MariENB FROST 3.5.1
This commit is contained in:
parent
65b822a8f6
commit
49f0946290
8 changed files with 153 additions and 159 deletions
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@ -16,6 +16,7 @@ EnableSSAO=true
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EnableSkyAmbientCalculation=true
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EnableCloudShadows=true
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EnableDetailedShadow=true
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EnableSkylighting=false
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[COLORCORRECTION]
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UseProceduralCorrection=true
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Brightness=1.0
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@ -304,22 +305,22 @@ EnableComplexFilter=true
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FilterBluriness=1
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[FOG]
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IgnoreWeatherSystem=true
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DistanceFadeDawn=1.0
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DistanceFadeSunrise=1.0
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DistanceFadeDay=1.0
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DistanceFadeSunset=1.0
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DistanceFadeDusk=1.0
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DistanceFadeNight=1.0
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DistanceFadeInteriorDay=1.0
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DistanceFadeInteriorNight=1.0
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VerticalFadeDawn=1.0
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VerticalFadeSunrise=1.0
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VerticalFadeDay=1.0
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VerticalFadeSunset=1.0
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VerticalFadeDusk=1.0
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VerticalFadeNight=1.0
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VerticalFadeInteriorDay=1.0
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VerticalFadeInteriorNight=1.0
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DistanceFadeDawn=0.73
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DistanceFadeSunrise=0.58
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DistanceFadeDay=0.37
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DistanceFadeSunset=0.59
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DistanceFadeDusk=0.76
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DistanceFadeNight=0.93
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DistanceFadeInteriorDay=0.64
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DistanceFadeInteriorNight=0.74
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VerticalFadeDawn=0.5
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VerticalFadeSunrise=0.5
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VerticalFadeDay=0.5
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VerticalFadeSunset=0.5
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VerticalFadeDusk=0.5
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VerticalFadeNight=0.5
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VerticalFadeInteriorDay=0.5
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VerticalFadeInteriorNight=0.5
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SunIntensityDawn=1.0
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SunIntensitySunrise=1.0
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SunIntensityDay=1.0
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@ -328,14 +329,14 @@ SunIntensityDusk=1.0
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SunIntensityNight=1.0
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SunIntensityInteriorDay=1.0
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SunIntensityInteriorNight=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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SunDesaturationDawn=0.3
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SunDesaturationSunrise=0.5
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SunDesaturationDay=0.7
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SunDesaturationSunset=0.5
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SunDesaturationDusk=0.3
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SunDesaturationNight=0.2
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SunDesaturationInteriorDay=0.7
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SunDesaturationInteriorNight=0.2
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SunColorFilterDawn=1, 1, 1
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SunColorFilterSunrise=1, 1, 1
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SunColorFilterDay=1, 1, 1
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@ -1 +1 @@
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3.5.0 "Frosted Flakes"
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3.5.1 "Frosted Flakes"
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@ -273,18 +273,26 @@ float bloommixs
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string UIWidget = "Spinner";
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> = {1.0};
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#ifndef HQBLOOM
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/* gaussian blur matrices */
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/* radius: 4, std dev: 1.5 */
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static const float gauss4[4] =
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{
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0.270682, 0.216745, 0.111281, 0.036633
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};
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#define hvgauss gauss4
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#define hvgausssz 3
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#else
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/* radius: 8, std dev: 3 */
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/*static const float gauss8[8] =
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static const float gauss8[8] =
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{
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0.134598, 0.127325, 0.107778, 0.081638,
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0.055335, 0.033562, 0.018216, 0.008847
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};*/
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};
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#define hvgauss gauss8
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#define hvgausssz 7
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#endif
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#ifndef HQBLOOM
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/* radius: 20, std dev: 7.5 */
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static const float gauss20[20] =
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{
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@ -294,8 +302,11 @@ static const float gauss20[20] =
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0.014928, 0.011953, 0.009403, 0.007266,
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0.005516, 0.004114, 0.003014, 0.002169
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};
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#define angauss gauss20
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#define angausssz 19
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#else
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/* radius: 40, std dev: 15 */
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/*static const float gauss40[40] =
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static const float gauss40[40] =
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{
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0.026823, 0.026763, 0.026585, 0.026291,
