angle Night=0.53
Tonemap Linear Angle Day=0.29 Tonemap Linear Angle Day=0.53
Tonemap Linear Angle Interior Night=0.18 Tonemap Linear Angle Interior Night=0.44
Tonemap Linear Angle Interior Day=0.2 Tonemap Linear Angle Interior Day=0.3
Tonemap Toe Strength Night=1.27 Tonemap Toe Strength Night=1.14
Tonemap Toe Strength Day=1.28 Tonemap Toe Strength Day=1.11
Tonemap Toe Strength Interior Night=1.36 Tonemap Toe Strength Interior Night=1.24
Tonemap Toe Strength Interior Day=1.38 Tonemap Toe Strength Interior Day=1.38
Tonemap Toe Numerator Night=3.63 Tonemap Toe Numerator Night=2.24
Tonemap Toe Numerator Day=3.35 Tonemap Toe Numerator Day=2.52
Tonemap Toe Numerator Interior Night=3.64 Tonemap Toe Numerator Interior Night=2.5
Tonemap Toe Numerator Interior Day=3.19 Tonemap Toe Numerator Interior Day=2.58
Tonemap Toe Denominator Night=0.99 Tonemap Toe Denominator Night=1.24
Tonemap Toe Denominator Day=0.9 Tonemap Toe Denominator Day=1.28
Tonemap Toe Denominator Interior Night=1.04 Tonemap Toe Denominator Interior Night=1.34
Tonemap Toe Denominator Interior Day=1.04 Tonemap Toe Denominator Interior Day=1.17
Tonemap Linear White Night=1.12 Tonemap Linear White Night=2.49
Tonemap Linear White Day=1.26 Tonemap Linear White Day=2.33
Tonemap Linear White Interior Night=1.11 Tonemap Linear White Interior Night=1.79
Tonemap Linear White Interior Day=1.21 Tonemap Linear White Interior Day=1.64
Tonemap Before Compensate=false Tonemap Before Compensate=false
Enable Compensate=false Enable Compensate=false
Compensate Factor Night=0.14 Compensate Factor Night=0.14
@ -71,64 +71,64 @@ Compensate Saturation Day=1.07
Compensate Saturation Interior Night=1.13 Compensate Saturation Interior Night=1.13
Compensate Saturation Interior Day=1.12 Compensate Saturation Interior Day=1.12
Enable RGB Grading=true Enable RGB Grading=true
Grading Intensity Night Red=1.08 Grading Intensity Night Red=0.97
Grading Intensity Night Green=1.03 Grading Intensity Night Green=0.96
Grading Intensity Night Blue=1.0 Grading Intensity Night Blue=0.99
Grading Intensity Day Red=1.06 Grading Intensity Day Red=0.98
Grading Intensity Day Green=1.03 Grading Intensity Day Green=0.96
Grading Intensity Day Blue=1.08 Grading Intensity Day Blue=0.95
Grading Intensity Interior Night Red=1.07 Grading Intensity Interior Night Red=1.04
Grading Intensity Interior Night Green=1.03 Grading Intensity Interior Night Green=1.0
Grading Intensity Interior Night Blue=1.01 Grading Intensity Interior Night Blue=0.95
Grading Intensity Interior Day Red=1.03 Grading Intensity Interior Day Red=0.96
Grading Intensity Interior Day Green=1.0 Grading Intensity Interior Day Green=0.96
Grading Intensity Interior Day Blue=1.01 Grading Intensity Interior Day Blue=0.95
Grading Contrast Night Red=0.97 Grading Contrast Night Red=0.98
Grading Contrast Night Green=0.98 Grading Contrast Night Green=0.97
Grading Contrast Night Blue=0.94 Grading Contrast Night Blue=0.94
Grading Contrast Day Red=0.96 Grading Contrast Day Red=0.96
Grading Contrast Day Green=0.98 Grading Contrast Day Green=0.95
Grading Contrast Day Blue=0.98 Grading Contrast Day Blue=0.93
Grading Contrast Interior Night Red=0.96 Grading Contrast Interior Night Red=0.99
Grading Contrast Interior Night Green=0.98 Grading Contrast Interior Night Green=0.95
Grading Contrast Interior Night Blue=0.95 Grading Contrast Interior Night Blue=0.91
Grading Contrast Interior Day Red=0.97 Grading Contrast Interior Day Red=0.98
Grading Contrast Interior Day Green=0.99 Grading Contrast Interior Day Green=0.97
Grading Contrast Interior Day Blue=0.97 Grading Contrast Interior Day Blue=0.89
Enable Vibrance Grading=true Enable Vibrance Grading=true
Grading Color Night Red=-0.44 Grading Color Night Red=-0.51
Grading Color Night Green=-0.33 Grading Color Night Green=-0.13
Grading Color Night Blue=-0.83 Grading Color Night Blue=-0.9
Grading Color Day Red=-0.68 Grading Color Day Red=-0.04
Grading Color Day Green=-0.32 Grading Color Day Green=-0.06
