diff --git a/enbseries.ini b/enbseries.ini index a4a3b3c..5d40160 100644 --- a/enbseries.ini +++ b/enbseries.ini @@ -16,11 +16,15 @@ EnableSSAO=true EnableSkyAmbientCalculation=true EnableCloudShadows=true EnableDetailedShadow=true -EnableSkylighting=false +EnableSkylighting=true +EnableSubSurfaceScattering=true +EnableWater=true +EnableReflections=true [COLORCORRECTION] UseProceduralCorrection=true Brightness=1.0 GammaCurve=1.0 +UsePaletteTexture=true [TIMEOFDAY] DawnDuration=2.0 SunriseTime=7.0 @@ -303,16 +307,17 @@ SourceTexturesScale=1.0 UseComplexAmbientOcclusion=true EnableComplexFilter=true FilterBluriness=1 +UseSelfIntersecting=true [FOG] IgnoreWeatherSystem=true -DistanceFadeDawn=0.73 -DistanceFadeSunrise=0.58 -DistanceFadeDay=0.37 -DistanceFadeSunset=0.59 -DistanceFadeDusk=0.76 -DistanceFadeNight=0.93 -DistanceFadeInteriorDay=0.64 -DistanceFadeInteriorNight=0.74 +DistanceFadeDawn=1.0 +DistanceFadeSunrise=1.0 +DistanceFadeDay=1.0 +DistanceFadeSunset=1.0 +DistanceFadeDusk=1.0 +DistanceFadeNight=1.0 +DistanceFadeInteriorDay=1.0 +DistanceFadeInteriorNight=1.0 VerticalFadeDawn=0.5 VerticalFadeSunrise=0.5 VerticalFadeDay=0.5 @@ -329,14 +334,30 @@ SunIntensityDusk=1.0 SunIntensityNight=1.0 SunIntensityInteriorDay=1.0 SunIntensityInteriorNight=1.0 -SunDesaturationDawn=0.3 -SunDesaturationSunrise=0.5 -SunDesaturationDay=0.7 -SunDesaturationSunset=0.5 -SunDesaturationDusk=0.3 -SunDesaturationNight=0.2 -SunDesaturationInteriorDay=0.7 -SunDesaturationInteriorNight=0.2 +DistanceColorMultiplierDawn=1.0 +DistanceColorMultiplierSunrise=1.0 +DistanceColorMultiplierDay=1.0 +DistanceColorMultiplierSunset=1.0 +DistanceColorMultiplierDusk=1.0 +DistanceColorMultiplierNight=1.0 +DistanceColorMultiplierInteriorDay=1.0 +DistanceColorMultiplierInteriorNight=1.0 +VerticalColorMultiplierDawn=1.0 +VerticalColorMultiplierSunrise=1.0 +VerticalColorMultiplierDay=1.0 +VerticalColorMultiplierSunset=1.0 +VerticalColorMultiplierDusk=1.0 +VerticalColorMultiplierNight=1.0 +VerticalColorMultiplierInteriorDay=1.0 +VerticalColorMultiplierInteriorNight=1.0 +SunDesaturationDawn=0.0 +SunDesaturationSunrise=0.0 +SunDesaturationDay=0.0 +SunDesaturationSunset=0.0 +SunDesaturationDusk=0.0 +SunDesaturationNight=0.0 +SunDesaturationInteriorDay=0.0 +SunDesaturationInteriorNight=0.0 SunColorFilterDawn=1, 1, 1 SunColorFilterSunrise=1, 1, 1 SunColorFilterDay=1, 1, 1 @@ -348,14 +369,73 @@ SunColorFilterInteriorNight=1, 1, 1 [CLOUDSHADOWS] IgnoreWeatherSystem=true EnableAtNight=true -ForceOpacity=true -OpacityDawn=2.0 -OpacitySunrise=2.0 -OpacityDay=2.0 -OpacitySunset=2.0 -OpacityDusk=2.0 -OpacityNight=2.0 -OpacityInteriorDay=2.0 -OpacityInteriorNight=2.0 +ForceOpacity=false +OpacityDawn=0.5 +OpacitySunrise=0.5 +OpacityDay=0.5 +OpacitySunset=0.5 +OpacityDusk=0.5 +OpacityNight=0.5 +OpacityInteriorDay=0.5 +OpacityInteriorNight=0.5 [SHADOW] DetailedShadowQuality=1 +[SUBSURFACESCATTERING] +IgnoreWeatherSystem=true +EnableSeparateInteriorParameters=true +Radius=3.86 +RadiusInterior=4.12 +Amount=0.67 +AmountInterior=0.7 +EpidermalAmount=1.46 +EpidermalAmountInterior=1.43 +SubdermalAmount=1.89 +SubdermalAmountInterior=2.08 +EpidermalDiffuseSaturation=-0.18 +EpidermalDiffuseSaturationInterior=-0.11 +SubdermalDiffuseSaturation=0.24 +SubdermalDiffuseSaturationInterior=0.58 +EpidermalMix=0.69 +EpidermalMixInterior=0.57 +SubdermalMix=0.52 +SubdermalMixInterior=0.59 +SubdermalTranslucency=0.76 +SubdermalTranslucencyInterior=0.64 +SubdermalPhase=0.72 +SubdermalPhaseInterior=0.61 +[WATER] +IgnoreWeatherSystem=true +EnableDispersion=true +EnableCaustics=true +EnableParallax=true +EnableSelfReflection=true +EnableDisplacement=true +DisplacementQuality=1 +ReflectionAmount=0.91 +ReflectionBlurring=0.36 +ReflectionFlatness=0.73 +FresnelMultiplier=1.69 +DispersionAmount=0.95 +CausticsAmount=0.85 +SunSpecularMultiplier=1.67 +SunScatteringMultiplier=1.35 +WavesAmplitudeDawn=0.62 +WavesAmplitudeSunrise=0.72 +WavesAmplitudeDay=0.78 +WavesAmplitudeSunset=0.74 +WavesAmplitudeDusk=0.63 +WavesAmplitudeNight=0.53 +WavesAmplitudeInteriorDay=0.68 +WavesAmplitudeInteriorNight=0.56 +[SKYLIGHTING] +IgnoreWeatherSystem=true +AmbientMinLevelDawn=0.57 +AmbientMinLevelSunrise=0.64 +AmbientMinLevelDay=0.68 +AmbientMinLevelSunset=0.61 +AmbientMinLevelDusk=0.58 +AmbientMinLevelNight=0.54 +AmbientMinLevelInteriorDay=0.66 +AmbientMinLevelInteriorNight=0.51 +[REFLECTIONS] +Quality=2 diff --git a/enbseries/SMAA/SMAA.fxh b/enbseries/SMAA/SMAA.fxh index a271b5b..1c09f68 100644 --- a/enbseries/SMAA/SMAA.fxh +++ b/enbseries/SMAA/SMAA.fxh @@ -34,14 +34,14 @@ * \ \ | |\/| | / /_\ \ / /_\ \ * ----) | | | | | / _____ \ / _____ \ * |_______/ |__| |__| /__/ \__\ /__/ \__\ - * + * * E N H A N C E D * S U B P I X E L M O R P H O L O G I C A L A N T I A L I A S I N G * * http://www.iryoku.com/smaa/ * * Hi, welcome aboard! - * + * * Here you'll find instructions to get the shader up and running as fast as * possible. * @@ -130,14 +130,14 @@ * this last pass are not possible, the technique will work anyway, but * will perform antialiasing in gamma space. * - * IMPORTANT: for best results the input read for the color/luma edge + * IMPORTANT: for best results the input read for the color/luma edge * detection should *NOT* be sRGB. * * 6. Before including SMAA.h you'll have to setup the render target metrics, * the target and any optional configuration defines. Optionally you can * use a preset. * - * You have the following targets available: + * You have the following targets available: * SMAA_HLSL_3 * SMAA_HLSL_4 * SMAA_HLSL_4_1 @@ -329,7 +329,7 @@ /** * SMAA_THRESHOLD specifies the threshold or sensitivity to edges. * Lowering this value you will be able to detect more edges at the expense of - * performance. + * performance. * * Range: [0, 0.5] * 0.1 is a reasonable value, and allows to catch most visible edges. @@ -344,7 +344,7 @@ /** * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection. - * + * * Range: depends on the depth range of the scene. */ #ifndef SMAA_DEPTH_THRESHOLD @@ -372,7 +372,7 @@ * * Range: [0, 20] * - * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16 + * On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16 * steps), but it can have a significant impact on older machines. * * Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing. @@ -414,16 +414,16 @@ * It locally decreases the luma or color threshold if an edge is found in an * additional buffer (so the global threshold can be higher). * - * This method was developed by Playstation EDGE MLAA