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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 EnableSkyAmbientCalculation=true
EnableCloudShadows=true EnableCloudShadows=true
EnableDetailedShadow=true EnableDetailedShadow=true
EnableSkylighting=false
[COLORCORRECTION] [COLORCORRECTION]
UseProceduralCorrection=true UseProceduralCorrection=true
Brightness=1.0 Brightness=1.0
@ -304,22 +305,22 @@ EnableComplexFilter=true
FilterBluriness=1 FilterBluriness=1
[FOG] [FOG]
IgnoreWeatherSystem=true IgnoreWeatherSystem=true
DistanceFadeDawn=1.0 DistanceFadeDawn=0.73
DistanceFadeSunrise=1.0 DistanceFadeSunrise=0.58
DistanceFadeDay=1.0 DistanceFadeDay=0.37
DistanceFadeSunset=1.0 DistanceFadeSunset=0.59
DistanceFadeDusk=1.0 DistanceFadeDusk=0.76
DistanceFadeNight=1.0 DistanceFadeNight=0.93
DistanceFadeInteriorDay=1.0 DistanceFadeInteriorDay=0.64
DistanceFadeInteriorNight=1.0 DistanceFadeInteriorNight=0.74
VerticalFadeDawn=1.0 VerticalFadeDawn=0.5
VerticalFadeSunrise=1.0 VerticalFadeSunrise=0.5
VerticalFadeDay=1.0 VerticalFadeDay=0.5
VerticalFadeSunset=1.0 VerticalFadeSunset=0.5
VerticalFadeDusk=1.0 VerticalFadeDusk=0.5
VerticalFadeNight=1.0 VerticalFadeNight=0.5
VerticalFadeInteriorDay=1.0 VerticalFadeInteriorDay=0.5
VerticalFadeInteriorNight=1.0 VerticalFadeInteriorNight=0.5
SunIntensityDawn=1.0 SunIntensityDawn=1.0
SunIntensitySunrise=1.0 SunIntensitySunrise=1.0
SunIntensityDay=1.0 SunIntensityDay=1.0
@ -328,14 +329,14 @@ SunIntensityDusk=1.0
SunIntensityNight=1.0 SunIntensityNight=1.0
SunIntensityInteriorDay=1.0 SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0 SunIntensityInteriorNight=1.0
SunDesaturationDawn=0.0 SunDesaturationDawn=0.3
SunDesaturationSunrise=0.0 SunDesaturationSunrise=0.5
SunDesaturationDay=0.0 SunDesaturationDay=0.7
SunDesaturationSunset=0.0 SunDesaturationSunset=0.5
SunDesaturationDusk=0.0 SunDesaturationDusk=0.3
SunDesaturationNight=0.0 SunDesaturationNight=0.2
SunDesaturationInteriorDay=0.0 SunDesaturationInteriorDay=0.7
SunDesaturationInteriorNight=0.0 SunDesaturationInteriorNight=0.2
SunColorFilterDawn=1, 1, 1 SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1 SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=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"; string UIWidget = "Spinner";
> = {1.0}; > = {1.0};
#ifndef HQBLOOM
/* gaussian blur matrices */ /* gaussian blur matrices */
/* radius: 4, std dev: 1.5 */ /* radius: 4, std dev: 1.5 */
static const float gauss4[4] = static const float gauss4[4] =
{ {
0.270682, 0.216745, 0.111281, 0.036633 0.270682, 0.216745, 0.111281, 0.036633
}; };
#define hvgauss gauss4
#define hvgausssz 3
#else
/* radius: 8, std dev: 3 */ /* radius: 8, std dev: 3 */
/*static const float gauss8[8] = static const float gauss8[8] =
{ {
0.134598, 0.127325, 0.107778, 0.081638, 0.134598, 0.127325, 0.107778, 0.081638,
0.055335, 0.033562, 0.018216, 0.008847 0.055335, 0.033562, 0.018216, 0.008847
};*/ };
#define hvgauss gauss8
#define hvgausssz 7
#endif
#ifndef HQBLOOM
/* radius: 20, std dev: 7.5 */ /* radius: 20, std dev: 7.5 */
static const float gauss20[20] = static const float gauss20[20] =
{ {
@ -294,8 +302,11 @@ static const float gauss20[20] =
0.014928, 0.011953, 0.009403, 0.007266, 0.014928, 0.011953, 0.009403, 0.007266,
0.005516, 0.004114, 0.003014, 0.002169 0.005516, 0.004114, 0.003014, 0.002169
}; };
#define angauss gauss20
#define angausssz 19
#else
/* radius: 40, std dev: 15 */ /* radius: 40, std dev: 15 */
/*static const float gauss40[40] = static const float gauss40[40] =
{ {
0.026823, 0.026763, 0.026585, 0.026291, 0.026823, 0.026763, 0.026585, 0.026291,
0.025886, 0.025373, 0.024760, 0.024055, 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, 0.004697, 0.004139, 0.003630, 0.003170,
0.002756, 0.002385, 0.002055, 0.001763, 0.002756, 0.002385, 0.002055, 0.001763,
