diff --git a/enbseries.ini b/enbseries.ini index 74527ab..c2556ad 100644 --- a/enbseries.ini +++ b/enbseries.ini @@ -49,7 +49,7 @@ LenzDirtPowerDay=1.0 LenzDirtPowerNight=1.0 LenzDirtPowerInterior=1.0 [SSAO_SSIL] -EnableSupersampling=false +EnableSupersampling=true UseIndirectLighting=true SamplingQuality=0 SamplingPrecision=0 @@ -72,28 +72,28 @@ EnableDenoiser=true [ENVIRONMENT] LightingIntensityDay=1.15 LightingIntensityNight=1.14 -LightingIntensityInterior=1.21 +LightingIntensityInterior=1.23 LightingCurveDay=1.43 LightingCurveNight=1.29 LightingCurveInterior=1.13 -LightingDesaturationDay=0.18 -LightingDesaturationNight=0.12 -LightingDesaturationInterior=0.24 +LightingDesaturationDay=0.26 +LightingDesaturationNight=0.13 +LightingDesaturationInterior=0.2 AmbientLightingIntensityDay=0.72 -AmbientLightingIntensityNight=0.49 -AmbientLightingIntensityInterior=0.61 -AmbientLightingCurveDay=1.2 -AmbientLightingCurveNight=1.24 -AmbientLightingCurveInterior=1.32 -AmbientLightingDesaturationDay=0.08 -AmbientLightingDesaturationNight=0.04 -AmbientLightingDesaturationInterior=0.02 -FogColorMultiplierDay=0.94 -FogColorMultiplierNight=0.78 -FogColorMultiplierInterior=0.82 -FogColorCurveDay=0.95 -FogColorCurveNight=1.23 -FogColorCurveInterior=1.17 +AmbientLightingIntensityNight=0.51 +AmbientLightingIntensityInterior=0.63 +AmbientLightingCurveDay=1.11 +AmbientLightingCurveNight=1.07 +AmbientLightingCurveInterior=1.06 +AmbientLightingDesaturationDay=0.12 +AmbientLightingDesaturationNight=0.07 +AmbientLightingDesaturationInterior=0.04 +FogColorMultiplierDay=0.62 +FogColorMultiplierNight=0.39 +FogColorMultiplierInterior=0.32 +FogColorCurveDay=0.76 +FogColorCurveNight=0.74 +FogColorCurveInterior=0.62 [SKY] Enable=true StarsIntensity=0.39 @@ -102,14 +102,14 @@ CloudsIntensityDay=1.170001 CloudsIntensityNight=0.55 CloudsCurveDay=0.99 CloudsCurveNight=1.21 -CloudsDesaturationDay=0.18 -CloudsDesaturationNight=0.05 +CloudsDesaturationDay=0.0 +CloudsDesaturationNight=0.0 CloudsEdgeClamp=0.5 CloudsEdgeIntensity=1.0 GradientIntensityDay=1.17 GradientIntensityNight=0.71 -GradientDesaturationDay=0.33 -GradientDesaturationNight=0.09 +GradientDesaturationDay=0.0 +GradientDesaturationNight=0.0 GradientTopIntensityDay=1.13 GradientTopIntensityNight=0.79 GradientTopCurveDay=0.82 @@ -138,3 +138,15 @@ DetailedShadowQuality=1 ShadowDesaturation=0.0 [RAYS] SunRaysMultiplier=0.35 +[PARTICLES] +ParticlesIntensityDay=0.83 +ParticlesIntensityNight=0.49 +ParticlesIntensityInterior=0.75 +[FIRE] +FireIntensityDay=0.97 +FireIntensityNight=1.13 +FireIntensityInterior=0.85 +[LIGHTEMITTERS] +LightEmittersIntensityDay=0.68 +LightEmittersIntensityNight=1.29 +LightEmittersIntensityInterior=1.06 diff --git a/enbseries/VERSION b/enbseries/VERSION index 7485e95..ff59fa5 100644 --- a/enbseries/VERSION +++ b/enbseries/VERSION @@ -1 +1 @@ -2.6.1nv "Wendigo" +2.7.0nv "Lonesome Road" diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini index 25dffe2..a2c6fa0 100644 --- a/enbseries/enbeffect.fx.ini +++ b/enbseries/enbeffect.fx.ini @@ -16,9 +16,9 @@ Frost Factor Night=1.27 Frost Factor Day=-1.36 Frost Factor Interior=0.0 Enable Grain=true -Grain Speed=8.0 -Grain Intensity=0.93 -Grain Saturation=-0.4 +Grain Speed=15.0 +Grain Intensity=0.08 +Grain Saturation=-0.27 Grain Two-Pass=true Grain Blending Mode=3 Grain Dark Mask Contrast=19.129999 @@ -32,7 +32,7 @@ Grain Pass 1 Magnification 3=2.22 Grain Pass 2 Magnification 1=4.25 Grain Pass 2 Magnification 2=9.42 Grain Pass 2 Magnification 3=6.29 -Grain Contrast=2.07 +Grain Contrast=3.89 Apply Grain Before Tone Mapping=true Enable Dirt=true Dirt Coord