team, and used in + * This method was developed by Playstation EDGE MLAA team, and used in * Killzone 3, by using the light accumulation buffer. More information here: - * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx + * http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx */ #ifndef SMAA_PREDICATION #define SMAA_PREDICATION 0 #endif /** - * Threshold to be used in the additional predication buffer. + * Threshold to be used in the additional predication buffer. * * Range: depends on the input, so you'll have to find the magic number that * works for you. @@ -714,7 +714,8 @@ float2 SMAALumaEdgeDetectionPS(float2 texcoord, // Then discard if there is no edge: if (dot(edges, float2(1.0, 1.0)) == 0.0) - discard; + return float2(0.0, 0.0); // use of discard produces garbage data in ENB + // discard; // Calculate right and bottom deltas: float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights); @@ -776,7 +777,8 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord, // Then discard if there is no edge: if (dot(edges, float2(1.0, 1.0)) == 0.0) - discard; + return float2(0.0, 0.0); // use of discard produces garbage data in ENB + // discard; // Calculate right and bottom deltas: float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb; @@ -820,7 +822,8 @@ float2 SMAADepthEdgeDetectionPS(float2 texcoord, float2 edges = step(SMAA_DEPTH_THRESHOLD, delta); if (dot(edges, float2(1.0, 1.0)) == 0.0) - discard; + return float2(0.0, 0.0); // use of discard produces garbage data in ENB + // discard; return edges; } @@ -893,7 +896,7 @@ float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out return coord.zw; } -/** +/** * Similar to SMAAArea, this calculates the area corresponding to a certain * diagonal distance and crossing edges 'e'. */ @@ -990,7 +993,7 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex), /** * This allows to determine how much length should we add in the last step - * of the searches. It takes the bilinearly interpolated edge (see + * of the searches. It takes the bilinearly interpolated edge (see * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and * crossing edges are active. */ @@ -1025,7 +1028,7 @@ float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 * which edges are active from the four fetched ones. */ float2 e = float2(0.0, 1.0); - while (texcoord.x > end && + while (texcoord.x > end && e.g > 0.8281 && // Is there some edge not activated? e.r == 0.0) { // Or is there a crossing edge that breaks the line? e = SMAASampleLevelZero(edgesTex, texcoord).rg; @@ -1050,7 +1053,7 @@ float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { float2 e = float2(0.0, 1.0); - while (texcoord.x < end && + while (texcoord.x < end && e.g > 0.8281 && // Is there some edge not activated? e.r == 0.0) { // Or is there a crossing edge that breaks the line? e = SMAASampleLevelZero(edgesTex, texcoord).rg; @@ -1062,7 +1065,7 @@ float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { float2 e = float2(1.0, 0.0); - while (texcoord.y > end && + while (texcoord.y > end && e.r > 0.8281 && // Is there some edge not activated? e.g == 0.0) { // Or is there a crossing edge that breaks the line? e = SMAASampleLevelZero(edgesTex, texcoord).rg; @@ -1074,7 +1077,7 @@ float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 te float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) { float2 e = float2(1.0, 0.0); - while (texcoord.y < end && + while (texcoord.y < end && e.r > 0.8281 && // Is there some edge not activated? e.g == 0.0) { // Or is there a crossing edge that breaks the line? e = SMAASampleLevelZero(edgesTex, texcoord).rg; @@ -1084,14 +1087,14 @@ float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 return mad(-SMAA_RT_METRICS.y, offset, texcoord.y); } -/** +/** * Ok, we have the distance and both crossing edges. So, what are the areas * at each side of current edge? */ float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) { // Rounding prevents precision errors of bilinear filtering: float2 texcoord = mad(float2(SMAA_AREATEX_MAX_DISTANCE, SMAA_AREATEX_MAX_DISTANCE), round(4.0 * float2(e1, e2)), dist); - + // We do a scale and bias for mapping to texel space: texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE); @@ -1160,7 +1163,7 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord, // one of the boundaries is enough. weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices); - // We give priority to diagonals, so if we find a diagonal we skip + // We give priority to diagonals, so if we find a diagonal we skip // horizontal/vertical processing. SMAA_BRANCH if (weights.r == -weights.g) { // weights.r + weights.g == 0.0 @@ -1228,7 +1231,7 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord, // We want the distances to be in pixel units: d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy))); - // SMAAArea below needs a sqrt, as the areas texture is compressed + // SMAAArea below needs a sqrt, as the areas texture is compressed // quadratically: float2 sqrt_d = sqrt(d); diff --git a/enbseries/VERSION b/enbseries/VERSION index de46071..b8b322a 100644 --- a/enbseries/VERSION +++ b/enbseries/VERSION @@ -1 +1 @@ -3.5.1 "Frosted Flakes" +3.5.3 "Old Man Winter" diff --git a/enbseries/_weatherlist.ini b/enbseries/_weatherlist.ini index 24d1af4..33cd735 100644 --- a/enbseries/_weatherlist.ini +++ b/enbseries/_weatherlist.ini @@ -75,3 +75,139 @@ FileName= FileName= [WEATHER031] FileName= +[WEATHER032] +FileName= +[WEATHER033] +FileName= +[WEATHER034] +FileName= +[WEATHER035] +FileName= +[WEATHER036] +FileName= +[WEATHER037] +FileName= +[WEATHER038] +FileName= +[WEATHER039] +FileName= +[WEATHER040] +FileName= +[WEATHER041] +FileName= +[WEATHER042] +FileName= +[WEATHER043] +FileName= +[WEATHER044] +FileName= +[WEATHER045] +FileName= +[WEATHER046] +FileName= +[WEATHER047] +FileName= +[WEATHER048] +FileName= +[WEATHER049] +FileName= +[WEATHER050] +FileName= +[WEATHER051] +FileName= +[WEATHER052] +FileName= +[WEATHER053] +FileName= +[WEATHER054] +FileName= +[WEATHER055] +FileName= +[WEATHER056] +FileName= +[WEATHER057] +FileName= +[WEATHER058] +FileName= +[WEATHER059] +FileName= +[WEATHER060] +FileName= +[WEATHER061] +FileName= +[WEATHER062] +FileName= +[WEATHER063] +FileName= +[WEATHER064] +FileName= +[WEATHER065] +FileName= +[WEATHER066] +FileName= +[WEATHER067] +FileName= +[WEATHER068] +FileName= +[WEATHER069] +FileName= +[WEATHER070] +FileName= +[WEATHER071] +FileName= +[WEATHER072] +FileName= +[WEATHER073] +FileName