MariENB FROST 3.5.3
This commit is contained in:
parent
49f0946290
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14 changed files with 289 additions and 68 deletions
132
enbseries.ini
132
enbseries.ini
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@ -16,11 +16,15 @@ EnableSSAO=true
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EnableSkyAmbientCalculation=true
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EnableSkyAmbientCalculation=true
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EnableCloudShadows=true
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EnableCloudShadows=true
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EnableDetailedShadow=true
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EnableDetailedShadow=true
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EnableSkylighting=false
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EnableSkylighting=true
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EnableSubSurfaceScattering=true
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EnableWater=true
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EnableReflections=true
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[COLORCORRECTION]
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[COLORCORRECTION]
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UseProceduralCorrection=true
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UseProceduralCorrection=true
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Brightness=1.0
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Brightness=1.0
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GammaCurve=1.0
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GammaCurve=1.0
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UsePaletteTexture=true
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[TIMEOFDAY]
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[TIMEOFDAY]
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DawnDuration=2.0
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DawnDuration=2.0
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SunriseTime=7.0
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SunriseTime=7.0
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@ -303,16 +307,17 @@ SourceTexturesScale=1.0
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UseComplexAmbientOcclusion=true
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UseComplexAmbientOcclusion=true
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EnableComplexFilter=true
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EnableComplexFilter=true
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FilterBluriness=1
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FilterBluriness=1
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UseSelfIntersecting=true
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[FOG]
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[FOG]
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IgnoreWeatherSystem=true
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IgnoreWeatherSystem=true
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DistanceFadeDawn=0.73
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DistanceFadeDawn=1.0
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DistanceFadeSunrise=0.58
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DistanceFadeSunrise=1.0
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DistanceFadeDay=0.37
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DistanceFadeDay=1.0
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DistanceFadeSunset=0.59
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DistanceFadeSunset=1.0
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DistanceFadeDusk=0.76
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DistanceFadeDusk=1.0
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DistanceFadeNight=0.93
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DistanceFadeNight=1.0
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DistanceFadeInteriorDay=0.64
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DistanceFadeInteriorDay=1.0
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DistanceFadeInteriorNight=0.74
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DistanceFadeInteriorNight=1.0
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VerticalFadeDawn=0.5
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VerticalFadeDawn=0.5
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VerticalFadeSunrise=0.5
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VerticalFadeSunrise=0.5
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VerticalFadeDay=0.5
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VerticalFadeDay=0.5
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@ -329,14 +334,30 @@ SunIntensityDusk=1.0
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SunIntensityNight=1.0
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SunIntensityNight=1.0
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SunIntensityInteriorDay=1.0
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SunIntensityInteriorDay=1.0
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SunIntensityInteriorNight=1.0
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SunIntensityInteriorNight=1.0
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SunDesaturationDawn=0.3
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DistanceColorMultiplierDawn=1.0
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SunDesaturationSunrise=0.5
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DistanceColorMultiplierSunrise=1.0
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SunDesaturationDay=0.7
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DistanceColorMultiplierDay=1.0
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SunDesaturationSunset=0.5
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DistanceColorMultiplierSunset=1.0
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SunDesaturationDusk=0.3
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DistanceColorMultiplierDusk=1.0
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SunDesaturationNight=0.2
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DistanceColorMultiplierNight=1.0
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SunDesaturationInteriorDay=0.7
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DistanceColorMultiplierInteriorDay=1.0
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SunDesaturationInteriorNight=0.2
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DistanceColorMultiplierInteriorNight=1.0
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VerticalColorMultiplierDawn=1.0
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VerticalColorMultiplierSunrise=1.0
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VerticalColorMultiplierDay=1.0
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VerticalColorMultiplierSunset=1.0
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VerticalColorMultiplierDusk=1.0
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VerticalColorMultiplierNight=1.0
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VerticalColorMultiplierInteriorDay=1.0
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VerticalColorMultiplierInteriorNight=1.0
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SunDesaturationDawn=0.0
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SunDesaturationSunrise=0.0
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SunDesaturationDay=0.0
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SunDesaturationSunset=0.0
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SunDesaturationDusk=0.0
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SunDesaturationNight=0.0
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SunDesaturationInteriorDay=0.0
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SunDesaturationInteriorNight=0.0
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SunColorFilterDawn=1, 1, 1
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SunColorFilterDawn=1, 1, 1
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SunColorFilterSunrise=1, 1, 1
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SunColorFilterSunrise=1, 1, 1