Factor=-0.09 @@ -40,40 +40,40 @@ Dirt Luminance Factor=0.0 Dirt Coord Zoom=1.27 Dirt Luminance Zoom=1.0 Enable Adaptation=true -Adaptation Min Night=0.69 +Adaptation Min Night=0.46 Adaptation Min Day=0.8 Adaptation Min Interior=0.72 Adaptation Max Night=1.7 Adaptation Max Day=1.97 Adaptation Max Interior=1.83 Tonemapping Method=2 -Tonemap Exposure Night=6.45 -Tonemap Exposure Day=6.869999 -Tonemap Exposure Interior=6.72 +Tonemap Exposure Night=1.49 +Tonemap Exposure Day=1.709999 +Tonemap Exposure Interior=1.6 Tonemap Blend Night=1.0 Tonemap Blend Day=1.0 Tonemap Blend Interior=1.0 -Uncharted2 Shoulder Strength Night=0.22 -Uncharted2 Shoulder Strength Day=0.25 -Uncharted2 Shoulder Strength Interior=0.21 -Uncharted2 Linear Strength Night=1.37 -Uncharted2 Linear Strength Day=1.32 -Uncharted2 Linear Strength Interior=1.27 -Uncharted2 Linear Angle Night=0.47 -Uncharted2 Linear Angle Day=0.69 -Uncharted2 Linear Angle Interior=0.55 -Uncharted2 Toe Strength Night=1.37 -Uncharted2 Toe Strength Day=1.34 -Uncharted2 Toe Strength Interior=1.58 -Uncharted2 Toe Numerator Night=0.23 -Uncharted2 Toe Numerator Day=0.28 -Uncharted2 Toe Numerator Interior=0.27 -Uncharted2 Toe Denominator Night=1.44 -Uncharted2 Toe Denominator Day=1.66 -Uncharted2 Toe Denominator Interior=1.43 +Uncharted2 Shoulder Strength Night=0.21 +Uncharted2 Shoulder Strength Day=0.23 +Uncharted2 Shoulder Strength Interior=0.24 +Uncharted2 Linear Strength Night=1.63 +Uncharted2 Linear Strength Day=1.67 +Uncharted2 Linear Strength Interior=1.53 +Uncharted2 Linear Angle Night=0.79 +Uncharted2 Linear Angle Day=0.75 +Uncharted2 Linear Angle Interior=0.76 +Uncharted2 Toe Strength Night=1.21 +Uncharted2 Toe Strength Day=1.27 +Uncharted2 Toe Strength Interior=1.2 +Uncharted2 Toe Numerator Night=4.21 +Uncharted2 Toe Numerator Day=4.28 +Uncharted2 Toe Numerator Interior=4.22 +Uncharted2 Toe Denominator Night=1.35 +Uncharted2 Toe Denominator Day=1.4 +Uncharted2 Toe Denominator Interior=1.32 Uncharted2 Linear White Night=15.61 -Uncharted2 Linear White Day=38.73 -Uncharted2 Linear White Interior=27.370001 +Uncharted2 Linear White Day=18.709999 +Uncharted2 Linear White Interior=17.370001 Enable RGB Grading=true Grading Intensity Night Red=1.01 Grading Intensity Night Green=1.05 @@ -107,17 +107,17 @@ Grading Color Factor Night=-0.11 Grading Color Factor Day=-0.12 Grading Color Factor Interior=-0.1 Enable HSV Grading=true -Grading Saturation Intensity Night=1.11 +Grading Saturation Intensity Night=1.06 Grading Saturation Intensity Day=1.09 -Grading Saturation Intensity Interior=1.12 -Grading Saturation Contrast Night=1.41 -Grading Saturation Contrast Day=1.34 -Grading Saturation Contrast Interior=1.25 -Grading Value Intensity Night=0.84 -Grading Value Intensity Day=0.82 -Grading Value Intensity Interior=0.86 -Grading Value Contrast Night=1.18 -Grading Value Contrast Day=1.25 +Grading Saturation Intensity Interior=1.15 +Grading Saturation Contrast Night=1.12 +Grading Saturation Contrast Day=1.09 +Grading Saturation Contrast Interior=1.04 +Grading Value Intensity Night=0.92 +Grading Value Intensity Day=0.96 +Grading Value Intensity Interior=0.95 +Grading Value Contrast Night=1.06 +Grading Value Contrast Day=1.11 Grading Value Contrast Interior=1.09 Colorize After HSV=true Enable Vanilla Imagespace=true @@ -129,9 +129,9 @@ Vanilla Tint Strength=1.0 Vanilla Vibrance Contrast=1.14 Vanilla Vibrance Strength=1.0 Enable LUT Grading=true -LUT Blend Night=0.43 -LUT Blend Day=0.32 -LUT Blend Interior=0.26 +LUT Blend Night=0.63 +LUT Blend Day=0.56 +LUT Blend Interior=0.7 Enable Technicolor=true Technicolor Blend=0.5 Enable