MariENB Skyrim 2.2.0
This commit is contained in:
parent
e33a63e8fa
commit
539036c7e2
13 changed files with 258 additions and 343 deletions
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@ -85,8 +85,8 @@ ILAmountInterior=1.38
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AOIntensity=1.17
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AOIntensityInterior=1.21
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AOType=0
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AOMixingType=2
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AOMixingTypeInterior=2
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AOMixingType=0
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AOMixingTypeInterior=0
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UseOldType=false
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EnableDenoiser=true
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EnableSupersampling=false
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@ -109,7 +109,7 @@ AdaptationMax=1.25
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[ENVIRONMENT]
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DirectLightingIntensityDay=1.35
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DirectLightingIntensityNight=1.27
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DirectLightingIntensityNight=1.35
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DirectLightingIntensityInterior=1.014688
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DirectLightingCurveDay=1.35
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DirectLightingCurveNight=1.27
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@ -136,10 +136,10 @@ AmbientLightingDesaturationDay=0.0
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AmbientLightingDesaturationNight=0.0
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AmbientLightingDesaturationInterior=0.0
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PointLightingIntensityDay=1.08
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PointLightingIntensityNight=1.17
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PointLightingIntensityNight=1.18
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PointLightingIntensityInterior=0.825
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PointLightingCurveDay=1.03875
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PointLightingCurveNight=1.17
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PointLightingCurveDay=1.27
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PointLightingCurveNight=1.33
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PointLightingCurveInterior=0.825
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PointLightingDesaturationDay=0.0
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PointLightingDesaturationNight=0.0
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@ -156,23 +156,23 @@ ColorPowInterior=0.9
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DirectLightingIntensitySunrise=1.31
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DirectLightingIntensitySunset=1.39
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DirectLightingIntensityInteriorDay=1.32
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DirectLightingIntensityInteriorNight=1.14
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DirectLightingIntensityInteriorNight=1.29
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DirectLightingCurveSunrise=1.31
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DirectLightingCurveSunset=1.39
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DirectLightingCurveInteriorDay=1.38
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DirectLightingCurveInteriorNight=1.45
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DirectLightingCurveInteriorNight=1.49
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DirectLightingDesaturationSunrise=0.12
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DirectLightingDesaturationSunset=0.12
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DirectLightingDesaturationInteriorDay=0.11
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DirectLightingDesaturationInteriorNight=0.18
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SpecularAmountMultiplierSunrise=1.83
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SpecularAmountMultiplierSunset=1.87
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SpecularAmountMultiplierInteriorDay=1.84
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SpecularAmountMultiplierInteriorDay=1.85
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SpecularAmountMultiplierInteriorNight=1.93
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SpecularPowerMultiplierSunrise=0.631
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SpecularPowerMultiplierSunset=0.661
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SpecularPowerMultiplierInteriorDay=0.711
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SpecularPowerMultiplierInteriorNight=0.611
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SpecularPowerMultiplierInteriorDay=0.811
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SpecularPowerMultiplierInteriorNight=0.651
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SpecularFromLightSunrise=0.0
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SpecularFromLightSunset=0.0
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SpecularFromLightInteriorDay=0.0
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@ -217,23 +217,23 @@ PointLightingIntensitySunrise=1.14
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PointLightingIntensitySunset=1.18
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PointLightingIntensityInteriorDay=1.1
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PointLightingIntensityInteriorNight=1.13
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PointLightingCurveSunrise=1.16
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PointLightingCurveSunset=1.2
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PointLightingCurveInteriorDay=1.11
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PointLightingCurveInteriorNight=1.11
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PointLightingCurveSunrise=1.35
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PointLightingCurveSunset=1.37
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PointLightingCurveInteriorDay=1.27
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PointLightingCurveInteriorNight=1.33
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PointLightingDesaturationSunrise=0.0
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PointLightingDesaturationSunset=0.0
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PointLightingDesaturationInteriorDay=0.0
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PointLightingDesaturationInteriorNight=0.0
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ParticleLightsIntensitySunrise=0.25
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ParticleLightsIntensityDay=0.21
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ParticleLightsIntensitySunset=0.23
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ParticleLightsIntensityNight=0.35
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ParticleLightsIntensityInteriorDay=0.26
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ParticleLightsIntensityInteriorNight=0.38
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ParticleLightsIntensitySunrise=0.63
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ParticleLightsIntensityDay=0.61
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ParticleLightsIntensitySunset=0.63
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ParticleLightsIntensityNight=0.65
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ParticleLightsIntensityInteriorDay=0.6
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ParticleLightsIntensityInteriorNight=0.68
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FogColorMultiplierSunrise=0.39
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FogColorMultiplierSunset=0.35
