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MariENB FROST 3.5.1

This commit is contained in:
Marisa the Magician 2019-04-07 17:54:09 +02:00
commit 49f0946290
8 changed files with 153 additions and 159 deletions

View file

@ -16,6 +16,7 @@ EnableSSAO=true
EnableSkyAmbientCalculation=true
EnableCloudShadows=true
EnableDetailedShadow=true
EnableSkylighting=false
[COLORCORRECTION]
UseProceduralCorrection=true
Brightness=1.0
@ -304,22 +305,22 @@ EnableComplexFilter=true
FilterBluriness=1
[FOG]
IgnoreWeatherSystem=true
DistanceFadeDawn=1.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeDusk=1.0
DistanceFadeNight=1.0
DistanceFadeInteriorDay=1.0
DistanceFadeInteriorNight=1.0
VerticalFadeDawn=1.0
VerticalFadeSunrise=1.0
VerticalFadeDay=1.0
VerticalFadeSunset=1.0
VerticalFadeDusk=1.0
VerticalFadeNight=1.0
VerticalFadeInteriorDay=1.0
VerticalFadeInteriorNight=1.0
DistanceFadeDawn=0.73
DistanceFadeSunrise=0.58
DistanceFadeDay=0.37
DistanceFadeSunset=0.59
DistanceFadeDusk=0.76
DistanceFadeNight=0.93
DistanceFadeInteriorDay=0.64
DistanceFadeInteriorNight=0.74
VerticalFadeDawn=0.5
VerticalFadeSunrise=0.5
VerticalFadeDay=0.5
VerticalFadeSunset=0.5
VerticalFadeDusk=0.5
VerticalFadeNight=0.5
VerticalFadeInteriorDay=0.5
VerticalFadeInteriorNight=0.5
SunIntensityDawn=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
@ -328,14 +329,14 @@ SunIntensityDusk=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=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
SunDesaturationDawn=0.3
SunDesaturationSunrise=0.5
SunDesaturationDay=0.7
SunDesaturationSunset=0.5
SunDesaturationDusk=0.3
SunDesaturationNight=0.2
SunDesaturationInteriorDay=0.7
SunDesaturationInteriorNight=0.2
SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1

View file

@ -1 +1 @@
3.5.0 "Frosted Flakes"
3.5.1 "Frosted Flakes"

View file

@ -273,18 +273,26 @@ float bloommixs
string UIWidget = "Spinner";
> = {1.0};
#ifndef HQBLOOM
/* gaussian blur matrices */
/* radius: 4, std dev: 1.5 */
static const float gauss4[4] =
{
0.270682, 0.216745, 0.111281, 0.036633
};
#define hvgauss gauss4
#define hvgausssz 3
#else
/* radius: 8, std dev: 3 */
/*static const float gauss8[8] =
static const float gauss8[8] =
{
0.134598, 0.127325, 0.107778, 0.081638,
0.055335, 0.033562, 0.018216, 0.008847
};*/
};
#define hvgauss gauss8
#define hvgausssz 7
#endif
#ifndef HQBLOOM
/* radius: 20, std dev: 7.5 */
static const float gauss20[20] =
{
@ -294,8 +302,11 @@ static const float gauss20[20] =
0.014928, 0.011953, 0.009403, 0.007266,
0.005516, 0.004114, 0.003014, 0.002169
};
#define angauss gauss20
#define angausssz 19
#else
/* radius: 40, std dev: 15 */
/*static const float gauss40[40] =
static const float gauss40[40] =
{
0.026823, 0.026763, 0.026585, 0.026291,
0.025886, 0.025373, 0.024760, 0.024055,
@ -307,25 +318,10 @@ static const float gauss20[20] =
0.004697, 0.004139, 0.003630, 0.003170,
0.002756, 0.002385, 0.002055, 0.001763,
0.001506, 0.001280, 0.001084, 0.000913
};*/
/* radius: 80, std dev: 30 */
/*static const float gauss80[80] =
{
0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417,
0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992,
0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402,
0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788,
0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269,
0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929,
0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816,
0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938,
0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282,
0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
0.000456, 0.000418
};*/
};
#define angauss gauss40
#define angausssz 39
#endif
/* mathematical constants */
static const float pi = 3.1415926535898;
@ -457,11 +453,11 @@ float4 Anamorphic( float2 coord, Texture2D intex, float insz )
float sum = 0.0;
float inc = flen/insz;
float2 pp;
[unroll] for ( i=-19; i<=19; i++ )
[unroll] for ( i=-angausssz; i<=angausssz; i++ )
{
pp = coord+float2(i,0)*inc;
res += gauss20[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss20[abs(i)]:0.0;
res += angauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?angauss[abs(i)]:0.0;
}
res *= 1.0/sum;
float3 flu = tod_ind(flu);
@ -485,11 +481,11 @@ float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
float sum = 0.0;
float inc = bloomradiusx/insz;
float2 pp;
[unroll] for ( i=-3; i<=3; i++ )
[unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
{
pp = coord+float2(i,0)*inc;
res += gauss4[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss4[abs(i)]:0.0;
res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?hvgauss[abs(i)]:0.0;
}
res *= 1.0/sum;
if ( alfenable ) res += Anamorphic(coord,intex,insz);
@ -510,11 +506,11 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
float sum = 0.0;
float inc = bloomradiusy/insz;
float2 pp;
[unroll] for ( i=-3; i<=3; i++ )
[unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
{
pp = coord+float2(0,i)*inc;
res += gauss4[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss4[abs(i)]:0.0;
res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.y>=0.0)&&(pp.y<1.0))?hvgauss[abs(i)]:0.0;
}
res *= 1.0/sum;
float3 blu = tod_ind(blu);