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0.025886, 0.025373, 0.024760, 0.024055,
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@ -307,25 +318,10 @@ static const float gauss20[20] =
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0.004697, 0.004139, 0.003630, 0.003170,
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0.002756, 0.002385, 0.002055, 0.001763,
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0.001506, 0.001280, 0.001084, 0.000913
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};*/
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/* radius: 80, std dev: 30 */
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/*static const float gauss80[80] =
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{
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0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
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0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
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0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417,
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0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992,
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0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402,
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0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788,
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0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269,
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0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929,
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0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816,
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0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938,
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0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282,
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0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
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0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
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0.000456, 0.000418
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};*/
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};
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#define angauss gauss40
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#define angausssz 39
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#endif
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/* mathematical constants */
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static const float pi = 3.1415926535898;
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@ -457,11 +453,11 @@ float4 Anamorphic( float2 coord, Texture2D intex, float insz )
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float sum = 0.0;
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float inc = flen/insz;
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float2 pp;
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[unroll] for ( i=-19; i<=19; i++ )
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[unroll] for ( i=-angausssz; i<=angausssz; i++ )
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{
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pp = coord+float2(i,0)*inc;
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res += gauss20[abs(i)]*intex.Sample(Sampler,pp);
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sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss20[abs(i)]:0.0;
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res += angauss[abs(i)]*intex.Sample(Sampler,pp);
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sum += ((pp.x>=0.0)&&(pp.x<1.0))?angauss[abs(i)]:0.0;
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}
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res *= 1.0/sum;
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float3 flu = tod_ind(flu);
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@ -485,11 +481,11 @@ float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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float sum = 0.0;
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float inc = bloomradiusx/insz;
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float2 pp;
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[unroll] for ( i=-3; i<=3; i++ )
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[unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
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{
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pp = coord+float2(i,0)*inc;
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res += gauss4[abs(i)]*intex.Sample(Sampler,pp);
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sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss4[abs(i)]:0.0;
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res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
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sum += ((pp.x>=0.0)&&(pp.x<1.0))?hvgauss[abs(i)]:0.0;
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}
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res *= 1.0/sum;
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if ( alfenable ) res += Anamorphic(coord,intex,insz);
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@ -510,11 +506,11 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
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float sum = 0.0;
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float inc = bloomradiusy/insz;
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float2 pp;
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[unroll] for ( i=-3; i<=3; i++ )
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[unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
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{
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pp = coord+float2(0,i)*inc;
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res += gauss4[abs(i)]*intex.Sample(Sampler,pp);
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sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss4[abs(i)]:0.0;
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res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
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sum += ((pp.y>=0.0)&&(pp.y<1.0))?hvgauss[abs(i)]:0.0;
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}
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res *= 1.0/sum;
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float3 blu = tod_ind(blu);
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@ -40,9 +40,9 @@ Focus Circle Discard Center Depth=0.01
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DOF Intensity Night=471.689972
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DOF Intensity Day=421.940002
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DOF Intensity Interior=438.609985
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DOF Contrast Night=3.45
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DOF Contrast Day=3.76
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DOF Contrast Interior=3.52
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DOF Contrast Night=4.15
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DOF Contrast Day=4.46
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DOF Contrast Interior=4.32
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DOF Shift Night=0.0
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DOF Shift Day=0.0
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DOF Shift Interior=0.0
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@ -75,8 +75,17 @@ DOF Fixed Unfocus Blend Interior=1.0
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DOF Fixed Unfocus Depth=0.0
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DOF Fixed Use Cutoff=true
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Disable DOF=false
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DOF Blur Radius=8.0
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Use Only Fixed DOF=false
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DOF Gather Blur Radius=8.0