Post Dither=true diff --git a/enbseries/menbfrost.png b/enbseries/menbfrost.png index cb31b6a..78e8f9e 100644 Binary files a/enbseries/menbfrost.png and b/enbseries/menbfrost.png differ diff --git a/enbseries/menblut_day.dds b/enbseries/menblut_day.dds index b7c4231..e8f0e2a 100644 Binary files a/enbseries/menblut_day.dds and b/enbseries/menblut_day.dds differ diff --git a/enbseries/menblut_interior.dds b/enbseries/menblut_interior.dds index bd02931..bfaabc2 100644 Binary files a/enbseries/menblut_interior.dds and b/enbseries/menblut_interior.dds differ diff --git a/enbseries/menblut_night.dds b/enbseries/menblut_night.dds index b674f78..cf6e4ac 100644 Binary files a/enbseries/menblut_night.dds and b/enbseries/menblut_night.dds differ diff --git a/enbseries/menbprepassfilters.fx b/enbseries/menbprepassfilters.fx index a90ec07..c5d26bc 100644 --- a/enbseries/menbprepassfilters.fx +++ b/enbseries/menbprepassfilters.fx @@ -243,25 +243,6 @@ float3 Limbo( float3 res, float2 coord ) if ( foglimbo ) return fogcolor*mud; return lerp(res,fogcolor,mud); } -/* - Thank you Boris for not providing access to a normal buffer. Guesswork using - the depth buffer results in imprecise normals that aren't smoothed. Plus - there is no way to get the normal data from textures either. Also, three - texture fetches are needed instead of one (great!) -*/ -float3 pseudonormal( float dep, float2 coord ) -{ - float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); - float2 ofs1 = float2(0,1.0/bresl.y); - float2 ofs2 = float2(1.0/bresl.x,0); - float dep1 = tex2D(SamplerDepth,coord+ofs1).x; - float dep2 = tex2D(SamplerDepth,coord+ofs2).x; - float3 p1 = float3(ofs1,dep1-dep); - float3 p2 = float3(ofs2,dep2-dep); - float3 normal = cross(p1,p2); - normal.z = -normal.z; - return normalize(normal); -} float4 PS_MiscPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR { float2 coord = IN.txcoord.xy; @@ -274,54 +255,6 @@ float4 PS_MiscPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR if ( fogenable ) res.rgb = Limbo(res.rgb,coord); return res; } -/* this SSAO algorithm is honestly a big mess */ -float4 PS_SSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR -{ - float2 coord = IN.txcoord.xy; - float4 res = tex2D(SamplerColor,coord); - float ssaofadepow = tod_ind(ssaofadepow); - float ssaofademult = tod_ind(ssaofademult); - if ( !ssaoenable ) return res; - float depth = tex2D(SamplerDepth,coord).x; - float ldepth = depthlinear(coord); - if ( depth >= cutoff*0.000001 ) - { - res.a = 1.0; - return res; - } - float2 bresl; - if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy); - else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); - float3 normal = pseudonormal(depth,coord); - float2 nc = coord*(bresl/256.0); - float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius; - float2 nc2 = tex2D(SamplerNoise3,nc+48000.0*Timer.x*ssaonoise).xy; - float3 rnormal = tex2D(SamplerNoise3,nc2).xyz*2.0-1.0; - rnormal = normalize(rnormal); - float occ = 0.0; - int i; - float3 sample; - float sdepth, so, delta; - float sclamp = ssaoclamp/100000.0; - float sclampmin = ssaoclampmin/100000.0; - [loop] for ( i=0; i<64; i++ ) - { - sample = reflect(ssao_samples[i],rnormal); - sample *= sign(dot(normal,sample)); - so = ldepth-sample.z*bof.x; - sdepth = depthlinear(coord+bof*sample.xy/ldepth); - delta = saturate(so-sdepth); - delta *= 1.0-smoothstep(0.0,sclamp,delta); - if ( (delta > sclampmin) && (delta < sclamp) ) - occ += 1.0-delta; - } - float uocc = saturate(occ/64.0); - float fade = 1.0-depth; - uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult); - uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult+ssaobump); - res.a = saturate(1.0-(uocc*ssaoblend)); - return res; -} /* Distant hot air refraction. Not very realistic, but does the job. */ float2 DistantHeat( float2 coord ) { @@ -368,44 +301,6 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR tex2D(SamplerColor,coord+ofs).a); return res; } -/* - The blur pass uses bilateral filtering to mostly preserve borders. - An additional factor using difference of normals was tested, but the - performance decrease was too much, so it's gone forever. - - This has been reverted into a single pass since separable blur seems to - cause some ugly artifacting. -*/ -float4 PS_SSAOBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR -{ - float2 coord = IN.txcoord.xy; - float4 res = tex2D(SamplerColor,coord); - if ( !ssaoenable ) return res; - if ( !ssaobenable ) - { - if ( ssaodebug ) return saturate(res.a); - return res*res.a; - } - float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); - float2 bof = (1.0/bresl)*ssaobradius; - float isd, sd, ds, sw, tw = 0; - res.a = 0.0; - int i, j; - isd = tex2D(SamplerDepth,coord).x; - [loop] for ( j=-7; j<=7; j++ ) [loop] for ( i=-7; i<=7; i++ ) - { - sd = tex2D(SamplerDepth,coord+float2(i,j)*bof).x; - ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); - sw = ds; - sw *= gauss8[abs(i)]*gauss8[abs(j)]; - tw += sw; - res.a += sw*tex2D(SamplerColor,coord+float2(i,j)*bof).a; - } - res.a /= tw; - if ( ssaodebug ) return saturate(res.a); - res *= res.a; - return res; -} /* Focus */ float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR { @@ -494,8 +389,8 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR } /* helper code for simplifying these */ #define gcircle(x) float2(cos(x),sin(x)) -float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight, - out float4 deps, out float4 dfcs ) +float4 dofsample( float2 coord, float2 bsz, float blur, out float4 deps, + out float4 dfcs ) { float4 res; float cstep = 2.0*pi*(1.0/3.0); @@ -511,12 +406,9 @@ float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight, res.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).b; deps.b = tex2D(SamplerDepth,coord+gcircle(ang)*bsz*dofpcha*0.1).x; dfcs.b = tex2D(SamplerColor,coord+gcircle(ang)*bsz*dofpcha*0.1).a; - if ( bDoHighlight ) - { - float l = luminance(res.rgb); - float threshold = max((l-dofbthreshold)*dofbgain,0.0); - res += lerp(0,res,threshold*blur); - } + float l = luminance(res.rgb); + float threshold = max((l-dofbthreshold)*dofbgain,0.0); + res += lerp(0,res,threshold*blur); res.a = tex2D(SamplerColor,coord).a; deps.a = tex2D(SamplerDepth,coord).x; dfcs.a = res.a; @@ -545,7 +437,7 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR float4 sc, ds, sd, sw, tw = float4(0,0,0,0); [unroll] for ( int i=0; i<32; i++ ) { - sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite,ds,sd); + sc = dofsample(coord+poisson32[i]*bsz,bsz,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; @@ -594,7 +486,7 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR 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 { diff --git a/enbseries/menbprepassinternals.fx b/enbseries/menbprepassinternals.fx index 66958ca..5261c1f 100644 --- a/enbseries/menbprepassinternals.fx +++ b/enbseries/menbprepassinternals.fx @@ -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] = { diff --git a/enbseries/menbprepasssettings.fx b/enbseries/menbprepasssettings.fx index fa9c9ad..7e6c6e4 100644 --- a/enbseries/menbprepasssettings.fx +++ b/enbseries/menbprepasssettings.fx @@ -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