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MariENB DUST 2.5.0

This commit is contained in:
Marisa the Magician 2019-04-07 17:37:01 +02:00
commit 486f144495
16 changed files with 1162 additions and 218 deletions

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@ -159,12 +159,26 @@ float heatpow
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.2};
float heattodpow
float heatfactor_n
<
string UIName = "Heat Time-of-day Contrast";
string UIName = "Heat Factor Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.2};
> = {1.0};
float heatfactor_d
<
string UIName = "Heat Factor Day";
string UIWidget = "Spinner";
> = {1.0};
float heatfactor_in
<
string UIName = "Heat Factor Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float heatfactor_id
<
string UIName = "Heat Factor Interior Day";
string UIWidget = "Spinner";
> = {1.0};
bool heatalways
<
string UIName = "Heat Always Enable";
@ -222,18 +236,26 @@ float frostsize
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostind
float frostfactor_n
<
string UIName = "Frost Indoor Factor";
string UIName = "Frost Factor Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float frostnight
> = {1.0};
float frostfactor_d
<
string UIName = "Frost Night Factor";
string UIName = "Frost Factor Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
> = {1.0};
float frostfactor_in
<
string UIName = "Frost Factor Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float frostfactor_id
<
string UIName = "Frost Factor Interior Day";
string UIWidget = "Spinner";
> = {1.0};
bool frostalways
<
string UIName = "Frost Always Enable";
@ -267,23 +289,23 @@ float focusmanualvalue
string UIName = "Manual Focus Depth";
string UIWidget = "Checkbox";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float UIMax = 1000.0;
> = {500.0};
/* center point of focus */
float focuscenter_x
<
string UIName = "Focus Point Center X";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float UIMax = 100.0;
> = {50.0};
float focuscenter_y
<
string UIName = "Focus Point Center Y";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float UIMax = 100.0;
> = {50.0};
float focuscircleangle
<
string UIName = "Focus Triangle Angle";
@ -520,6 +542,20 @@ float doffixedfocusblend_id
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedfocusdepth
<
string UIName = "DOF Fixed Focus Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float doffixedfocuscap
<
string UIName = "DOF Fixed Focus Cap";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
/* fixed unfocused depth factors */
float doffixedunfocusmult_n
<
@ -613,12 +649,20 @@ float doffixedunfocusblend_id
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedunfocusdepth
<
string UIName = "DOF Fixed Unfocus Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
/* prevents fixed dof from blurring the skybox */
bool doffixedcut
<
string UIName = "DOF Fixed Use Cutoff";
string UIWidget = "Checkbox";
> = {true};
#ifndef FALLOUT
/* fixed dof for foggy weathers */
bool doffogenable
<
@ -717,6 +761,14 @@ float doffogblend_id
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffogdepth
<
string UIName = "DOF Fog Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
#endif
/* disable depth of field */
bool dofdisable
<
@ -730,15 +782,61 @@ bool doffixedonly
> = {false};
float dofpradius
<
string UIName = "DOF Blur Radius";
string UIName = "DOF Gather Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {6.0};
bool dofpostblur
<
string UIName = "Enable DOF Post-Blur";
string UIWidget = "Checkbox";
> = {true};
float dofpbradius
<
string UIName = "DOF Post-Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpcha
<
string UIName = "DOF Blur Chromatic Aberration";
string UIWidget = "Spinner";
> = {0.0};
bool dofhilite
<
string UIName = "Enable DOF Highlights";
string UIWidget = "Checkbox";
> = {false};
float dofbthreshold
<
string UIName = "DOF Highlight Threshold";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float dofbgain
<
string UIName = "DOF Highlight Gain";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float dofbradius
<
string UIName = "DOF Bokeh Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofbbias
<
string UIName = "DOF Bokeh Edge Bias";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float dofbnoise
<
string UIName = "DOF Bokeh Fuzz";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.01};
#ifndef FALLOUT
bool dofrelfov
<
@ -1033,3 +1131,429 @@ float sharpblend
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.2};
/* depth-based colour grading suite */
string str_grade = "Depth Color Grading Suite";
float dgradedfoc
<
string UIName = "Depth Grading Center Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1000.0;
> = {500.0};
float dgradedpow_n
<
string UIName = "Depth Grading Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedpow_d
<
string UIName = "Depth Grading Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedpow_in
<
string UIName = "Depth Grading Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedpow_id
<
string UIName = "Depth Grading Contrast Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedmul_n
<
string UIName = "Depth Grading Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedmul_d
<
string UIName = "Depth Grading Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedmul_in
<
string UIName = "Depth Grading Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedmul_id
<
string UIName = "Depth Grading Intensity Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedbump_n
<
string UIName = "Depth Grading Shift Night";
string UIWidget = "Spinner";
> = {0.0};
float dgradedbump_d
<
string UIName = "Depth Grading Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float dgradedbump_in
<
string UIName = "Depth Grading Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float dgradedbump_id
<
string UIName = "Depth Grading Shift Interior Day";
string UIWidget = "Spinner";
> = {0.0};
float dgradedblend_n
<
string UIName = "Depth Grading Blend Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float dgradedblend_d
<
string UIName = "Depth Grading Blend Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float dgradedblend_in
<
string UIName = "Depth Grading Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float dgradedblend_id
<
string UIName = "Depth Grading Blend Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
bool dgradeenable1
<
string UIName = "Enable RGB Grading";
string UIWidget = "Checkbox";
> = {false};
/* color component multipliers */
