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MariENB FROST 3.5.3

This commit is contained in:
Marisa the Magician 2019-12-04 21:40:28 +01:00
commit 2f78ad776e
14 changed files with 289 additions and 68 deletions

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@ -16,11 +16,15 @@ EnableSSAO=true
EnableSkyAmbientCalculation=true EnableSkyAmbientCalculation=true
EnableCloudShadows=true EnableCloudShadows=true
EnableDetailedShadow=true EnableDetailedShadow=true
EnableSkylighting=false EnableSkylighting=true
EnableSubSurfaceScattering=true
EnableWater=true
EnableReflections=true
[COLORCORRECTION] [COLORCORRECTION]
UseProceduralCorrection=true UseProceduralCorrection=true
Brightness=1.0 Brightness=1.0
GammaCurve=1.0 GammaCurve=1.0
UsePaletteTexture=true
[TIMEOFDAY] [TIMEOFDAY]
DawnDuration=2.0 DawnDuration=2.0
SunriseTime=7.0 SunriseTime=7.0
@ -303,16 +307,17 @@ SourceTexturesScale=1.0
UseComplexAmbientOcclusion=true UseComplexAmbientOcclusion=true
EnableComplexFilter=true EnableComplexFilter=true
FilterBluriness=1 FilterBluriness=1
UseSelfIntersecting=true
[FOG] [FOG]
IgnoreWeatherSystem=true IgnoreWeatherSystem=true
DistanceFadeDawn=0.73 DistanceFadeDawn=1.0
DistanceFadeSunrise=0.58 DistanceFadeSunrise=1.0
DistanceFadeDay=0.37 DistanceFadeDay=1.0
DistanceFadeSunset=0.59 DistanceFadeSunset=1.0
DistanceFadeDusk=0.76 DistanceFadeDusk=1.0
DistanceFadeNight=0.93 DistanceFadeNight=1.0
DistanceFadeInteriorDay=0.64 DistanceFadeInteriorDay=1.0
DistanceFadeInteriorNight=0.74 DistanceFadeInteriorNight=1.0
VerticalFadeDawn=0.5 VerticalFadeDawn=0.5
VerticalFadeSunrise=0.5 VerticalFadeSunrise=0.5
VerticalFadeDay=0.5 VerticalFadeDay=0.5
@ -329,14 +334,30 @@ SunIntensityDusk=1.0
SunIntensityNight=1.0 SunIntensityNight=1.0
SunIntensityInteriorDay=1.0 SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0 SunIntensityInteriorNight=1.0
SunDesaturationDawn=0.3 DistanceColorMultiplierDawn=1.0
SunDesaturationSunrise=0.5 DistanceColorMultiplierSunrise=1.0
SunDesaturationDay=0.7 DistanceColorMultiplierDay=1.0
SunDesaturationSunset=0.5 DistanceColorMultiplierSunset=1.0
SunDesaturationDusk=0.3 DistanceColorMultiplierDusk=1.0
SunDesaturationNight=0.2 DistanceColorMultiplierNight=1.0
SunDesaturationInteriorDay=0.7 DistanceColorMultiplierInteriorDay=1.0
SunDesaturationInteriorNight=0.2 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 SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1 SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1 SunColorFilterDay=1, 1, 1
@ -348,14 +369,73 @@ SunColorFilterInteriorNight=1, 1, 1
[CLOUDSHADOWS] [CLOUDSHADOWS]
IgnoreWeatherSystem=true IgnoreWeatherSystem=true
EnableAtNight=true EnableAtNight=true
ForceOpacity=true ForceOpacity=false
OpacityDawn=2.0 OpacityDawn=0.5
OpacitySunrise=2.0 OpacitySunrise=0.5
OpacityDay=2.0 OpacityDay=0.5
OpacitySunset=2.0 OpacitySunset=0.5
OpacityDusk=2.0 OpacityDusk=0.5
OpacityNight=2.0 OpacityNight=0.5
OpacityInteriorDay=2.0 OpacityInteriorDay=0.5
OpacityInteriorNight=2.0 OpacityInteriorNight=0.5
[SHADOW] [SHADOW]
DetailedShadowQuality=1 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

View file

@ -714,7 +714,8 @@ float2 SMAALumaEdgeDetectionPS(float2 texcoord,
// Then discard if there is no edge: // Then discard if there is no edge:
if (dot(edges, float2(1.0, 1.0)) == 0.0) 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: // Calculate right and bottom deltas:
float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights); 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: // Then discard if there is no edge:
if (dot(edges, float2(1.0, 1.0)) == 0.0) 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: // Calculate right and bottom deltas:
float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb; float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
@ -820,7 +822,8 @@ float2 SMAADepthEdgeDetectionPS(float2 texcoord,
float2 edges = step(SMAA_DEPTH_THRESHOLD, delta); float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
if (dot(edges, float2(1.0, 1.0)) == 0.0) 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; return edges;
} }

