MariENB DUST 2.7.0
This commit is contained in:
parent
2ae7a0acdc
commit
2400f9171f
10 changed files with 92 additions and 414 deletions
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@ -49,7 +49,7 @@ LenzDirtPowerDay=1.0
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LenzDirtPowerNight=1.0
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LenzDirtPowerInterior=1.0
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[SSAO_SSIL]
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EnableSupersampling=false
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EnableSupersampling=true
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UseIndirectLighting=true
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SamplingQuality=0
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SamplingPrecision=0
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@ -72,28 +72,28 @@ EnableDenoiser=true
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[ENVIRONMENT]
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LightingIntensityDay=1.15
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LightingIntensityNight=1.14
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LightingIntensityInterior=1.21
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LightingIntensityInterior=1.23
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LightingCurveDay=1.43
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LightingCurveNight=1.29
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LightingCurveInterior=1.13
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LightingDesaturationDay=0.18
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LightingDesaturationNight=0.12
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LightingDesaturationInterior=0.24
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LightingDesaturationDay=0.26
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LightingDesaturationNight=0.13
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LightingDesaturationInterior=0.2
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AmbientLightingIntensityDay=0.72
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AmbientLightingIntensityNight=0.49
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AmbientLightingIntensityInterior=0.61
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AmbientLightingCurveDay=1.2
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AmbientLightingCurveNight=1.24
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AmbientLightingCurveInterior=1.32
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AmbientLightingDesaturationDay=0.08
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AmbientLightingDesaturationNight=0.04
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AmbientLightingDesaturationInterior=0.02
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FogColorMultiplierDay=0.94
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FogColorMultiplierNight=0.78
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FogColorMultiplierInterior=0.82
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FogColorCurveDay=0.95
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FogColorCurveNight=1.23
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FogColorCurveInterior=1.17
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AmbientLightingIntensityNight=0.51
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AmbientLightingIntensityInterior=0.63
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AmbientLightingCurveDay=1.11
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AmbientLightingCurveNight=1.07
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AmbientLightingCurveInterior=1.06
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AmbientLightingDesaturationDay=0.12
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AmbientLightingDesaturationNight=0.07
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AmbientLightingDesaturationInterior=0.04
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FogColorMultiplierDay=0.62
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FogColorMultiplierNight=0.39
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FogColorMultiplierInterior=0.32
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FogColorCurveDay=0.76
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FogColorCurveNight=0.74
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FogColorCurveInterior=0.62
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[SKY]
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Enable=true
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StarsIntensity=0.39
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@ -102,14 +102,14 @@ CloudsIntensityDay=1.170001
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CloudsIntensityNight=0.55
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CloudsCurveDay=0.99
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CloudsCurveNight=1.21
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CloudsDesaturationDay=0.18
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CloudsDesaturationNight=0.05
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CloudsDesaturationDay=0.0
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CloudsDesaturationNight=0.0
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CloudsEdgeClamp=0.5
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CloudsEdgeIntensity=1.0
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GradientIntensityDay=1.17
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GradientIntensityNight=0.71
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GradientDesaturationDay=0.33
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GradientDesaturationNight=0.09
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GradientDesaturationDay=0.0
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GradientDesaturationNight=0.0
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GradientTopIntensityDay=1.13
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GradientTopIntensityNight=0.79
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GradientTopCurveDay=0.82
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@ -138,3 +138,15 @@ DetailedShadowQuality=1
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ShadowDesaturation=0.0
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[RAYS]
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SunRaysMultiplier=0.35
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[PARTICLES]
