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MariENB FO4 3.0.1a

This commit is contained in:
Marisa the Magician 2019-04-07 17:46:57 +02:00
commit 4b86fb142c
7 changed files with 286 additions and 83 deletions

View file

@ -285,12 +285,12 @@ UseIndirectLighting=true
ResolutionScale=0.5 ResolutionScale=0.5
SourceTexturesScale=0.5 SourceTexturesScale=0.5
SamplingQuality=2 SamplingQuality=2
SamplingRange=0.15 SamplingRange=0.3
AOIntensity=2.5 AOIntensity=1.65
AOIntensityInterior=2.0 AOIntensityInterior=1.35
AOAmount=1.5 AOAmount=1.2
AOAmountInterior=1.2 AOAmountInterior=1.15
ILAmount=1.0 ILAmount=2.4
ILAmountInterior=1.0 ILAmountInterior=2.6
AOMixingType=0 AOMixingType=0
AOMixingTypeInterior=0 AOMixingTypeInterior=0

View file

@ -267,6 +267,11 @@ float bloommix6
string UIName = "Bloom Pass 6 Blend"; string UIName = "Bloom Pass 6 Blend";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {1.0}; > = {1.0};
float bloommixs
<
string UIName = "Bloom Single Pass Blend";
string UIWidget = "Spinner";
> = {1.0};
string str_bloomdirt = "Lens Dirt"; string str_bloomdirt = "Lens Dirt";
bool dirtenable bool dirtenable
< <
@ -303,6 +308,11 @@ float dirtmix6
string UIName = "Dirt Pass 6 Blend"; string UIName = "Dirt Pass 6 Blend";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
> = {0.1}; > = {0.1};
float dirtmixs
<
string UIName = "Dirt Single Pass Blend";
string UIWidget = "Spinner";
> = {1.0};
float ldirtpow float ldirtpow
< <
string UIName = "Dirt Contrast"; string UIName = "Dirt Contrast";
@ -497,11 +507,8 @@ float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
as it just makes it so bright areas ONLY at the very middle of the screen as it just makes it so bright areas ONLY at the very middle of the screen
produces sharp bright lines extending towards the sides. produces sharp bright lines extending towards the sides.
*/ */
float4 PS_Anamorphic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0, float4 Anamorphic( float2 coord, Texture2D intex, float insz )
uniform Texture2D intex, uniform float insz ) : SV_Target
{ {
float2 coord = IN.txcoord0.xy;
if ( !alfenable ) return intex.Sample(Sampler,coord);
float4 res = float4(0.0,0.0,0.0,0.0), float4 res = float4(0.0,0.0,0.0,0.0),
base = RenderTargetRGBA64F.Sample(Sampler,coord); base = RenderTargetRGBA64F.Sample(Sampler,coord);
int i; int i;
@ -522,11 +529,10 @@ float4 PS_Anamorphic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
float fbl = tod_ind(fbl); float fbl = tod_ind(fbl);
float fpw = tod_ind(fpw); float fpw = tod_ind(fpw);
res.rgb = pow(res.rgb,fpw)*fbl; res.rgb = pow(res.rgb,fpw)*fbl;
res.a = 1.0;
return res; return res;
} }
/* Horizontal blur step goes here */ /* blur step goes here */
float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0, float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
uniform Texture2D intex, uniform float insz ) : SV_Target uniform Texture2D intex, uniform float insz ) : SV_Target
{ {
@ -542,7 +548,7 @@ float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss8[abs(i)]:0.0; sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss8[abs(i)]:0.0;
} }
res *= 1.0/sum; res *= 1.0/sum;
if ( alfenable ) res += TextureColor.Sample(Sampler,coord); if ( alfenable ) res += Anamorphic(coord,intex,insz);
res.a = 1.0; res.a = 1.0;
return res; return res;
} }
@ -562,8 +568,8 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
[unroll] for ( i=-7; i<=7; i++ ) [unroll] for ( i=-7; i<=7; i++ )
{ {
pp = coord+float2(0.0,i*bloomradiusy)/insz; pp = coord+float2(0.0,i*bloomradiusy)/insz;
res += gauss8[abs(i)]*TextureColor.Sample(Sampler,pp); res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss8[abs(i)]:0.0; sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss8[abs(i)]:0.0;
} }
res *= 1.0/sum; res *= 1.0/sum;
float3 blu = tod_ind(blu); float3 blu = tod_ind(blu);
@ -578,17 +584,22 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
} }
/* end pass, mix it all up */ /* end pass, mix it all up */
