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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

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@ -34,14 +34,14 @@
* \ \ | |\/| | / /_\ \ / /_\ \ * \ \ | |\/| | / /_\ \ / /_\ \
* ----) | | | | | / _____ \ / _____ \ * ----) | | | | | / _____ \ / _____ \
* |_______/ |__| |__| /__/ \__\ /__/ \__\ * |_______/ |__| |__| /__/ \__\ /__/ \__\
* *
* E N H A N C E D * 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 * 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/ * http://www.iryoku.com/smaa/
* *
* Hi, welcome aboard! * Hi, welcome aboard!
* *
* Here you'll find instructions to get the shader up and running as fast as * Here you'll find instructions to get the shader up and running as fast as
* possible. * possible.
* *
@ -130,14 +130,14 @@
* this last pass are not possible, the technique will work anyway, but * this last pass are not possible, the technique will work anyway, but
* will perform antialiasing in gamma space. * 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. * detection should *NOT* be sRGB.
* *
* 6. Before including SMAA.h you'll have to setup the render target metrics, * 6. Before including SMAA.h you'll have to setup the render target metrics,
* the target and any optional configuration defines. Optionally you can * the target and any optional configuration defines. Optionally you can
* use a preset. * use a preset.
* *
* You have the following targets available: * You have the following targets available:
* SMAA_HLSL_3 * SMAA_HLSL_3
* SMAA_HLSL_4 * SMAA_HLSL_4
* SMAA_HLSL_4_1 * SMAA_HLSL_4_1
@ -329,7 +329,7 @@
/** /**
* SMAA_THRESHOLD specifies the threshold or sensitivity to edges. * SMAA_THRESHOLD specifies the threshold or sensitivity to edges.
* Lowering this value you will be able to detect more edges at the expense of * Lowering this value you will be able to detect more edges at the expense of
* performance. * performance.
* *
* Range: [0, 0.5] * Range: [0, 0.5]
* 0.1 is a reasonable value, and allows to catch most visible edges. * 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. * SMAA_DEPTH_THRESHOLD specifies the threshold for depth edge detection.
* *
* Range: depends on the depth range of the scene. * Range: depends on the depth range of the scene.
*/ */
#ifndef SMAA_DEPTH_THRESHOLD #ifndef SMAA_DEPTH_THRESHOLD
@ -372,7 +372,7 @@
* *
* Range: [0, 20] * 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. * steps), but it can have a significant impact on older machines.
* *
* Define SMAA_DISABLE_DIAG_DETECTION to disable diagonal processing. * 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 * It locally decreases the luma or color threshold if an edge is found in an
* additional buffer (so the global threshold can be higher). * 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: * 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 #ifndef SMAA_PREDICATION
#define SMAA_PREDICATION 0 #define SMAA_PREDICATION 0
#endif #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 * Range: depends on the input, so you'll have to find the magic number that
* works for you. * works for you.
@ -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;
} }
@ -893,7 +896,7 @@ float2 SMAASearchDiag2(SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out
return coord.zw; return coord.zw;
} }
/** /**
* Similar to SMAAArea, this calculates the area corresponding to a certain * Similar to SMAAArea, this calculates the area corresponding to a certain
* diagonal distance and crossing edges 'e'. * 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 * 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 * @PSEUDO_GATHER4), and adds 0, 1 or 2, depending on which edges and
* crossing edges are active. * crossing edges are active.
*/ */
@ -1025,7 +1028,7 @@ float SMAASearchXLeft(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2
* which edges are active from the four fetched ones. * which edges are active from the four fetched ones.
*/ */
float2 e = float2(0.0, 1.0); 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.g > 0.8281 && // Is there some edge not activated?
e.r == 0.0) { // Or is there a crossing edge that breaks the line? e.r == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg; 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) { float SMAASearchXRight(SMAATexture2D(edgesTex), SMAATexture2D(searchTex), float2 texcoord, float end) {
float2 e = float2(0.0, 1.0); 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.g > 0.8281 && // Is there some edge not activated?
e.r == 0.0) { // Or is there a crossing edge that breaks the line? e.r == 0.0) { // Or is there a crossing edge that breaks the line?
e = SMAASampleLevelZero(edgesTex, texcoord).rg; 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) { 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);

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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=
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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).
*/ */
@ -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)
}; };

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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

View file

@ -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;

View file

@ -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);

View file

@ -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

View file

@ -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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