= +[WEATHER074] +FileName= +[WEATHER075] +FileName= +[WEATHER076] +FileName= +[WEATHER077] +FileName= +[WEATHER078] +FileName= +[WEATHER079] +FileName= +[WEATHER080] +FileName= +[WEATHER081] +FileName= +[WEATHER082] +FileName= +[WEATHER083] +FileName= +[WEATHER084] +FileName= +[WEATHER085] +FileName= +[WEATHER086] +FileName= +[WEATHER087] +FileName= +[WEATHER088] +FileName= +[WEATHER089] +FileName= +[WEATHER090] +FileName= +[WEATHER091] +FileName= +[WEATHER092] +FileName= +[WEATHER093] +FileName= +[WEATHER094] +FileName= +[WEATHER095] +FileName= +[WEATHER096] +FileName= +[WEATHER097] +FileName= +[WEATHER098] +FileName= +[WEATHER099] +FileName= diff --git a/enbseries/enbadaptation.fx b/enbseries/enbadaptation.fx index 2b2da31..c2a8545 100644 --- a/enbseries/enbadaptation.fx +++ b/enbseries/enbadaptation.fx @@ -1,6 +1,6 @@ /* enbadaptation.fx : MariENB3 eye adaptation shader. - (C)2016-2017 Marisa Kirisame, UnSX Team. + (C)2016-2019 Marisa Kirisame, UnSX Team. Part of MariENB3, the personal ENB of Marisa for Fallout 4. Released under the GNU GPLv3 (or later). */ diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx index cc1fbf6..8ecb260 100644 --- a/enbseries/enbbloom.fx +++ b/enbseries/enbbloom.fx @@ -1,6 +1,6 @@ /* enbbloom.fx : MariENB3 bloom shader. - (C)2016-2017 Marisa Kirisame, UnSX Team. + (C)2016-2019 Marisa Kirisame, UnSX Team. Part of MariENB3, the personal ENB of Marisa for Fallout 4. Released under the GNU GPLv3 (or later). */ diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini index ee43469..a2936b6 100644 --- a/enbseries/enbbloom.fx.ini +++ b/enbseries/enbbloom.fx.ini @@ -4,14 +4,14 @@ Bloom Intensity Night=0.64 Bloom Intensity Day=0.55 Bloom Intensity Interior=0.57 Bloom Contrast Night=0.94 -Bloom Contrast Day=0.98 +Bloom Contrast Day=0.97 Bloom Contrast Interior=0.95 Bloom Saturation Night=1.45 Bloom Saturation Day=1.36 Bloom Saturation Interior=1.57 -Bloom Offset Night=-0.05 -Bloom Offset Day=-0.08 -Bloom Offset Interior=-0.02 +Bloom Offset Night=-0.41 +Bloom Offset Day=-0.57 +Bloom Offset Interior=-0.46 Bloom Intensity Cap Night=25.0 Bloom Intensity Cap Day=25.0 Bloom Intensity Cap Interior=25.0 diff --git a/enbseries/enbdepthoffield.fx b/enbseries/enbdepthoffield.fx index f6405cb..ced2a5d 100644 --- a/enbseries/enbdepthoffield.fx +++ b/enbseries/enbdepthoffield.fx @@ -1,6 +1,6 @@ /* enbdepthoffield.fx : MariENB3 prepass shaders. - (C)2016-2017 Marisa Kirisame, UnSX Team. + (C)2016-2019 Marisa Kirisame, UnSX Team. Part of MariENB3, the personal ENB of Marisa for Fallout 4. Released under the GNU GPLv3 (or later). */ @@ -1673,13 +1673,13 @@ float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target { float2(1.0,1.0), float2(-1.0,-1.0), float2(-1.0,1.0), float2(1.0,-1.0), - + float2(1.0,0.0), float2(-1.0,0.0), float2(0.0,1.0), float2(0.0,-1.0), - + float2(1.41,0.0), float2(-1.41,0.0), float2(0.0,1.41), float2(0.0,-1.41), - + float2(1.41,1.41), float2(-1.41,-1.41), float2(-1.41,1.41), float2(1.41,-1.41) }; diff --git a/enbseries/enbdepthoffield.fx.ini b/enbseries/enbdepthoffield.fx.ini index 2526460..8cbbfb7 100644 --- a/enbseries/enbdepthoffield.fx.ini +++ b/enbseries/enbdepthoffield.fx.ini @@ -67,7 +67,7 @@ DOF Fixed Unfocus Contrast Night=96.980003 DOF