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@ -1 +1 @@
3.5.1 "Frosted Flakes" 3.5.3 "Old Man Winter"

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@ -75,3 +75,139 @@ FileName=
FileName= FileName=
[WEATHER031] [WEATHER031]
FileName= FileName=
[WEATHER032]
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@ -1,6 +1,6 @@
/* /*
enbadaptation.fx : MariENB3 eye adaptation shader. 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. Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later). Released under the GNU GPLv3 (or later).
*/ */

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@ -1,6 +1,6 @@
/* /*
enbbloom.fx : MariENB3 bloom shader. 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. Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later). Released under the GNU GPLv3 (or later).
*/ */

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@ -4,14 +4,14 @@ Bloom Intensity Night=0.64
Bloom Intensity Day=0.55 Bloom Intensity Day=0.55
Bloom Intensity Interior=0.57 Bloom Intensity Interior=0.57
Bloom Contrast Night=0.94 Bloom Contrast Night=0.94
Bloom Contrast Day=0.98 Bloom Contrast Day=0.97
Bloom Contrast Interior=0.95 Bloom Contrast Interior=0.95
Bloom Saturation Night=1.45 Bloom Saturation Night=1.45
Bloom Saturation Day=1.36 Bloom Saturation Day=1.36
Bloom Saturation Interior=1.57 Bloom Saturation Interior=1.57
Bloom Offset Night=-0.05 Bloom Offset Night=-0.41
Bloom Offset Day=-0.08 Bloom Offset Day=-0.57
Bloom Offset Interior=-0.02 Bloom Offset Interior=-0.46
Bloom Intensity Cap Night=25.0 Bloom Intensity Cap Night=25.0
Bloom Intensity Cap Day=25.0 Bloom Intensity Cap Day=25.0
Bloom Intensity Cap Interior=25.0 Bloom Intensity Cap Interior=25.0

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@ -1,6 +1,6 @@
/* /*
enbdepthoffield.fx : MariENB3 prepass shaders. 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. Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later). Released under the GNU GPLv3 (or later).
*/ */

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@ -67,7 +67,7 @@ DOF Fixed Unfocus Contrast Night=96.980003
DOF Fixed Unfocus Contrast Day=134.399994 DOF Fixed Unfocus Contrast Day=134.399994
DOF Fixed Unfocus Contrast Interior=65.19001 DOF Fixed Unfocus Contrast Interior=65.19001
DOF Fixed Unfocus Shift Night=-0.92 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 Shift Interior=-0.78
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

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@ -1,6 +1,6 @@
/* /*
enbeffect.fx : MariENB3 base shader. 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. Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later). Released under the GNU GPLv3 (or later).
*/ */

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@ -1,6 +1,6 @@
/* /*
enbeffectpostpass.fx : MariENB3 extra shader. 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. Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later). Released under the GNU GPLv3 (or later).
*/ */

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@ -60,3 +60,5 @@ Blue Value=0.0
Magenta Hue=0.0 Magenta Hue=0.0
Magenta Saturation=0.0 Magenta Saturation=0.0
Magenta Value=0.0 Magenta Value=0.0
Enable SMAA=true
SMAA Debugging=0

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@ -1,6 +1,6 @@
/* /*
menbglobaldefs.fx : MariENB3 global shared code. 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. Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later). 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 */ /* [New in 3.5.1] increase the quality of bloom by using larger matrices */
//#define HQBLOOM //#define HQBLOOM
/* [New in 3.5.1] compiles in SMAA support */ /* [New in 3.5.1] compiles in SMAA support */
//#define WITH_SMAA #define WITH_SMAA
/* time of day and interior interpolation */ /* time of day and interior interpolation */
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\ #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) -(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
@ -70,7 +70,7 @@
/* asset definitions */ /* asset definitions */
/* texture sizes */ /* texture sizes */
#define NOISESIZE 256.0 #define NOISESIZE 256.0
#define HEATSIZE 1024.0 #define HEATSIZE 512.0
#define FROSTSIZE 1024.0 #define FROSTSIZE 1024.0
/* some textures can be provided as DDS rather than PNG to save space */ /* some textures can be provided as DDS rather than PNG to save space */
//#define HEAT_DDS //#define HEAT_DDS

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