float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
uniform bool simple) : SV_Target
{ {
float2 coord = IN.txcoord0.xy; float2 coord = IN.txcoord0.xy;
float4 res = float4(0.0,0.0,0.0,0.0); float4 res = float4(0.0,0.0,0.0,0.0);
res += bloommix1*RenderTarget1024.Sample(Sampler,coord); if ( simple ) res += bloommixs*RenderTarget32.Sample(Sampler,coord);
res += bloommix2*RenderTarget512.Sample(Sampler,coord); else
res += bloommix3*RenderTarget256.Sample(Sampler,coord); {
res += bloommix4*RenderTarget128.Sample(Sampler,coord); res += bloommix1*RenderTarget1024.Sample(Sampler,coord);
res += bloommix5*RenderTarget64.Sample(Sampler,coord); res += bloommix2*RenderTarget512.Sample(Sampler,coord);
res += bloommix6*RenderTarget32.Sample(Sampler,coord); res += bloommix3*RenderTarget256.Sample(Sampler,coord);
res.rgb /= 6.0; res += bloommix4*RenderTarget128.Sample(Sampler,coord);
res += bloommix5*RenderTarget64.Sample(Sampler,coord);
res += bloommix6*RenderTarget32.Sample(Sampler,coord);
res.rgb /= 6.0;
}
res.rgb = clamp(res.rgb,0.0,32768.0); res.rgb = clamp(res.rgb,0.0,32768.0);
res.a = 1.0; res.a = 1.0;
if ( !dirtenable ) return res; if ( !dirtenable ) return res;
@ -599,13 +610,17 @@ float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5; ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
#endif #endif
float4 crap = TextureLens.Sample(SamplerLens,ccoord); float4 crap = TextureLens.Sample(SamplerLens,ccoord);
mud += dirtmix1*RenderTarget1024.Sample(Sampler,coord); if ( simple ) mud += dirtmixs*RenderTarget32.Sample(Sampler,coord);
mud += dirtmix2*RenderTarget512.Sample(Sampler,coord); else
mud += dirtmix3*RenderTarget256.Sample(Sampler,coord); {
mud += dirtmix4*RenderTarget128.Sample(Sampler,coord); mud += dirtmix1*RenderTarget1024.Sample(Sampler,coord);
mud += dirtmix5*RenderTarget64.Sample(Sampler,coord); mud += dirtmix2*RenderTarget512.Sample(Sampler,coord);
mud += dirtmix6*RenderTarget32.Sample(Sampler,coord); mud += dirtmix3*RenderTarget256.Sample(Sampler,coord);
mud.rgb /= 6.0; mud += dirtmix4*RenderTarget128.Sample(Sampler,coord);
mud += dirtmix5*RenderTarget64.Sample(Sampler,coord);
mud += dirtmix6*RenderTarget32.Sample(Sampler,coord);
mud.rgb /= 6.0;
}
mud.rgb = clamp(mud.rgb,0.0,32768.0); mud.rgb = clamp(mud.rgb,0.0,32768.0);
float mudmax = luminance(mud.rgb); float mudmax = luminance(mud.rgb);
float mudn = max(mudmax/(1.0+mudmax),0.0); float mudn = max(mudmax/(1.0+mudmax),0.0);
@ -616,7 +631,91 @@ float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
return res; return res;
} }
technique11 BloomPass <string UIName="MariENB Bloom"; string RenderTarget="RenderTargetRGBA64F";> technique11 BloomSimplePass <string UIName="MariENB Simple Bloom"; string RenderTarget="RenderTargetRGBA64F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
}
}
technique11 BloomSimplePass1 <string RenderTarget="RenderTarget1024";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0)));
}
}
technique11 BloomSimplePass2 <string RenderTarget="RenderTarget512";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
}
}
technique11 BloomSimplePass3 <string RenderTarget="RenderTarget256";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
}
}
technique11 BloomSimplePass4 <string RenderTarget="RenderTarget128";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
}
}
technique11 BloomSimplePass5 <string RenderTarget="RenderTarget64";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
}
}
technique11 BloomSimplePass6 <string RenderTarget="RenderTarget32";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget64,64.0)));
}
}
technique11 BloomSimplePass7
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
}
}
technique11 BloomSimplePass8 <string RenderTarget="RenderTarget32";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,5.0)));
}
}
technique11 BloomSimplePass9
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_PostPass(true)));
}
}
technique11 BloomPass <string UIName="MariENB Multi Bloom"; string RenderTarget="RenderTargetRGBA64F";>