Fixed Unfocus Contrast Day=134.399994 DOF Fixed Unfocus Contrast Interior=65.19001 DOF Fixed Unfocus Shift Night=-0.92 -DOF Fixed Unfocus Shift Day=-1.12 +DOF Fixed Unfocus Shift Day=-1.1 DOF Fixed Unfocus Shift Interior=-0.78 DOF Fixed Unfocus Blend Night=1.0 DOF Fixed Unfocus Blend Day=1.0 diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx index 84ab1f4..e69f5d5 100644 --- a/enbseries/enbeffect.fx +++ b/enbseries/enbeffect.fx @@ -1,6 +1,6 @@ /* enbeffect.fx : MariENB3 base shader. - (C)2016-2017 Marisa Kirisame, UnSX Team. + (C)2016-2019 Marisa Kirisame, UnSX Team. Part of MariENB3, the personal ENB of Marisa for Fallout 4. Released under the GNU GPLv3 (or later). */ @@ -1201,7 +1201,7 @@ float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Targe r1.x = r1.x*0.0408564-r3.y; r1.xyz = r0.xyz/r1.x; r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721)); - r1.xyz = r1.xyz-r0.x; + r1.xyz = r1.xyz-r0.x; r1.xyz = Params01[2].x*r1.xyz+r0.x; r2.xyz = r0.x*Params01[3].xyz-r1.xyz; r1.xyz = Params01[3].w*r2.xyz+r1.xyz; diff --git a/enbseries/enbeffectpostpass.fx b/enbseries/enbeffectpostpass.fx index 342885c..e35684d 100644 --- a/enbseries/enbeffectpostpass.fx +++ b/enbseries/enbeffectpostpass.fx @@ -1,6 +1,6 @@ /* enbeffectpostpass.fx : MariENB3 extra shader. - (C)2016-2017 Marisa Kirisame, UnSX Team. + (C)2016-2019 Marisa Kirisame, UnSX Team. Part of MariENB3, the personal ENB of Marisa for Fallout 4. Released under the GNU GPLv3 (or later). */ @@ -527,7 +527,7 @@ float4 PS_Vignette( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target vigdata.rgb = vigcolor; } else if ( vigshape == 1 ) - { + { /* box vignette */ float2 uv = coord.xy*(1.0-coord.yx)*4.0; vigdata.a = 1.0-(uv.x*uv.y); diff --git a/enbseries/enbeffectpostpass.fx.ini b/enbseries/enbeffectpostpass.fx.ini index d55a47e..1b53653 100644 --- a/enbseries/enbeffectpostpass.fx.ini +++ b/enbseries/enbeffectpostpass.fx.ini @@ -60,3 +60,5 @@ Blue Value=0.0 Magenta Hue=0.0 Magenta Saturation=0.0 Magenta Value=0.0 +Enable SMAA=true +SMAA Debugging=0 diff --git a/enbseries/menbglobaldefs.fx b/enbseries/menbglobaldefs.fx index f4b7e86..a573cd0 100644 --- a/enbseries/menbglobaldefs.fx +++ b/enbseries/menbglobaldefs.fx @@ -1,6 +1,6 @@ /* menbglobaldefs.fx : MariENB3 global shared code. - (C)2016-2017 Marisa Kirisame, UnSX Team. + (C)2016-2019 Marisa Kirisame, UnSX Team. Part of MariENB3, the personal ENB of Marisa for Fallout 4. Released under the GNU GPLv3 (or later). */ @@ -9,7 +9,7 @@ /* [New in 3.5.1] increase the quality of bloom by using larger matrices */ //#define HQBLOOM /* [New in 3.5.1] compiles in SMAA support */ -//#define WITH_SMAA +#define WITH_SMAA /* time of day and interior interpolation */ #define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\ -(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0) @@ -70,7 +70,7 @@ /* asset definitions */ /* texture sizes */ #define NOISESIZE 256.0 -#define HEATSIZE 1024.0 +#define HEATSIZE 512.0 #define FROSTSIZE 1024.0 /* some textures can be provided as DDS rather than PNG to save space */ //#define HEAT_DDS diff --git a/enbseries/menbheat.png b/enbseries/menbheat.png index aa29697..89d123a 100644 Binary files a/enbseries/menbheat.png and b/enbseries/menbheat.png differ