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Enable DOF Post-Blur=true
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DOF Post-Blur Radius=1.0
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DOF Blur Chromatic Aberration=1.35
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Enable DOF Highlights=true
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DOF Highlight Threshold=0.47
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DOF Highlight Gain=2.16
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DOF Bokeh Blur Radius=1.74
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DOF Bokeh Edge Bias=0.62
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DOF Bokeh Fuzz=0.1
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Focus Plane Horizontal Tilt Center=0.5
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Focus Plane Vertical Tilt Center=0.5
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Focus Plane Horizontal Tilt=0.0
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@ -94,34 +103,35 @@ Edgevision Fade Intensity Interior=600.0
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Edgevision Contrast=0.25
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Edgevision Intensity=1.0
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Edgevision Radius=1.0
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Enable SSAO=false
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SSAO Radius=0.05
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SSAO Noise=0
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SSAO Fade Contrast Night=0.65
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SSAO Fade Contrast Day=0.6
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SSAO Fade Contrast Interior=0.7
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SSAO Fade Intensity Night=10.5
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SSAO Fade Intensity Day=12.5
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SSAO Fade Intensity Interior=11.5
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SSAO Intensity=1.5
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SSAO Contrast=0.5
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SSAO Blending=0.8
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SSAO Blur=true
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SSAO Bilateral Factor=2500.0
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SSAO Range=10.0
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SSAO Range Min=0.0
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SSAO Blur Radius=1.0
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Debug SSAO=false
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Use Only Fixed DOF=false
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DOF Gather Blur Radius=8.0
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Enable DOF Post-Blur=true
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DOF Post-Blur Radius=1.0
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Enable DOF Highlights=true
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DOF Highlight Threshold=0.47
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DOF Highlight Gain=2.16
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DOF Bokeh Blur Radius=1.74
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DOF Bokeh Edge Bias=0.62
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DOF Bokeh Fuzz=0.1
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Invert Edgevision=false
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Blend Edgevision=false
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Enable Edge Detect=false
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Edge Detect Contrast=1.0
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Edge Detect Intensity=1.0
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Edge Detect Radius=1.0
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Invert Edge Detect=false
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Blend Edge Detect=false
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Enable Linevision=false
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Linevision Fade Contrast Night=2.0
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Linevision Fade Contrast Day=2.0
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Linevision Fade Contrast Interior=2.0
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Linevision Fade Intensity Night=500.0
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Linevision Fade Intensity Day=500.0
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Linevision Fade Intensity Interior=500.0
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Linevision Contrast=1.0
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Linevision Intensity=2.0
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Linevision Radius=1.0
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Linevision Threshold=0.05
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Invert Linevision=false
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Blend Linevision=false
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Enable Custom Fog=false
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Fog Contrast=1.0
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Fog Intensity=1.0
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Fog Shift=0.0
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Fog ColorX=1.0
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Fog ColorY=1.0
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Fog ColorZ=1.0
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Limbo Mode=false
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Depth Grading Center Depth=0.0
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Depth Grading Contrast Night=284.570007
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Depth Grading Contrast Day=296.130005
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@ -163,33 +173,3 @@ Grading Value Contrast Night=0.9
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Grading Value Contrast Day=0.92
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Grading Value Contrast Interior=0.95
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Colorize After HSV=true
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Invert Edgevision=false
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Blend Edgevision=false
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Enable Edge Detect=false
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Edge Detect Contrast=1.0
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Edge Detect Intensity=1.0
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Edge Detect Radius=1.0
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Invert Edge Detect=false
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Blend Edge Detect=false
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Enable Linevision=false
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Linevision Fade Contrast Night=2.0
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Linevision Fade Contrast Day=2.0
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Linevision Fade Contrast Interior=2.0
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Linevision Fade Intensity Night=500.0
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Linevision Fade Intensity Day=500.0
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Linevision Fade Intensity Interior=500.0
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Linevision Contrast=1.0
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Linevision Intensity=2.0
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Linevision Radius=1.0
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Linevision Threshold=0.05
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Invert Linevision=false
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Blend Linevision=false
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Enable Custom Fog=false
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Fog Contrast=1.0
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Fog Intensity=1.0