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ParticlesIntensityDay=0.83
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ParticlesIntensityNight=0.49
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ParticlesIntensityInterior=0.75
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[FIRE]
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FireIntensityDay=0.97
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FireIntensityNight=1.13
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FireIntensityInterior=0.85
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[LIGHTEMITTERS]
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LightEmittersIntensityDay=0.68
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LightEmittersIntensityNight=1.29
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LightEmittersIntensityInterior=1.06
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@ -1 +1 @@
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2.6.1nv "Wendigo"
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2.7.0nv "Lonesome Road"
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@ -16,9 +16,9 @@ Frost Factor Night=1.27
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Frost Factor Day=-1.36
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Frost Factor Interior=0.0
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Enable Grain=true
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Grain Speed=8.0
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Grain Intensity=0.93
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Grain Saturation=-0.4
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Grain Speed=15.0
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Grain Intensity=0.08
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Grain Saturation=-0.27
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Grain Two-Pass=true
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Grain Blending Mode=3
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Grain Dark Mask Contrast=19.129999
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@ -32,7 +32,7 @@ Grain Pass 1 Magnification 3=2.22
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Grain Pass 2 Magnification 1=4.25
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Grain Pass 2 Magnification 2=9.42
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Grain Pass 2 Magnification 3=6.29
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Grain Contrast=2.07
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Grain Contrast=3.89
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Apply Grain Before Tone Mapping=true
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Enable Dirt=true
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Dirt Coord Factor=-0.09
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@ -40,40 +40,40 @@ Dirt Luminance Factor=0.0
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Dirt Coord Zoom=1.27
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Dirt Luminance Zoom=1.0
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Enable Adaptation=true
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Adaptation Min Night=0.69
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Adaptation Min Night=0.46
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Adaptation Min Day=0.8
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Adaptation Min Interior=0.72
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Adaptation Max Night=1.7
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Adaptation Max Day=1.97
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Adaptation Max Interior=1.83
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Tonemapping Method=2
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Tonemap Exposure Night=6.45
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Tonemap Exposure Day=6.869999
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Tonemap Exposure Interior=6.72
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Tonemap Exposure Night=1.49
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Tonemap Exposure Day=1.709999
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Tonemap Exposure Interior=1.6
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Tonemap Blend Night=1.0
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Tonemap Blend Day=1.0
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Tonemap Blend Interior=1.0
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Uncharted2 Shoulder Strength Night=0.22
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Uncharted2 Shoulder Strength Day=0.25
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Uncharted2 Shoulder Strength Interior=0.21
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Uncharted2 Linear Strength Night=1.37
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Uncharted2 Linear Strength Day=1.32
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Uncharted2 Linear Strength Interior=1.27
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Uncharted2 Linear Angle Night=0.47
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Uncharted2 Linear Angle Day=0.69
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Uncharted2 Linear Angle Interior=0.55
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Uncharted2 Toe Strength Night=1.37
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Uncharted2 Toe Strength Day=1.34
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Uncharted2 Toe Strength Interior=1.58
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Uncharted2 Toe Numerator Night=0.23
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Uncharted2 Toe Numerator Day=0.28
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Uncharted2 Toe Numerator Interior=0.27
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Uncharted2 Toe Denominator Night=1.44
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Uncharted2 Toe Denominator Day=1.66
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Uncharted2 Toe Denominator Interior=1.43
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Uncharted2 Shoulder Strength Night=0.21
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Uncharted2 Shoulder Strength Day=0.23
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Uncharted2 Shoulder Strength Interior=0.24
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Uncharted2 Linear Strength Night=1.63
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Uncharted2 Linear Strength Day=1.67