0.001506, 0.001280, 0.001084, 0.000913 0.001506, 0.001280, 0.001084, 0.000913
};*/ };
/* radius: 80, std dev: 30 */ #define angauss gauss40
/*static const float gauss80[80] = #define angausssz 39
{ #endif
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
};*/
/* mathematical constants */ /* mathematical constants */
static const float pi = 3.1415926535898; static const float pi = 3.1415926535898;
@ -457,11 +453,11 @@ float4 Anamorphic( float2 coord, Texture2D intex, float insz )
float sum = 0.0; float sum = 0.0;
float inc = flen/insz; float inc = flen/insz;
float2 pp; float2 pp;
[unroll] for ( i=-19; i<=19; i++ ) [unroll] for ( i=-angausssz; i<=angausssz; i++ )
{ {
pp = coord+float2(i,0)*inc; pp = coord+float2(i,0)*inc;
res += gauss20[abs(i)]*intex.Sample(Sampler,pp); res += angauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss20[abs(i)]:0.0; sum += ((pp.x>=0.0)&&(pp.x<1.0))?angauss[abs(i)]:0.0;
} }
res *= 1.0/sum; res *= 1.0/sum;
float3 flu = tod_ind(flu); 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 sum = 0.0;
float inc = bloomradiusx/insz; float inc = bloomradiusx/insz;
float2 pp; float2 pp;
[unroll] for ( i=-3; i<=3; i++ ) [unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
{ {
pp = coord+float2(i,0)*inc; pp = coord+float2(i,0)*inc;
res += gauss4[abs(i)]*intex.Sample(Sampler,pp); res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss4[abs(i)]:0.0; sum += ((pp.x>=0.0)&&(pp.x<1.0))?hvgauss[abs(i)]:0.0;
} }
res *= 1.0/sum; res *= 1.0/sum;
if ( alfenable ) res += Anamorphic(coord,intex,insz); 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 sum = 0.0;
float inc = bloomradiusy/insz; float inc = bloomradiusy/insz;
float2 pp; float2 pp;
[unroll] for ( i=-3; i<=3; i++ ) [unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
{ {
pp = coord+float2(0,i)*inc; pp = coord+float2(0,i)*inc;
res += gauss4[abs(i)]*intex.Sample(Sampler,pp); res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss4[abs(i)]:0.0; sum += ((pp.y>=0.0)&&(pp.y<1.0))?hvgauss[abs(i)]:0.0;
} }
res *= 1.0/sum; res *= 1.0/sum;
float3 blu = tod_ind(blu); 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 Night=471.689972
DOF Intensity Day=421.940002 DOF Intensity Day=421.940002
DOF Intensity Interior=438.609985 DOF Intensity Interior=438.609985
DOF Contrast Night=3.45 DOF Contrast Night=4.15
DOF Contrast Day=3.76 DOF Contrast Day=4.46
DOF Contrast Interior=3.52 DOF Contrast Interior=4.32
DOF Shift Night=0.0 DOF Shift Night=0.0
DOF Shift Day=0.0 DOF Shift Day=0.0
DOF Shift Interior=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 Unfocus Depth=0.0
DOF Fixed Use Cutoff=true DOF Fixed Use Cutoff=true
Disable DOF=false 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 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 Horizontal Tilt Center=0.5
Focus Plane Vertical Tilt Center=0.5 Focus Plane Vertical Tilt Center=0.5
Focus Plane Horizontal Tilt=0.0 Focus Plane Horizontal Tilt=0.0
@ -94,34 +103,35 @@ Edgevision Fade Intensity Interior=600.0
Edgevision Contrast=0.25 Edgevision Contrast=0.25
Edgevision Intensity=1.0 Edgevision Intensity=1.0
Edgevision Radius=1.0 Edgevision Radius=1.0
Enable SSAO=false Invert Edgevision=false
SSAO Radius=0.05 Blend Edgevision=false
SSAO Noise=0 Enable Edge Detect=false
SSAO Fade Contrast Night=0.65 Edge Detect Contrast=1.0
SSAO Fade Contrast Day=0.6 Edge Detect Intensity=1.0
SSAO Fade Contrast Interior=0.7 Edge Detect Radius=1.0
SSAO Fade Intensity Night=10.5 Invert Edge Detect=false
SSAO Fade Intensity Day=12.5 Blend Edge Detect=false
SSAO Fade Intensity Interior=11.5 Enable Linevision=false
SSAO Intensity=1.5 Linevision Fade Contrast Night=2.0
SSAO Contrast=0.5 Linevision Fade Contrast Day=2.0
SSAO Blending=0.8 Linevision Fade Contrast Interior=2.0
SSAO Blur=true Linevision Fade Intensity Night=500.0