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Fog Shift=0.0
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Fog ColorX=1.0
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Fog ColorY=1.0
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Fog ColorZ=1.0
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Limbo Mode=false
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SSAO Shift=-0.5
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@ -32,6 +32,11 @@ Grain Pass 1 Magnification=2.05, 3.11, 2.22
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Grain Pass 2 Magnification=4.25, 9.42, 6.29
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Grain Contrast=8.45
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Apply Grain Before Tone Mapping=true
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Enable Dirt=false
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Dirt Coord Factor=0.03
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Dirt Luminance Factor=0.0
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Dirt Coord Zoom=1.63
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Dirt Luminance Zoom=1.0
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Enable Adaptation=true
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Tonemapping Method=3
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Tonemap Exposure Night=1.07
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@ -105,8 +110,3 @@ Vanilla Vibrance Blend=0.98
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Vanilla Contrast Blend=0.84
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Display Bloom=false
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Display Adaptation=false
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Enable Dirt=false
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Dirt Coord Factor=0.03
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Dirt Luminance Factor=0.0
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Dirt Coord Zoom=1.63
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Dirt Luminance Zoom=1.0
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@ -6,6 +6,7 @@
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*/
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#include "menbglobaldefs.fx"
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#ifdef WITH_SMAA
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/* new SMAA filter */
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string str_smaa = "SMAA";
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bool smaaenable
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@ -20,6 +21,7 @@ int smaadebug
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int UIMin = 0;
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int UIMax = 2;
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> = {0};
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#endif
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/* Depth-cutting chroma key */
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string str_mask = "Depth Chroma Key";
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bool maskenable
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@ -688,6 +690,7 @@ float4 PS_Cinematic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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return res;
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}
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#ifdef WITH_SMAA
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/* begin SMAA integration code */
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Texture2D RenderTargetRGBA32; // for edges
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@ -871,5 +874,45 @@ technique11 ExtraFilters8
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SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
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}
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}
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#else
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technique11 ExtraFilters <string UIName="MariENB";>
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
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SetPixelShader(CompileShader(ps_5_0,PS_Append()));
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}
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}
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technique11 ExtraFilters1
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
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SetPixelShader(CompileShader(ps_5_0,PS_LumaSharp()));
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}
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}
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technique11 ExtraFilters2
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
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SetPixelShader(CompileShader(ps_5_0,PS_ChromaKey()));
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}
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}
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technique11 ExtraFilters3
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
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SetPixelShader(CompileShader(ps_5_0,PS_Vignette()));
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}
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}
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technique11 ExtraFilters4
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{
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
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SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
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}
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}
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#endif
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@ -1,27 +1,12 @@
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|||
[ENBEFFECTPOSTPASS.FX]
|
||||
TECHNIQUE=1
|
||||
Enable Block GFX=false
|
||||
Emulated Resolution=0, 0, 0
|
||||
Zoom Factor=0, 0, 0
|
||||
Palette Type=4
|
||||
CGA Palette=0
|
||||
EGA Palette=0
|
||||
VGA Palette=0
|
||||
Dithering Pattern=-1
|
||||
Contrast Modifier=1.5
|
||||
Saturation Modifier=0.6
|
||||
Dither Offset=-0.1
|
||||
Dither Range=0.1
|
||||
Enable Chroma Key=false
|
||||
Chroma Key Red=0, 1, 0
|
||||
Chroma Key Depth=0.99
|
||||
Enable Blur=true
|
||||
Blur Sampling Range=0.2
|
||||
Enable Sharp=true
|
||||
Sharp Sampling Range=0.41
|
||||
Sharpening Amount=1.76
|
||||
Enable Shift=false
|
||||
Shift Sampling Range=0.6
|
||||
Chroma Key Depth Horizontal Tilt Center=0.5
|
||||
Chroma Key Depth Vertical Tilt Center=0.5
|
||||
Chroma Key Depth Horizontal Tilt=0.0
|
||||
Chroma Key Depth Vertical Tilt=0.0
|
||||
Luma Sharpen Enable=true
|
||||
Luma Sharpen Radius=0.8
|
||||
Luma Sharpen Clamp=0.1
|
||||
|
|
@ -41,21 +26,6 @@ Border Blur Contrast=1.0
|
|||
Border Blur Intensity=1.0
|
||||
Border Blur Shift=0.0
|
||||
Border Blur Radius=1.0
|
||||
Enable Oil Filter=false
|
||||
Enable FXAA=false
|
||||
FXAA Span Max=4.0
|
||||
FXAA Reduce Mul=16.0
|
||||
FXAA Reduce Min=128.0
|
||||
Enable SMAA=true
|
||||
SMAA Debugging=0
|
||||
Chroma Key Depth Horizontal Tilt Center=0.5
|
||||
Chroma Key Depth Vertical Tilt Center=0.5
|
||||
Chroma Key Depth Horizontal Tilt=0.0
|
||||
Chroma Key Depth Vertical Tilt=0.0
|
||||
Enable Curvature=false
|
||||
Curve Chromatic Aberration=0.0
|
||||
Curve Zooming=50.0
|
||||
Curve Distortion=0.0
|
||||
Enable Color Matrix=false
|
||||
Color Matrix Red Red=1.0
|
||||
Color Matrix Red Green=0.0
|
||||
|
|
|
|||
|
|
@ -6,6 +6,10 @@
|
|||
*/
|
||||
/* are we running on skyrim special edition or on fallout 4? */
|
||||
//#define SKYRIMSE
|
||||
/* [New in 3.5.1] increase the quality of bloom by using larger matrices */
|
||||
//#define HQBLOOM
|
||||
/* [New in 3.5.1] compiles in SMAA support */
|
||||
//#define WITH_SMAA
|
||||
/* time of day and interior interpolation */
|
||||
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
|
||||
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)
|
||||
|
|
|
|||
Reference in a new issue