{ {
pass p0 pass p0
{ {
@ -675,14 +774,6 @@ technique11 BloomPass6 <string RenderTarget="RenderTarget32";>
} }
technique11 BloomPass7 technique11 BloomPass7
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget1024,1024.0)));
}
}
technique11 BloomPass8
{ {
pass p0 pass p0
{ {
@ -690,24 +781,16 @@ technique11 BloomPass8
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget1024,1024.0))); SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget1024,1024.0)));
} }
} }
technique11 BloomPass9 <string RenderTarget="RenderTarget1024";> technique11 BloomPass8 <string RenderTarget="RenderTarget1024";>
{ {
pass p0 pass p0
{ {
SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget1024,1024.0,0.0))); SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,1024.0,0.0)));
} }
} }
technique11 BloomPass10 technique11 BloomPass9
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget512,512.0)));
}
}
technique11 BloomPass11
{ {
pass p0 pass p0
{ {
@ -715,12 +798,29 @@ technique11 BloomPass11
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget512,512.0))); SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget512,512.0)));
} }
} }
technique11 BloomPass12 <string RenderTarget="RenderTarget512";> technique11 BloomPass10 <string RenderTarget="RenderTarget512";>
{ {
pass p0 pass p0
{ {
SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget512,512.0,1.0))); SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,512.0,1.0)));
}
}
technique11 BloomPass11
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget256,256.0)));
}
}
technique11 BloomPass12 <string RenderTarget="RenderTarget256";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,256.0,2.0)));
} }
} }
@ -729,48 +829,49 @@ technique11 BloomPass13
pass p0 pass p0
{ {
SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget256,256.0))); SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
} }
} }
technique11 BloomPass14 technique11 BloomPass14 <string RenderTarget="RenderTarget128";>
{ {
pass p0 pass p0
{ {
SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget256,256.0))); SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,3.0)));
}
}
technique11 BloomPass15 <string RenderTarget="RenderTarget256";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget256,256.0,2.0)));
} }
} }
technique11 BloomPass16 technique11 BloomPass15
{ {
pass p0 pass p0
{ {
SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget128,128.0))); SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
} }
} }
technique11 BloomPass16 <string RenderTarget="RenderTarget64";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,4.0)));
}
}
technique11 BloomPass17 technique11 BloomPass17
{ {
pass p0 pass p0
{ {
SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0))); SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
} }
} }
technique11 BloomPass18 <string RenderTarget="RenderTarget128";> technique11 BloomPass18 <string RenderTarget="RenderTarget32";>
{ {
pass p0 pass p0
{ {
SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget128,128.0,3.0))); SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,5.0)));
} }
} }
@ -779,56 +880,6 @@ technique11 BloomPass19
pass p0 pass p0
{ {
SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget64,64.0))); SetPixelShader(CompileShader(ps_5_0,PS_PostPass(false)));
}
}
technique11 BloomPass20
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
}
}
technique11 BloomPass21 <string RenderTarget="RenderTarget64";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget64,64.0,4.0)));
}
}
technique11 BloomPass22
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Anamorphic(RenderTarget32,32.0)));
}
}
technique11 BloomPass23
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
}
}
technique11 BloomPass24 <string RenderTarget="RenderTarget32";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(RenderTarget32,32.0,5.0)));
}
}
technique11 BloomPass25
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_PostPass()));
} }
} }

