From 49f094629021d8fa49f2b682fe417971333db91b Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Sun, 7 Apr 2019 17:54:09 +0200 Subject: [PATCH] MariENB FROST 3.5.1 --- enbseries.ini | 49 +++++++------- enbseries/VERSION | 2 +- enbseries/enbbloom.fx | 58 ++++++++-------- enbseries/enbdepthoffield.fx.ini | 104 ++++++++++++----------------- enbseries/enbeffect.fx.ini | 10 +-- enbseries/enbeffectpostpass.fx | 47 ++++++++++++- enbseries/enbeffectpostpass.fx.ini | 38 ++--------- enbseries/menbglobaldefs.fx | 4 ++ 8 files changed, 153 insertions(+), 159 deletions(-) diff --git a/enbseries.ini b/enbseries.ini index 122950c..a4a3b3c 100644 --- a/enbseries.ini +++ b/enbseries.ini @@ -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 diff --git a/enbseries/VERSION b/enbseries/VERSION index 4e30dc8..de46071 100644 --- a/enbseries/VERSION +++ b/enbseries/VERSION @@ -1 +1 @@ -3.5.0 "Frosted Flakes" +3.5.1 "Frosted Flakes" diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx index 71735dd..cc1fbf6 100644 --- a/enbseries/enbbloom.fx +++ b/enbseries/enbbloom.fx @@ -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); diff --git a/enbseries/enbdepthoffield.fx.ini b/enbseries/enbdepthoffield.fx.ini index ff78937..2526460 100644 --- a/enbseries/enbdepthoffield.fx.ini +++ b/enbseries/enbdepthoffield.fx.ini @@ -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 diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini index 8f032ad..6a0db7a 100644 --- a/enbseries/enbeffect.fx.ini +++ b/enbseries/enbeffect.fx.ini @@ -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 diff --git a/enbseries/enbeffectpostpass.fx b/enbseries/enbeffectpostpass.fx index 9561e1d..342885c 100644 --- a/enbseries/enbeffectpostpass.fx +++ b/enbseries/enbeffectpostpass.fx @@ -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 +{ + 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 diff --git a/enbseries/enbeffectpostpass.fx.ini b/enbseries/enbeffectpostpass.fx.ini index 29860f9..d55a47e 100644 --- a/enbseries/enbeffectpostpass.fx.ini +++ b/enbseries/enbeffectpostpass.fx.ini @@ -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 diff --git a/enbseries/menbglobaldefs.fx b/enbseries/menbglobaldefs.fx index 7071417..f4b7e86 100644 --- a/enbseries/menbglobaldefs.fx +++ b/enbseries/menbglobaldefs.fx @@ -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)