View file

@ -40,9 +40,9 @@ Focus Circle Discard Center Depth=0.01
DOF Intensity Night=471.689972
DOF Intensity Day=421.940002
DOF Intensity Interior=438.609985
DOF Contrast Night=3.45
DOF Contrast Day=3.76
DOF Contrast Interior=3.52
DOF Contrast Night=4.15
DOF Contrast Day=4.46
DOF Contrast Interior=4.32
DOF Shift Night=0.0
DOF Shift Day=0.0
DOF Shift Interior=0.0
@ -75,8 +75,17 @@ DOF Fixed Unfocus Blend Interior=1.0
DOF Fixed Unfocus Depth=0.0
DOF Fixed Use Cutoff=true
Disable DOF=false
DOF Blur Radius=8.0
Use Only Fixed DOF=false
DOF Gather Blur Radius=8.0
Enable DOF Post-Blur=true
DOF Post-Blur Radius=1.0
DOF Blur Chromatic Aberration=1.35
Enable DOF Highlights=true
DOF Highlight Threshold=0.47
DOF Highlight Gain=2.16
DOF Bokeh Blur Radius=1.74
DOF Bokeh Edge Bias=0.62
DOF Bokeh Fuzz=0.1
Focus Plane Horizontal Tilt Center=0.5
Focus Plane Vertical Tilt Center=0.5
Focus Plane Horizontal Tilt=0.0
@ -94,34 +103,35 @@ Edgevision Fade Intensity Interior=600.0
Edgevision Contrast=0.25
Edgevision Intensity=1.0
Edgevision Radius=1.0
Enable SSAO=false
SSAO Radius=0.05
SSAO Noise=0
SSAO Fade Contrast Night=0.65
SSAO Fade Contrast Day=0.6
SSAO Fade Contrast Interior=0.7
SSAO Fade Intensity Night=10.5
SSAO Fade Intensity Day=12.5
SSAO Fade Intensity Interior=11.5
SSAO Intensity=1.5
SSAO Contrast=0.5
SSAO Blending=0.8
SSAO Blur=true
SSAO Bilateral Factor=2500.0
SSAO Range=10.0
SSAO Range Min=0.0
SSAO Blur Radius=1.0
Debug SSAO=false
Use Only Fixed DOF=false
DOF Gather Blur Radius=8.0
Enable DOF Post-Blur=true
DOF Post-Blur Radius=1.0
Enable DOF Highlights=true
DOF Highlight Threshold=0.47
DOF Highlight Gain=2.16
DOF Bokeh Blur Radius=1.74
DOF Bokeh Edge Bias=0.62
DOF Bokeh Fuzz=0.1
Invert Edgevision=false
Blend Edgevision=false
Enable Edge Detect=false
Edge Detect Contrast=1.0
Edge Detect Intensity=1.0
Edge Detect Radius=1.0
Invert Edge Detect=false
Blend Edge Detect=false
Enable Linevision=false
Linevision Fade Contrast Night=2.0
Linevision Fade Contrast Day=2.0
Linevision Fade Contrast Interior=2.0
Linevision Fade Intensity Night=500.0
Linevision Fade Intensity Day=500.0
Linevision Fade Intensity Interior=500.0
Linevision Contrast=1.0
Linevision Intensity=2.0
Linevision Radius=1.0
Linevision Threshold=0.05
Invert Linevision=false
Blend Linevision=false
Enable Custom Fog=false
Fog Contrast=1.0
Fog Intensity=1.0
Fog Shift=0.0
Fog ColorX=1.0
Fog ColorY=1.0
Fog ColorZ=1.0
Limbo Mode=false
Depth Grading Center Depth=0.0
Depth Grading Contrast Night=284.570007
Depth Grading Contrast Day=296.130005
@ -163,33 +173,3 @@ Grading Value Contrast Night=0.9
Grading Value Contrast Day=0.92
Grading Value Contrast Interior=0.95
Colorize After HSV=true
Invert Edgevision=false
Blend Edgevision=false
Enable Edge Detect=false
Edge Detect Contrast=1.0
Edge Detect Intensity=1.0
Edge Detect Radius=1.0
Invert Edge Detect=false
Blend Edge Detect=false
Enable Linevision=false
Linevision Fade Contrast Night=2.0
Linevision Fade Contrast Day=2.0
Linevision Fade Contrast Interior=2.0
Linevision Fade Intensity Night=500.0
Linevision Fade Intensity Day=500.0
Linevision Fade Intensity Interior=500.0
Linevision Contrast=1.0
Linevision Intensity=2.0
Linevision Radius=1.0
Linevision Threshold=0.05
Invert Linevision=false
Blend Linevision=false
Enable Custom Fog=false
Fog Contrast=1.0
Fog Intensity=1.0
Fog Shift=0.0
Fog ColorX=1.0
Fog ColorY=1.0
Fog ColorZ=1.0
Limbo Mode=false
SSAO Shift=-0.5