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SunColorFilterDay=1, 1, 1
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SunColorFilterDay=1, 1, 1
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@ -348,14 +369,73 @@ SunColorFilterInteriorNight=1, 1, 1
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[CLOUDSHADOWS]
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[CLOUDSHADOWS]
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IgnoreWeatherSystem=true
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IgnoreWeatherSystem=true
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EnableAtNight=true
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EnableAtNight=true
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ForceOpacity=true
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ForceOpacity=false
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OpacityDawn=2.0
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OpacityDawn=0.5
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OpacitySunrise=2.0
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OpacitySunrise=0.5
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OpacityDay=2.0
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OpacityDay=0.5
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OpacitySunset=2.0
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OpacitySunset=0.5
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OpacityDusk=2.0
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OpacityDusk=0.5
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OpacityNight=2.0
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OpacityNight=0.5
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OpacityInteriorDay=2.0
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OpacityInteriorDay=0.5
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OpacityInteriorNight=2.0
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OpacityInteriorNight=0.5
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[SHADOW]
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[SHADOW]
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DetailedShadowQuality=1
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DetailedShadowQuality=1
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[SUBSURFACESCATTERING]
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IgnoreWeatherSystem=true
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EnableSeparateInteriorParameters=true
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Radius=3.86
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RadiusInterior=4.12
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Amount=0.67
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AmountInterior=0.7
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EpidermalAmount=1.46
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EpidermalAmountInterior=1.43
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SubdermalAmount=1.89
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SubdermalAmountInterior=2.08
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EpidermalDiffuseSaturation=-0.18
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EpidermalDiffuseSaturationInterior=-0.11
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SubdermalDiffuseSaturation=0.24
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SubdermalDiffuseSaturationInterior=0.58
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EpidermalMix=0.69
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EpidermalMixInterior=0.57
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SubdermalMix=0.52
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SubdermalMixInterior=0.59
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SubdermalTranslucency=0.76
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SubdermalTranslucencyInterior=0.64
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SubdermalPhase=0.72
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SubdermalPhaseInterior=0.61
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[WATER]
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IgnoreWeatherSystem=true
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EnableDispersion=true
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EnableCaustics=true
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EnableParallax=true
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EnableSelfReflection=true
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EnableDisplacement=true
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DisplacementQuality=1
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ReflectionAmount=0.91
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ReflectionBlurring=0.36
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ReflectionFlatness=0.73
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FresnelMultiplier=1.69
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DispersionAmount=0.95
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CausticsAmount=0.85
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SunSpecularMultiplier=1.67
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SunScatteringMultiplier=1.35
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WavesAmplitudeDawn=0.62
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WavesAmplitudeSunrise=0.72
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WavesAmplitudeDay=0.78
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WavesAmplitudeSunset=0.74
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WavesAmplitudeDusk=0.63
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WavesAmplitudeNight=0.53
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WavesAmplitudeInteriorDay=0.68
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WavesAmplitudeInteriorNight=0.56
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[SKYLIGHTING]
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IgnoreWeatherSystem=true
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AmbientMinLevelDawn=0.57
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AmbientMinLevelSunrise=0.64
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AmbientMinLevelDay=0.68
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AmbientMinLevelSunset=0.61
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AmbientMinLevelDusk=0.58
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AmbientMinLevelNight=0.54
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AmbientMinLevelInteriorDay=0.66
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AmbientMinLevelInteriorNight=0.51
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[REFLECTIONS]
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Quality=2
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@ -34,14 +34,14 @@
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* \ \ | |\/| | / /_\ \ / /_\ \
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* \ \ | |\/| | / /_\ \ / /_\ \
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* ----) | | | | | / _____ \ / _____ \
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* ----) | | | | | / _____ \ / _____ \
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* |_______/ |__| |__| /__/ \__\ /__/ \__\
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* |_______/ |__| |__| /__/ \__\ /__/ \__\
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*
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*
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* E N H A N C E D
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* E N H A N C E D
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* 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
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* 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
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*
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*
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* http://www.iryoku.com/smaa/
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* http://www.iryoku.com/smaa/
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*
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*
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* Hi, welcome aboard!