float dgrademul_r_n
<
string UIName = "Grading Intensity Night Red";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_g_n
<
string UIName = "Grading Intensity Night Green";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_b_n
<
string UIName = "Grading Intensity Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_r_d
<
string UIName = "Grading Intensity Day Red";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_g_d
<
string UIName = "Grading Intensity Day Green";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_b_d
<
string UIName = "Grading Intensity Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_r_in
<
string UIName = "Grading Intensity Interior Night Red";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_g_in
<
string UIName = "Grading Intensity Interior Night Green";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_b_in
<
string UIName = "Grading Intensity Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_r_id
<
string UIName = "Grading Intensity Interior Day Red";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_g_id
<
string UIName = "Grading Intensity Interior Day Green";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_b_id
<
string UIName = "Grading Intensity Interior Day Blue";
string UIWidget = "Spinner";
> = {1.0};
/* color component contrasts */
float dgradepow_r_n
<
string UIName = "Grading Contrast Night Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_g_n
<
string UIName = "Grading Contrast Night Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_b_n
<
string UIName = "Grading Contrast Night Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_r_d
<
string UIName = "Grading Contrast Day Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_g_d
<
string UIName = "Grading Contrast Day Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_b_d
<
string UIName = "Grading Contrast Day Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_r_in
<
string UIName = "Grading Contrast Interior Night Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_g_in
<
string UIName = "Grading Contrast Interior Night Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_b_in
<
string UIName = "Grading Contrast Interior Night Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_r_id
<
string UIName = "Grading Contrast Interior Day Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_g_id
<
string UIName = "Grading Contrast Interior Day Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_b_id
<
string UIName = "Grading Contrast Interior Day Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* colorization factors */
bool dgradeenable2
<
string UIName = "Enable Vibrance Grading";
string UIWidget = "Checkbox";
> = {false};
float dgradecol_r_n
<
string UIName = "Grading Color Night Red";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_g_n
<
string UIName = "Grading Color Night Green";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_b_n
<
string UIName = "Grading Color Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_r_d
<
string UIName = "Grading Color Day Red";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_g_d
<
string UIName = "Grading Color Day Green";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_b_d
<
string UIName = "Grading Color Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_r_in
<
string UIName = "Grading Color Interior Night Red";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_g_in
<
string UIName = "Grading Color Interior Night Green";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_b_in
<
string UIName = "Grading Color Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_r_id
<
string UIName = "Grading Color Interior Day Red";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_g_id
<
string UIName = "Grading Color Interior Day Green";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_b_id
<
string UIName = "Grading Color Interior Day Blue";
string UIWidget = "Spinner";
> = {1.0};
/* blend factor for colorization (negative values are quite fancy) */
float dgradecolfact_n
<
string UIName = "Grading Color Factor Night";
string UIWidget = "Spinner";
> = {0.0};
float dgradecolfact_d
<
string UIName = "Grading Color Factor Day";
string UIWidget = "Spinner";
> = {0.0};
float dgradecolfact_in
<
string UIName = "Grading Color Factor Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float dgradecolfact_id
<
string UIName = "Grading Color Factor Interior Day";
string UIWidget = "Spinner";
> = {0.0};
/* HSV grading */
bool dgradeenable3
<
string UIName = "Enable HSV Grading";
string UIWidget = "Checkbox";
> = {false};
/* saturation multiplier */
float dgradesatmul_n
<
string UIName = "Grading Saturation Intensity Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatmul_d
<
string UIName = "Grading Saturation Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatmul_in
<
string UIName = "Grading Saturation Intensity Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatmul_id
<
string UIName = "Grading Saturation Intensity Interior Day";
string UIWidget = "Spinner";
> = {1.0};
/* saturation power */
float dgradesatpow_n
<
string UIName = "Grading Saturation Contrast Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatpow_d
<
string UIName = "Grading Saturation Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatpow_in
<
string UIName = "Grading Saturation Contrast Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatpow_id
<
string UIName = "Grading Saturation Contrast Interior Day";
string UIWidget = "Spinner";
> = {1.0};
/* value multiplier */
float dgradevalmul_n
<
string UIName = "Grading Value Intensity Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalmul_d
<
string UIName = "Grading Value Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalmul_in
<
string UIName = "Grading Value Intensity Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalmul_id
<
string UIName = "Grading Value Intensity Interior Day";
string UIWidget = "Spinner";
> = {1.0};
/* value power */
float dgradevalpow_n
<
string UIName = "Grading Value Contrast Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalpow_d
<
string UIName = "Grading Value Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalpow_in
<
string UIName = "Grading Value Contrast Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalpow_id
<
string UIName = "Grading Value Contrast Interior Day";
string UIWidget = "Spinner";
> = {1.0};
bool dcolorizeafterhsv
<
string UIName = "Colorize After HSV";
string UIWidget = "Checkbox";
> = {true};