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Uncharted2 Linear Strength Interior=1.53
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Uncharted2 Linear Angle Night=0.79
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Uncharted2 Linear Angle Day=0.75
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Uncharted2 Linear Angle Interior=0.76
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Uncharted2 Toe Strength Night=1.21
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Uncharted2 Toe Strength Day=1.27
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Uncharted2 Toe Strength Interior=1.2
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Uncharted2 Toe Numerator Night=4.21
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Uncharted2 Toe Numerator Day=4.28
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Uncharted2 Toe Numerator Interior=4.22
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Uncharted2 Toe Denominator Night=1.35
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Uncharted2 Toe Denominator Day=1.4
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Uncharted2 Toe Denominator Interior=1.32
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Uncharted2 Linear White Night=15.61
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Uncharted2 Linear White Day=38.73
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Uncharted2 Linear White Interior=27.370001
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Uncharted2 Linear White Day=18.709999
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Uncharted2 Linear White Interior=17.370001
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Enable RGB Grading=true
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Grading Intensity Night Red=1.01
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Grading Intensity Night Green=1.05
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@ -107,17 +107,17 @@ Grading Color Factor Night=-0.11
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Grading Color Factor Day=-0.12
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Grading Color Factor Interior=-0.1
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Enable HSV Grading=true
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Grading Saturation Intensity Night=1.11
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Grading Saturation Intensity Night=1.06
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Grading Saturation Intensity Day=1.09
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Grading Saturation Intensity Interior=1.12
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Grading Saturation Contrast Night=1.41
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Grading Saturation Contrast Day=1.34
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Grading Saturation Contrast Interior=1.25
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Grading Value Intensity Night=0.84
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Grading Value Intensity Day=0.82
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Grading Value Intensity Interior=0.86
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Grading Value Contrast Night=1.18
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Grading Value Contrast Day=1.25
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Grading Saturation Intensity Interior=1.15
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Grading Saturation Contrast Night=1.12
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Grading Saturation Contrast Day=1.09
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Grading Saturation Contrast Interior=1.04
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Grading Value Intensity Night=0.92
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Grading Value Intensity Day=0.96
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Grading Value Intensity Interior=0.95
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Grading Value Contrast Night=1.06
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Grading Value Contrast Day=1.11
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Grading Value Contrast Interior=1.09
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Colorize After HSV=true
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Enable Vanilla Imagespace=true
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@ -129,9 +129,9 @@ Vanilla Tint Strength=1.0
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Vanilla Vibrance Contrast=1.14
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Vanilla Vibrance Strength=1.0
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Enable LUT Grading=true
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LUT Blend Night=0.43
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LUT Blend Day=0.32
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LUT Blend Interior=0.26
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LUT Blend Night=0.63
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LUT Blend Day=0.56
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LUT Blend Interior=0.7
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Enable Technicolor=true
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Technicolor Blend=0.5
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Enable Post Dither=true
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Binary file not shown.
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Before Width: | Height: | Size: 2.6 MiB After Width: | Height: | Size: 1.7 MiB |
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Binary file not shown.
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@ -243,25 +243,6 @@ float3 Limbo( float3 res, float2 coord )
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if ( foglimbo ) return fogcolor*mud;
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return lerp(res,fogcolor,mud);
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}
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/*
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Thank you Boris for not providing access to a normal buffer. Guesswork using
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the depth buffer results in imprecise normals that aren't smoothed. Plus
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there is no way to get the normal data from textures either. Also, three
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texture fetches are needed instead of one (great!)