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* Hi, welcome aboard!
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*
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*
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* Here you'll find instructions to get the shader up and running as fast as
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* Here you'll find instructions to get the shader up and running as fast as
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* possible.
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* possible.
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*
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*
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@ -130,14 +130,14 @@
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* this last pass are not possible, the technique will work anyway, but
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* this last pass are not possible, the technique will work anyway, but
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* will perform antialiasing in gamma space.
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* will perform antialiasing in gamma space.
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*
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*
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* IMPORTANT: for best results the input read for the color/luma edge
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* IMPORTANT: for best results the input read for the color/luma edge
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* detection should *NOT* be sRGB.
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* detection should *NOT* be sRGB.
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*
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*
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* 6. Before including SMAA.h you'll have to setup the render target metrics,
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* 6. Before including SMAA.h you'll have to setup the render target metrics,
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* the target and any optional configuration defines. Optionally you can
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* the target and any optional configuration defines. Optionally you can
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* use a preset.
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* use a preset.
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*
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*
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* You have the following targets available:
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* You have the following targets available:
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* SMAA_HLSL_3
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* SMAA_HLSL_3
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* SMAA_HLSL_4
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* SMAA_HLSL_4
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* SMAA_HLSL_4_1
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* SMAA_HLSL_4_1
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@ -329,7 +329,7 @@
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/**
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/**
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* SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
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* SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
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* Lowering this value you will be able to detect more edges at the expense of
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* Lowering this value you will be able to detect more edges at the expense of
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* performance.
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* performance.
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*
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*
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* Range: [0, 0.5]
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* Range: [0, 0.5]
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* 0.1 is a reasonable value, and allows to catch most visible edges.
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* 0.1 is a reasonable value, and allows to catch most visible edges.
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@ -344,7 +344,7 @@
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/**
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/**
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* SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
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* SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
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*
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*
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* Range: depends on the depth range of the scene.
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* Range: depends on the depth range of the scene.
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*/
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*/
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#ifndef SMAA_DEPTH_THRESHOLD
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#ifndef SMAA_DEPTH_THRESHOLD
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@ -372,7 +372,7 @@
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*
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*
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* Range: [0, 20]
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* Range: [0, 20]
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*
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*
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* On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
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* On high-end machines it is cheap (between a 0.8x and 0.9x slower for 16
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* steps), but it can have a significant impact on older machines.
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* steps), but it can have a significant impact on older machines.
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*
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*
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* Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
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* Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing.
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@ -414,16 +414,16 @@
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* It locally decreases the luma or color threshold if an edge is found in an
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* It locally decreases the luma or color threshold if an edge is found in an
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* additional buffer (so the global threshold can be higher).
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* additional buffer (so the global threshold can be higher).
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*
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*
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* This method was developed by Playstation EDGE MLAA team, and used in
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* This method was developed by Playstation EDGE MLAA team, and used in
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* Killzone 3, by using the light accumulation buffer. More information here:
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* Killzone 3, by using the light accumulation buffer. More information here:
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* http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
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* http://iryoku.com/aacourse/downloads/06-MLAA-on-PS3.pptx
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*/
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*/
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#ifndef SMAA_PREDICATION
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#ifndef SMAA_PREDICATION
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#define SMAA_PREDICATION 0
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#define SMAA_PREDICATION 0
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#endif
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#endif
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/**
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/**
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* Threshold to be used in the additional predication buffer.
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* Threshold to be used in the additional predication buffer.
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*
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*
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* Range: depends on the input, so you'll have to find the magic number that
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* Range: depends on the input, so you'll have to find the magic number that
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* works for you.
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* works for you.