SSAO Bilateral Factor=2500.0 Linevision Fade Intensity Day=500.0
SSAO Range=10.0 Linevision Fade Intensity Interior=500.0
SSAO Range Min=0.0 Linevision Contrast=1.0
SSAO Blur Radius=1.0 Linevision Intensity=2.0
Debug SSAO=false Linevision Radius=1.0
Use Only Fixed DOF=false Linevision Threshold=0.05
DOF Gather Blur Radius=8.0 Invert Linevision=false
Enable DOF Post-Blur=true Blend Linevision=false
DOF Post-Blur Radius=1.0 Enable Custom Fog=false
Enable DOF Highlights=true Fog Contrast=1.0
DOF Highlight Threshold=0.47 Fog Intensity=1.0
DOF Highlight Gain=2.16 Fog Shift=0.0
DOF Bokeh Blur Radius=1.74 Fog ColorX=1.0
DOF Bokeh Edge Bias=0.62 Fog ColorY=1.0
DOF Bokeh Fuzz=0.1 Fog ColorZ=1.0
Limbo Mode=false
Depth Grading Center Depth=0.0 Depth Grading Center Depth=0.0
Depth Grading Contrast Night=284.570007 Depth Grading Contrast Night=284.570007
Depth Grading Contrast Day=296.130005 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 Day=0.92
Grading Value Contrast Interior=0.95 Grading Value Contrast Interior=0.95
Colorize After HSV=true 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 Pass 2 Magnification=4.25, 9.42, 6.29
Grain Contrast=8.45 Grain Contrast=8.45
Apply Grain Before Tone Mapping=true 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 Enable Adaptation=true
Tonemapping Method=3 Tonemapping Method=3
Tonemap Exposure Night=1.07 Tonemap Exposure Night=1.07
@ -105,8 +110,3 @@ Vanilla Vibrance Blend=0.98
Vanilla Contrast Blend=0.84 Vanilla Contrast Blend=0.84
Display Bloom=false Display Bloom=false
Display Adaptation=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" #include "menbglobaldefs.fx"
#ifdef WITH_SMAA
/* new SMAA filter */ /* new SMAA filter */
string str_smaa = "SMAA"; string str_smaa = "SMAA";
bool smaaenable bool smaaenable
@ -20,6 +21,7 @@ int smaadebug
int UIMin = 0; int UIMin = 0;
int UIMax = 2; int UIMax = 2;
> = {0}; > = {0};
#endif
/* Depth-cutting chroma key */ /* Depth-cutting chroma key */
string str_mask = "Depth Chroma Key"; string str_mask = "Depth Chroma Key";
bool maskenable bool maskenable
@ -688,6 +690,7 @@ float4 PS_Cinematic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
return res; return res;
} }
#ifdef WITH_SMAA
/* begin SMAA integration code */ /* begin SMAA integration code */
Texture2D RenderTargetRGBA32; // for edges Texture2D RenderTargetRGBA32; // for edges
@ -871,5 +874,45 @@ technique11 ExtraFilters8
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic())); 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] [ENBEFFECTPOSTPASS.FX]
TECHNIQUE=1 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 Enable Chroma Key=false
Chroma Key Red=0, 1, 0 Chroma Key Red=0, 1, 0
Chroma Key Depth=0.99 Chroma Key Depth=0.99
Enable Blur=true Chroma Key Depth Horizontal Tilt Center=0.5
Blur Sampling Range=0.2 Chroma Key Depth Vertical Tilt Center=0.5
Enable Sharp=true Chroma Key Depth Horizontal Tilt=0.0
Sharp Sampling Range=0.41 Chroma Key Depth Vertical Tilt=0.0
Sharpening Amount=1.76
Enable Shift=false
Shift Sampling Range=0.6
Luma Sharpen Enable=true Luma Sharpen Enable=true
Luma Sharpen Radius=0.8 Luma Sharpen Radius=0.8
Luma Sharpen Clamp=0.1 Luma Sharpen Clamp=0.1
@ -41,21 +26,6 @@ Border Blur Contrast=1.0
Border Blur Intensity=1.0 Border Blur Intensity=1.0
Border Blur Shift=0.0 Border Blur Shift=0.0
Border Blur Radius=1.0 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 Enable Color Matrix=false
Color Matrix Red Red=1.0 Color Matrix Red Red=1.0
Color Matrix Red Green=0.0 Color Matrix Red Green=0.0

View file

@ -6,6 +6,10 @@
*/ */
/* are we running on skyrim special edition or on fallout 4? */ /* are we running on skyrim special edition or on fallout 4? */
//#define SKYRIMSE //#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 */ /* 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)