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*/
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float3 pseudonormal( float dep, float2 coord )
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{
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float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float2 ofs1 = float2(0,1.0/bresl.y);
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float2 ofs2 = float2(1.0/bresl.x,0);
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float dep1 = tex2D(SamplerDepth,coord+ofs1).x;
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float dep2 = tex2D(SamplerDepth,coord+ofs2).x;
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float3 p1 = float3(ofs1,dep1-dep);
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float3 p2 = float3(ofs2,dep2-dep);
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float3 normal = cross(p1,p2);
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normal.z = -normal.z;
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return normalize(normal);
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}
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float4 PS_MiscPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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{
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float2 coord = IN.txcoord.xy;
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@ -274,54 +255,6 @@ float4 PS_MiscPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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if ( fogenable ) res.rgb = Limbo(res.rgb,coord);
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return res;
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}
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/* this SSAO algorithm is honestly a big mess */
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float4 PS_SSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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{
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float2 coord = IN.txcoord.xy;
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float4 res = tex2D(SamplerColor,coord);
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float ssaofadepow = tod_ind(ssaofadepow);
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float ssaofademult = tod_ind(ssaofademult);
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if ( !ssaoenable ) return res;
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float depth = tex2D(SamplerDepth,coord).x;
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float ldepth = depthlinear(coord);
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if ( depth >= cutoff*0.000001 )
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{
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res.a = 1.0;
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return res;
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}
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float2 bresl;
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if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
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else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float3 normal = pseudonormal(depth,coord);
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float2 nc = coord*(bresl/256.0);
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float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius;
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float2 nc2 = tex2D(SamplerNoise3,nc+48000.0*Timer.x*ssaonoise).xy;
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float3 rnormal = tex2D(SamplerNoise3,nc2).xyz*2.0-1.0;
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rnormal = normalize(rnormal);
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float occ = 0.0;
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int i;
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float3 sample;
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float sdepth, so, delta;
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float sclamp = ssaoclamp/100000.0;
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float sclampmin = ssaoclampmin/100000.0;
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[loop] for ( i=0; i<64; i++ )
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{
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sample = reflect(ssao_samples[i],rnormal);
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sample *= sign(dot(normal,sample));
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so = ldepth-sample.z*bof.x;
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sdepth = depthlinear(coord+bof*sample.xy/ldepth);
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delta = saturate(so-sdepth);
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delta *= 1.0-smoothstep(0.0,sclamp,delta);
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if ( (delta > sclampmin) && (delta < sclamp) )
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occ += 1.0-delta;
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}
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float uocc = saturate(occ/64.0);
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float fade = 1.0-depth;
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uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
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uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult+ssaobump);