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@ -714,7 +714,8 @@ float2 SMAALumaEdgeDetectionPS(float2 texcoord,
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// Then discard if there is no edge:
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// Then discard if there is no edge:
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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discard;
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return float2(0.0, 0.0); // use of discard produces garbage data in ENB
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// discard;
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// Calculate right and bottom deltas:
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// Calculate right and bottom deltas:
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float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
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float Lright = dot(SMAASamplePoint(colorTex, offset[1].xy).rgb, weights);
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@ -776,7 +777,8 @@ float2 SMAAColorEdgeDetectionPS(float2 texcoord,
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// Then discard if there is no edge:
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// Then discard if there is no edge:
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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discard;
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return float2(0.0, 0.0); // use of discard produces garbage data in ENB
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// discard;
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// Calculate right and bottom deltas:
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// Calculate right and bottom deltas:
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float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
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float3 Cright = SMAASamplePoint(colorTex, offset[1].xy).rgb;
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@ -820,7 +822,8 @@ float2 SMAADepthEdgeDetectionPS(float2 texcoord,
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float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
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float2 edges = step(SMAA_DEPTH_THRESHOLD, delta);
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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if (dot(edges, float2(1.0, 1.0)) == 0.0)
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discard;
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return float2(0.0, 0.0); // use of discard produces garbage data in ENB
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// discard;
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return edges;
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return edges;
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}
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}
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@ -893,7 +896,7 @@ float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out
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return coord.zw;
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return coord.zw;
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}
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}
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/**
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/**
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* Similar to SMAAArea, this calculates the area corresponding to a certain
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* Similar to SMAAArea, this calculates the area corresponding to a certain
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* diagonal distance and crossing edges 'e'.
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* diagonal distance and crossing edges 'e'.
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*/
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*/
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@ -990,7 +993,7 @@ float2 SMAACalculateDiagWeights(SMAATexture2D(edgesTex), SMAATexture2D(areaTex),
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/**
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/**
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* This allows to determine how much length should we add in the last step
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* This allows to determine how much length should we add in the last step
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* of the searches. It takes the bilinearly interpolated edge (see
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* of the searches. It takes the bilinearly interpolated edge (see
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* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
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* @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
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* crossing edges are active.
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* crossing edges are active.
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*/
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*/
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@ -1025,7 +1028,7 @@ float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2
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* which edges are active from the four fetched ones.
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* which edges are active from the four fetched ones.
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*/
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*/
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float2 e = float2(0.0, 1.0);
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float2 e = float2(0.0, 1.0);
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while (texcoord.x > end &&
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while (texcoord.x > end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = SMAASampleLevelZero(edgesTex, texcoord).rg;
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e = SMAASampleLevelZero(edgesTex, texcoord).rg;
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@ -1050,7 +1053,7 @@ float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2
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float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
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float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
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float2 e = float2(0.0, 1.0);
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float2 e = float2(0.0, 1.0);
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while (texcoord.x < end &&
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while (texcoord.x < end &&
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e.g > 0.8281 && // Is there some edge not activated?
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e.g > 0.8281 && // Is there some edge not activated?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e.r == 0.0) { // Or is there a crossing edge that breaks the line?
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e = SMAASampleLevelZero(edgesTex, texcoord).rg;
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e = SMAASampleLevelZero(edgesTex, texcoord).rg;
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@ -1062,7 +1065,7 @@ float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2
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||||||
|
|
||||||
float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
|
float SMAASearchYUp(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
|
||||||
float2 e = float2(1.0, 0.0);
|
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.r > 0.8281 && // Is there some edge not activated?
|
||||||
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||||
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
|
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) {
|
float SMAASearchYDown(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
|
||||||
float2 e = float2(1.0, 0.0);
|
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.r > 0.8281 && // Is there some edge not activated?
|
||||||
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
e.g == 0.0) { // Or is there a crossing edge that breaks the line?
|
||||||
e = SMAASampleLevelZero(edgesTex, texcoord).rg;
|
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);
|
return mad(-SMAA_RT_METRICS.y, offset, texcoord.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Ok, we have the distance and both crossing edges. So, what are the areas
|
* Ok, we have the distance and both crossing edges. So, what are the areas
|
||||||
* at each side of current edge?
|
* at each side of current edge?