View file

@ -32,6 +32,11 @@ Grain Pass 1 Magnification=2.05, 3.11, 2.22
Grain Pass 2 Magnification=4.25, 9.42, 6.29
Grain Contrast=8.45
Apply Grain Before Tone Mapping=true
Enable Dirt=false
Dirt Coord Factor=0.03
Dirt Luminance Factor=0.0
Dirt Coord Zoom=1.63
Dirt Luminance Zoom=1.0
Enable Adaptation=true
Tonemapping Method=3
Tonemap Exposure Night=1.07
@ -105,8 +110,3 @@ Vanilla Vibrance Blend=0.98
Vanilla Contrast Blend=0.84
Display Bloom=false
Display Adaptation=false
Enable Dirt=false
Dirt Coord Factor=0.03
Dirt Luminance Factor=0.0
Dirt Coord Zoom=1.63
Dirt Luminance Zoom=1.0

View file

@ -6,6 +6,7 @@
*/
#include "menbglobaldefs.fx"
#ifdef WITH_SMAA
/* new SMAA filter */
string str_smaa = "SMAA";
bool smaaenable
@ -20,6 +21,7 @@ int smaadebug
int UIMin = 0;
int UIMax = 2;
> = {0};
#endif
/* Depth-cutting chroma key */
string str_mask = "Depth Chroma Key";
bool maskenable
@ -688,6 +690,7 @@ float4 PS_Cinematic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
return res;
}
#ifdef WITH_SMAA
/* begin SMAA integration code */
Texture2D RenderTargetRGBA32; // for edges
@ -871,5 +874,45 @@ technique11 ExtraFilters8
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
}
}
#else
technique11 ExtraFilters <string UIName="MariENB";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Append()));
}
}
technique11 ExtraFilters1
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_LumaSharp()));
}
}
technique11 ExtraFilters2
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_ChromaKey()));
}
}
technique11 ExtraFilters3
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Vignette()));
}
}
technique11 ExtraFilters4
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
}
}
#endif

View file

@ -1,27 +1,12 @@
[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

View file

@ -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)