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res.a = saturate(1.0-(uocc*ssaoblend));
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return res;
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}
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/* Distant hot air refraction. Not very realistic, but does the job. */
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float2 DistantHeat( float2 coord )
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{
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@ -368,44 +301,6 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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tex2D(SamplerColor,coord+ofs).a);
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return res;
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}
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/*
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The blur pass uses bilateral filtering to mostly preserve borders.
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An additional factor using difference of normals was tested, but the
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performance decrease was too much, so it's gone forever.
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This has been reverted into a single pass since separable blur seems to
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cause some ugly artifacting.
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*/
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float4 PS_SSAOBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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{
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float2 coord = IN.txcoord.xy;
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float4 res = tex2D(SamplerColor,coord);
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if ( !ssaoenable ) return res;
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if ( !ssaobenable )
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{
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if ( ssaodebug ) return saturate(res.a);
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return res*res.a;
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}
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float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float2 bof = (1.0/bresl)*ssaobradius;
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float isd, sd, ds, sw, tw = 0;
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res.a = 0.0;
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int i, j;
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isd = tex2D(SamplerDepth,coord).x;
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[loop] for ( j=-7; j<=7; j++ ) [loop] for ( i=-7; i<=7; i++ )
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{
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sd = tex2D(SamplerDepth,coord+float2(i,j)*bof).x;
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ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
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sw = ds;
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sw *= gauss8[abs(i)]*gauss8[abs(j)];
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tw += sw;
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res.a += sw*tex2D(SamplerColor,coord+float2(i,j)*bof).a;
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}
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res.a /= tw;
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if ( ssaodebug ) return saturate(res.a);
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res *= res.a;
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return res;
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}
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/* Focus */
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float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
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{
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@ -494,8 +389,8 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
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}
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/* helper code for simplifying these */
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#define gcircle(x) float2(cos(x),sin(x))
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float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
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out float4 deps, out float4 dfcs )
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float4 dofsample( float2 coord, float2 bsz, float blur, out float4 deps,
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out float4 dfcs )
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{
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float4 res;
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float cstep = 2.0*pi*(1.0/3.0);
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@ -511,12 +406,9 @@ float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
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res.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).b;
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deps.b = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x;
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dfcs.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a;
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if ( bDoHighlight )
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{