|
||||||
*/
|
*/
|
||||||
float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
|
float2 SMAAArea(SMAATexture2D(areaTex), float2 dist, float e1, float e2, float offset) {
|
||||||
// Rounding prevents precision errors of bilinear filtering:
|
// 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);
|
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:
|
// We do a scale and bias for mapping to texel space:
|
||||||
texcoord = mad(SMAA_AREATEX_PIXEL_SIZE, texcoord, 0.5 * SMAA_AREATEX_PIXEL_SIZE);
|
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.
|
// one of the boundaries is enough.
|
||||||
weights.rg = SMAACalculateDiagWeights(SMAATexturePass2D(edgesTex), SMAATexturePass2D(areaTex), texcoord, e, subsampleIndices);
|
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.
|
// horizontal/vertical processing.
|
||||||
SMAA_BRANCH
|
SMAA_BRANCH
|
||||||
if (weights.r == -weights.g) { // weights.r + weights.g == 0.0
|
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:
|
// We want the distances to be in pixel units:
|
||||||
d = abs(round(mad(SMAA_RT_METRICS.ww, d, -pixcoord.yy)));
|
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:
|
// quadratically:
|
||||||
float2 sqrt_d = sqrt(d);
|
float2 sqrt_d = sqrt(d);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1 +1 @@
|
||||||
3.5.1 "Frosted Flakes"
|
3.5.3 "Old Man Winter"
|
||||||
|
|
|
||||||
|
|
@ -75,3 +75,139 @@ FileName=
|
||||||
FileName=
|
FileName=
|
||||||
[WEATHER031]
|
[WEATHER031]
|
||||||
FileName=
|
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=
|
||||||
|
|
|
||||||
|
|
@ -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).
|
||||||
*/
|
*/
|
||||||
|
|
|
||||||
|
|
@ -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).
|
||||||
*/
|
*/
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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).
|
||||||
*/
|
*/
|
||||||
|
|
@ -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(-1.0,1.0), 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(1.0,0.0), float2(-1.0,0.0),
|
||||||
float2(0.0,1.0), float2(0.0,-1.0),
|
float2(0.0,1.0), float2(0.0,-1.0),
|
||||||
|
|
||||||
float2(1.41,0.0), float2(-1.41,0.0),
|
float2(1.41,0.0), float2(-1.41,0.0),
|
||||||
float2(0.0,1.41), float2(0.0,-1.41),
|
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),
|
||||||
float2(-1.41,1.41), float2(1.41,-1.41)
|
float2(-1.41,1.41), float2(1.41,-1.41)
|
||||||
};
|
};
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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).
|
||||||
*/
|
*/
|
||||||
|
|
@ -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.x = r1.x*0.0408564-r3.y;
|
||||||
r1.xyz = r0.xyz/r1.x;
|
r1.xyz = r0.xyz/r1.x;
|
||||||
r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721));
|
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;
|
r1.xyz = Params01[2].x*r1.xyz+r0.x;
|
||||||
r2.xyz = r0.x*Params01[3].xyz-r1.xyz;
|
r2.xyz = r0.x*Params01[3].xyz-r1.xyz;
|
||||||
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;
|
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;
|
||||||
|
|
|
||||||
|
|
@ -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).
|
||||||
*/
|
*/
|
||||||
|
|
@ -527,7 +527,7 @@ float4 PS_Vignette( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||||
vigdata.rgb = vigcolor;
|
vigdata.rgb = vigcolor;
|
||||||
}
|
}
|
||||||
else if ( vigshape == 1 )
|
else if ( vigshape == 1 )
|
||||||
{
|
{
|
||||||
/* box vignette */
|
/* box vignette */
|
||||||
float2 uv = coord.xy*(1.0-coord.yx)*4.0;
|
float2 uv = coord.xy*(1.0-coord.yx)*4.0;
|
||||||
vigdata.a = 1.0-(uv.x*uv.y);
|
vigdata.a = 1.0-(uv.x*uv.y);
|
||||||
|
|
|
||||||
|
|
@ -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
|
||||||
|
|
|
||||||
|
|
@ -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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Reference in a new issue