Grading Color Day Blue=-0.86 Grading Color Day Blue=-0.65
Grading Color Interior Night Red=-0.25 Grading Color Interior Night Red=-0.75
Grading Color Interior Night Green=-0.15 Grading Color Interior Night Green=-0.15
Grading Color Interior Night Blue=-0.05 Grading Color Interior Night Blue=-0.97
Grading Color Interior Day Red=-0.47 Grading Color Interior Day Red=-0.15
Grading Color Interior Day Green=-0.3 Grading Color Interior Day Green=-0.09
Grading Color Interior Day Blue=-0.12 Grading Color Interior Day Blue=-0.74
Grading Color Factor Night=-0.07 Grading Color Factor Night=-0.1
Grading Color Factor Day=-0.06 Grading Color Factor Day=-0.11
Grading Color Factor Interior Night=-0.05 Grading Color Factor Interior Night=-0.08
Grading Color Factor Interior Day=-0.04 Grading Color Factor Interior Day=-0.09
Enable HSV Grading=true Enable HSV Grading=true
Grading Saturation Intensity Night=1.05 Grading Saturation Intensity Night=1.12
Grading Saturation Intensity Day=1.07 Grading Saturation Intensity Day=1.16
Grading Saturation Intensity Interior Night=1.06 Grading Saturation Intensity Interior Night=1.09
Grading Saturation Intensity Interior Day=1.09 Grading Saturation Intensity Interior Day=1.15
Grading Saturation Contrast Night=1.01 Grading Saturation Contrast Night=1.15
Grading Saturation Contrast Day=1.06 Grading Saturation Contrast Day=1.13
Grading Saturation Contrast Interior Night=1.0 Grading Saturation Contrast Interior Night=1.21
Grading Saturation Contrast Interior Day=1.03 Grading Saturation Contrast Interior Day=1.19
Grading Value Intensity Night=1.06 Grading Value Intensity Night=0.87
Grading Value Intensity Day=1.04 Grading Value Intensity Day=0.91
Grading Value Intensity Interior Night=1.02 Grading Value Intensity Interior Night=0.9
Grading Value Intensity Interior Day=1.07 Grading Value Intensity Interior Day=0.92
Grading Value Contrast Night=1.04 Grading Value Contrast Night=1.15
Grading Value Contrast Day=1.05 Grading Value Contrast Day=1.08
Grading Value Contrast Interior Night=1.05 Grading Value Contrast Interior Night=1.09
Grading Value Contrast Interior Day=1.08 Grading Value Contrast Interior Day=1.03
Colorize After HSV=true Colorize After HSV=true
Enable Vanilla Tint=true Enable Vanilla Tint=true
Vanilla Tint Blend=1.0 Vanilla Tint Blend=1.0
@ -137,19 +137,25 @@ Enable Vanilla Grading=true
Vanilla Grading Blend=1.0 Vanilla Grading Blend=1.0
Fade Before Film Filters=false Fade Before Film Filters=false
Enable LUT Grading=true Enable LUT Grading=true
LUT Blend Night=0.25 LUT Blend Night=0.1
LUT Blend Day=0.39 LUT Blend Day=0.17
LUT Blend Interior Night=0.31 LUT Blend Interior Night=0.08
LUT Blend Interior Day=0.34 LUT Blend Interior Day=0.14
LUT Preset=61 LUT Preset=61
Enable ENB Palette=false Enable ENB Palette=true
Palette Blend=1.0 Palette Blend=0.2
Enable Post Dither=true Enable Post Dither=true
Dither Pattern=2 Dither Pattern=2
Display Bloom=false Display Bloom=false
Enable Vanilla Imagespace=true Enable Vanilla Imagespace=true
Vanilla Vibrance Blend=1.0 Vanilla Vibrance Blend=1.0
Vanilla Contrast Blend=1.0 Vanilla Contrast Blend=0.7
Use Lighten Blend=true Use Lighten Blend=false
Enable Technicolor=true Enable Technicolor=true
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

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@ -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

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@ -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();
}
} }

View file

@ -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
{ {

View file

@ -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};

View file

@ -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

View file

@ -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;

View file

@ -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
< <

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@ -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
{ {