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float l = luminance(res.rgb);
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float threshold = max((l-dofbthreshold)*dofbgain,0.0);
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res += lerp(0,res,threshold*blur);
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}
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float l = luminance(res.rgb);
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float threshold = max((l-dofbthreshold)*dofbgain,0.0);
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res += lerp(0,res,threshold*blur);
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res.a = tex2D(SamplerColor,coord).a;
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deps.a = tex2D(SamplerDepth,coord).x;
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dfcs.a = res.a;
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@ -545,7 +437,7 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
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float4 sc, ds, sd, sw, tw = float4(0,0,0,0);
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[unroll] for ( int i=0; i<32; i++ )
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{
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sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite,ds,sd);
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sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,ds,sd);
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sw.r = (ds.r>dep)?1.0:sd.r;
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sw.g = (ds.g>dep)?1.0:sd.g;
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sw.b = (ds.b>dep)?1.0:sd.b;
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@ -594,7 +486,7 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
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bstep = pi*2.0/(float)rsamples;
|
||||
rcoord = gcircle(j*bstep)*i;
|
||||
bw = lerp(1.0,(float)i/(float)dofbrings,dofbbias);
|
||||
sc = dofsample(coord+rcoord*sr,sr*i,dfc,dofhilite,ds,sd);
|
||||
sc = dofsample(coord+rcoord*sr,sr*i,dfc,ds,sd);
|
||||
sw.r = (ds.r>dep)?1.0:sd.r;
|
||||
sw.g = (ds.g>dep)?1.0:sd.g;
|
||||
sw.b = (ds.b>dep)?1.0:sd.b;
|
||||
|
|
@ -633,7 +525,6 @@ float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|||
float2(-1.41,1.41), float2(1.41,-1.41)
|
||||
};
|
||||
float4 res = tex2D(SamplerColor,coord);
|
||||
if ( !dofpostblur ) return float4(res.rgb,1.0);
|
||||
int i;
|
||||
[unroll] for ( i=0; i<16; i++ )
|
||||
res += tex2D(SamplerColor,coord+ofs[i]*bof*dfc);
|
||||
|
|
@ -730,7 +621,7 @@ technique PostProcess2
|
|||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_SSAOPrepass();
|
||||
PixelShader = compile ps_3_0 PS_Distortion();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
|
|
@ -747,7 +638,7 @@ technique PostProcess3
|
|||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_Distortion();
|
||||
PixelShader = compile ps_3_0 PS_DoFPrepass();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
|
|
@ -764,7 +655,7 @@ technique PostProcess4
|
|||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_SSAOBlur();
|
||||
PixelShader = compile ps_3_0 PS_DoFGather();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
|
|
@ -777,40 +668,6 @@ technique PostProcess4
|
|||
}
|
||||
}
|
||||
technique PostProcess5
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_DoFPrepass();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcess6
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_DoFGather();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcess7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
|
|
@ -827,7 +684,7 @@ technique PostProcess7
|
|||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcess8
|
||||
technique PostProcess6
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
|
|
@ -867,7 +724,7 @@ technique PostProcessB2
|
|||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_SSAOPrepass();
|
||||
PixelShader = compile ps_3_0 PS_Distortion();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
|
|
@ -884,7 +741,7 @@ technique PostProcessB3
|
|||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_Distortion();
|
||||
PixelShader = compile ps_3_0 PS_DoFPrepass();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
|
|
@ -901,7 +758,7 @@ technique PostProcessB4
|
|||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_SSAOBlur();
|
||||
PixelShader = compile ps_3_0 PS_DoFBorkeh();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
|
|
@ -918,7 +775,7 @@ technique PostProcessB5
|
|||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_DoFPrepass();
|
||||
PixelShader = compile ps_3_0 PS_DoFPostBlur();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
|
|
@ -931,40 +788,6 @@ technique PostProcessB5
|
|||
}
|
||||
}
|
||||
technique PostProcessB6
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_DoFBorkeh();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcessB7
|
||||
{
|
||||
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 PostProcessB8
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
|
|
|
|||
|
|
@ -25,42 +25,6 @@ static const float gauss8[8] =
|
|||
0.134598, 0.127325, 0.107778, 0.081638,
|
||||
0.055335, 0.033562, 0.018216, 0.008847
|
||||
};
|
||||
/* SSAO samples */
|
||||
static const float3 ssao_samples[64] =
|
||||
{
|
||||
float3(-0.0051, 0.0021, 0.0146),float3(-0.0197,-0.0213,-0.0116),
|
||||
float3( 0.0005,-0.0432,-0.0182),float3(-0.0011,-0.0586,-0.0217),
|
||||
float3(-0.0549, 0.0461, 0.0309),float3(-0.0448,-0.0764,-0.0306),
|
||||
float3(-0.0366, 0.0758,-0.0699),float3(-0.0770,-0.0707,-0.0686),