View file

@ -97,3 +97,5 @@ Dirt Contrast=0.85
Dirt Factor=2.33 Dirt Factor=2.33
Bloom Blur Radius X=1.92 Bloom Blur Radius X=1.92
Bloom Blur Radius Y=1.08 Bloom Blur Radius Y=1.08
Bloom Single Pass Blend=1.28
Dirt Single Pass Blend=1.05

View file

@ -565,6 +565,17 @@ bool dofdisable
string UIName = "Disable DOF"; string UIName = "Disable DOF";
string UIWidget = "Checkbox"; string UIWidget = "Checkbox";
> = {false}; > = {false};
float dofbfact
<
string UIName = "DOF Bilateral Factor";
string UIWidget = "Spinner";
> = {20.0};
float dofbradius
<
string UIName = "DOF Bilateral Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpradius float dofpradius
< <
string UIName = "DOF Gather Blur Radius"; string UIName = "DOF Gather Blur Radius";
@ -1388,6 +1399,64 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
else return TextureColor.Sample(Sampler1,coord); else return TextureColor.Sample(Sampler1,coord);
} }
/* simple gaussian / bilateral blur */
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
if ( dfcdebug ) return dfc;
float bresl = (fixed.x>0)?fixed.x:ScreenSize.x;
float bof = (1.0/bresl)*dofbradius;
float4 res = float4(0,0,0,0);
if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
int i;
float isd, sd, ds, sw, tw = 0;
isd = dfc;
[unroll] for ( i=-7; i<=7; i++ )
{
sd = RenderTargetR32F.Sample(Sampler1,coord+float2(i,0)*bof
*dfc).x;
ds = abs(isd-sd)*dofbfact+0.5;
sw = 1.0/(ds+1.0);
sw *= gauss8[abs(i)];
tw += sw;
res += sw*TextureColor.Sample(Sampler1,coord+float2(i,0)*bof
*dfc);
}
res /= tw;
return res;
}
float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
if ( dfcdebug ) return dfc;
float bresl = (fixed.y>0)?fixed.y:(ScreenSize.x*ScreenSize.w);
float bof = (1.0/bresl)*dofbradius;
float4 res = float4(0,0,0,0);
if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
int i;
float isd, sd, ds, sw, tw = 0;
isd = dfc;
[unroll] for ( i=-7; i<=7; i++ )
{
sd = RenderTargetR32F.Sample(Sampler1,coord+float2(0,i)*bof
*dfc).x;
ds = abs(isd-sd)*dofbfact+0.5;
sw = 1.0/(ds+1.0);
sw *= gauss8[abs(i)];
tw += sw;
res += sw*TextureColor.Sample(Sampler1,coord+float2(0,i)*bof
*dfc);
}
res /= tw;
return res;
}
/* Screen frost shader. Not very realistic either, but looks fine too. */ /* Screen frost shader. Not very realistic either, but looks fine too. */
float2 ScreenFrost( float2 coord ) float2 ScreenFrost( float2 coord )
{ {
@ -1489,7 +1558,88 @@ technique11 Focus
} }
} }
technique11 Prepass <string UIName="MariENB";> technique11 PrepassNB <string UIName="MariENB Bilateral Blur DoF";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOPre()));
}
}
technique11 PrepassNB1
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurH()));
}
}
technique11 PrepassNB2 <string RenderTarget="RenderTargetR16F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurV()));
}
}
technique11 PrepassNB3 <string RenderTarget="RenderTargetR32F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass()));
}
}
technique11 PrepassNB4
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOApply()));
}
}
technique11 PrepassNB5
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Edge()));
}
}
technique11 PrepassNB6
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Distortion()));
}
}
technique11 PrepassNB7
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFBlurH()));
}
}
technique11 PrepassNB8
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFBlurV()));
}
}
technique11 PrepassNB9
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
}
}
technique11 Prepass <string UIName="MariENB Gather Blur DoF";>
{ {
pass p0 pass p0
{ {
@ -1561,5 +1711,3 @@ technique11 Prepass8
SetPixelShader(CompileShader(ps_5_0,PS_FrostPass())); SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
} }
} }

View file

@ -6,13 +6,13 @@ Depth Cutoff=999998.0
Near Z=0.05 Near Z=0.05
Far Z=3098.0 Far Z=3098.0
Distortion Chromatic Aberration=27.4 Distortion Chromatic Aberration=27.4
Enable Underwater=true Enable Underwater=false
Underwater Frequency=2.36, 3.39, 2.72 Underwater Frequency=2.36, 3.39, 2.72
Underwater Speed=24.3, 21.9, 26.5 Underwater Speed=24.3, 21.9, 26.5
Underwater Amplitude=0.1, 0.11, 0.07 Underwater Amplitude=0.1, 0.11, 0.07
Underwater Zoom=0.15 Underwater Zoom=0.15
Always Underwater=false Always Underwater=false
Enable Hot Air Refraction=true Enable Hot Air Refraction=false
Heat Texture Size=6.4 Heat Texture Size=6.4
Heat Speed=0.45 Heat Speed=0.45
Heat Fade Contrast=235.0 Heat Fade Contrast=235.0
@ -22,7 +22,7 @@ Heat Intensity=0.6
Heat Contrast=0.95 Heat Contrast=0.95
Heat Time-of-day Contrast=0.5 Heat Time-of-day Contrast=0.5
Heat Always Enable=true Heat Always Enable=true
Enable Screen Frost=true Enable Screen Frost=false
Frost Contrast=1.1 Frost Contrast=1.1
Frost Strength=0.05 Frost Strength=0.05
Frost Radial Contrast=0.8 Frost Radial Contrast=0.8
@ -182,3 +182,5 @@ Frost Factor Sunset=0.0
Frost Factor Dusk=0.0 Frost Factor Dusk=0.0
Frost Factor Night=0.28 Frost Factor Night=0.28
Frost Factor Interior=0.0 Frost Factor Interior=0.0
DOF Bilateral Factor=20.0
DOF Bilateral Radius=1.0

View file

@ -1,6 +1,6 @@
[ENBEFFECT.FX] [ENBEFFECT.FX]
TECHNIQUE=1 TECHNIQUE=1
Enable Grain=true Enable Grain=false
Grain Speed=2500.0 Grain Speed=2500.0
Grain Intensity=0.02 Grain Intensity=0.02
Grain Saturation=-0.23 Grain Saturation=-0.23

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