|
||||
float3( 0.1181,-0.0340,-0.0683),float3(-0.0647, 0.0356, 0.1377),
|
||||
float3(-0.1167, 0.1262, 0.0024),float3(-0.1353,-0.0861, 0.0971),
|
||||
float3(-0.0096, 0.0936, 0.1800),float3( 0.1311,-0.1013,-0.1429),
|
||||
float3(-0.1186,-0.0653, 0.1913),float3( 0.1641, 0.0260, 0.1868),
|
||||
float3(-0.1225,-0.2319, 0.0424),float3( 0.1036,-0.2000, 0.1684),
|
||||
float3( 0.1656, 0.2022,-0.1408),float3(-0.1809,-0.1673, 0.1922),
|
||||
float3(-0.2485,-0.1236, 0.1750),float3( 0.1030,-0.0550, 0.3233),
|
||||
float3(-0.0405, 0.3068, 0.1827),float3(-0.0576, 0.1632, 0.3327),
|
||||
float3( 0.0392, 0.3583,-0.1505),float3( 0.0082, 0.2865, 0.2879),
|
||||
float3( 0.0055,-0.2835, 0.3124),float3(-0.2733, 0.1991,-0.2776),
|
||||
float3( 0.2667, 0.1127,-0.3486),float3(-0.3326, 0.2740,-0.1844),
|
||||
float3( 0.2887,-0.3838, 0.0630),float3( 0.1088, 0.1546, 0.4629),
|
||||
float3( 0.0977,-0.3565, 0.3595),float3(-0.4204, 0.0855, 0.3133),
|
||||
float3(-0.2237,-0.4932, 0.0759),float3( 0.4245, 0.3169,-0.1891),
|
||||
float3( 0.0084,-0.5682, 0.1062),float3(-0.1489,-0.5296,-0.2235),
|
||||
float3( 0.0014,-0.4153,-0.4460),float3( 0.0300,-0.4392, 0.4437),
|
||||
float3( 0.2627, 0.4518, 0.3704),float3(-0.4945, 0.3659, 0.2285),
|
||||
float3(-0.2550,-0.5311, 0.3230),float3(-0.4477, 0.0828,-0.5151),
|
||||
float3( 0.4682, 0.4531,-0.2644),float3(-0.1235,-0.0366, 0.7071),
|
||||
float3( 0.3545, 0.4559, 0.4536),float3(-0.1037,-0.2199,-0.7095),
|
||||
float3( 0.4269, 0.5299,-0.3510),float3( 0.7051,-0.1468,-0.3027),
|
||||
float3( 0.4590,-0.5669,-0.3208),float3( 0.2330, 0.1264, 0.7680),
|
||||
float3(-0.3954, 0.5619,-0.4622),float3( 0.5977,-0.5110, 0.3059),
|
||||
float3(-0.5800,-0.6306, 0.0672),float3(-0.2211,-0.0332,-0.8460),
|
||||
float3(-0.3808,-0.2238,-0.7734),float3(-0.5616, 0.6858,-0.1887),
|
||||
float3(-0.2995, 0.5165,-0.7024),float3( 0.5042,-0.0537, 0.7885),
|
||||
float3(-0.6477,-0.3691, 0.5938),float3(-0.3969, 0.8815, 0.0620),
|
||||
float3(-0.4300,-0.8814,-0.0852),float3(-0.1683, 0.9379, 0.3033)
|
||||
};
|
||||
/* For high quality DOF */
|
||||
static const float2 poisson32[32] =
|
||||
{
|
||||
|
|
|
|||
|
|
@ -444,11 +444,6 @@ float dofpradius
|
|||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {6.0};
|
||||
bool dofpostblur
|
||||
<
|
||||
string UIName = "Enable DOF Post-Blur";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};
|
||||
float dofpbradius
|
||||
<
|
||||
string UIName = "DOF Post-Blur Radius";
|
||||
|
|
@ -460,11 +455,6 @@ float dofpcha
|
|||
string UIName = "DOF Blur Chromatic Aberration";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
bool dofhilite
|
||||
<
|
||||
string UIName = "Enable DOF Highlights";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float dofbthreshold
|
||||
<
|
||||
string UIName = "DOF Highlight Threshold";
|
||||
|
|
@ -757,117 +747,6 @@ bool foglimbo
|
|||
string UIName = "Limbo Mode";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
/* ssao filter */
|
||||
string str_ssao = "Ray Marching SSAO";
|
||||
bool ssaoenable
|
||||
<
|
||||
string UIName = "Enable SSAO";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float ssaoradius
|
||||
<
|
||||
string UIName = "SSAO Radius";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
int ssaonoise
|
||||
<
|
||||
string UIName = "SSAO Noise";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = 0;
|
||||
int UIMax = 1;
|
||||
> = {1};
|
||||
float ssaofadepow_n
|
||||
<
|
||||
string UIName = "SSAO Fade Contrast Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.05};
|
||||
float ssaofadepow_d
|
||||
<
|
||||
string UIName = "SSAO Fade Contrast Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.05};
|
||||
float ssaofadepow_i
|
||||
<
|
||||
string UIName = "SSAO Fade Contrast Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.05};
|
||||
float ssaofademult_n
|
||||
<
|
||||
string UIName = "SSAO Fade Intensity Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float ssaofademult_d
|
||||
<
|
||||
string UIName = "SSAO Fade Intensity Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float ssaofademult_i
|
||||
<
|
||||
string UIName = "SSAO Fade Intensity Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float ssaomult
|
||||
<
|
||||
string UIName = "SSAO Intensity";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.5};
|
||||
float ssaopow
|
||||
<
|
||||
string UIName = "SSAO Contrast";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.5};
|
||||
float ssaobump
|
||||
<
|
||||
string UIName = "SSAO Shift";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float ssaoblend
|
||||
<
|
||||
string UIName = "SSAO Blending";
|
||||
string UIWidget = "Spinner";
|
||||
> = {1.0};
|
||||
bool ssaobenable
|
||||
<
|
||||
string UIName = "SSAO Blur";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};
|
||||
float ssaobfact
|
||||
<
|
||||
string UIName = "SSAO Bilateral Factor";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1000.0};
|
||||
float ssaoclamp
|
||||
<
|
||||
string UIName = "SSAO Range";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float ssaoclampmin
|
||||
<
|
||||
string UIName = "SSAO Range Min";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {0.0};
|
||||
float ssaobradius
|
||||
<
|
||||
string UIName = "SSAO Blur Radius";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
bool ssaodebug
|
||||
<
|
||||
string UIName = "Debug SSAO";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
/* luma sharpen because of reasons */
|
||||
string str_sharp = "Luma Sharpen";
|
||||
bool sharpenable
|
||||
|
|
|
|||
Reference in a new issue