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FogColorMultiplierInteriorDay=0.76
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FogColorMultiplierInteriorDay=0.79
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FogColorMultiplierInteriorNight=0.15
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FogColorCurveSunrise=1.04
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FogColorCurveSunset=1.06
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@ -300,12 +300,12 @@ AmbientColorFilterBottomDawn=0, 0, 0
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AmbientColorFilterBottomDusk=0, 0, 0
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PointLightingIntensityDawn=1.21
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PointLightingIntensityDusk=1.22
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PointLightingCurveDawn=1.18
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PointLightingCurveDusk=1.24
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PointLightingCurveDawn=1.44
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PointLightingCurveDusk=1.4
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PointLightingDesaturationDawn=0.0
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PointLightingDesaturationDusk=0.0
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ParticleLightsIntensityDawn=0.33
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ParticleLightsIntensityDusk=0.34
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ParticleLightsIntensityDawn=0.66
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ParticleLightsIntensityDusk=0.64
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FogColorMultiplierDawn=0.31
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FogColorMultiplierDusk=0.23
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FogColorCurveDawn=1.08
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@ -334,7 +334,7 @@ CloudsDesaturationNight=0.0
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CloudsDesaturationInterior=0.14
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CloudsEdgeClamp=0.36
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CloudsEdgeIntensity=1.39
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GradientIntensityDay=1.080001
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GradientIntensityDay=1.050001
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GradientIntensityNight=0.510001
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GradientIntensityInterior=0.85
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GradientDesaturationDay=0.14
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@ -346,10 +346,10 @@ GradientTopIntensityInterior=5.6125
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GradientTopCurveDay=1.19
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GradientTopCurveNight=1.91
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GradientTopCurveInterior=2.15
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GradientMiddleIntensityDay=1.190001
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GradientMiddleIntensityDay=1.120001
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GradientMiddleIntensityNight=0.700001
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GradientMiddleIntensityInterior=2.4
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GradientMiddleCurveDay=1.16
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GradientMiddleCurveDay=1.24
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GradientMiddleCurveNight=1.64
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GradientMiddleCurveInterior=1.65
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GradientHorizonIntensityDay=0.98
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@ -561,7 +561,7 @@ SpecularAmountMultiplierSunrise=1.83
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SpecularAmountMultiplierDay=1.78
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SpecularAmountMultiplierSunset=1.87
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SpecularAmountMultiplierNight=1.97
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SpecularAmountMultiplierInteriorDay=1.25
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SpecularAmountMultiplierInteriorDay=1.26
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SpecularAmountMultiplierInteriorNight=1.41
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SpecularPowerMultiplierSunrise=2.25
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SpecularPowerMultiplierDay=2.28
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@ -812,8 +812,8 @@ EnableSupersampling=false
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ExteriorEnable=true
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InteriorEnable=true
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IgnoreWeatherSystem=true
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AmountInterior=0.81
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PowerInterior=1.11
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AmountInterior=0.97
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PowerInterior=1.1
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[IMAGEBASEDLIGHTING]
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AdditiveAmountSunrise=0.02
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1
enbseries/VERSION
Normal file
1
enbseries/VERSION
Normal file
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@ -0,0 +1 @@
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2.2.0-1 "Waifus And Lore"
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@ -10,9 +10,9 @@ CGA Palette=1
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EGA Palette=0
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Dithering Pattern=4
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Contrast Modifier=0.75
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Saturation Modifier=1.5
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Dither Offset=-0.2
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Dither Range=0.3
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Saturation Modifier=1.25
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Dither Offset=-0.1
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Dither Range=0.2
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Enable ASCII=false
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ASCII Monochrome=false
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ASCII Blend=0.0
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@ -20,7 +20,7 @@ Enable Chroma Key=false
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Chroma Key Red=1.0
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Chroma Key Green=0.0
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Chroma Key Blue=0.8
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Chroma Key Depth=0.99
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Chroma Key Depth=0.9
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Enable Dot Matrix=false
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Dot Size=1
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Dot Blend=0.3
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@ -64,3 +64,7 @@ Grain Intensity=0.004
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Grain Saturation Shadow=1.0
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Grain Intensity Shadow=0.001
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Shadow Noise Curve=0.095
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Chroma Key Depth Horizontal Tilt Center=0.5
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Chroma Key Depth Vertical Tilt Center=0.5
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Chroma Key Depth Horizontal Tilt=0.0
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Chroma Key Depth Vertical Tilt=0.0
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@ -1,21 +1,21 @@
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[ENBBLOOM.FX]
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TECHNIQUE=0
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Bloom Intensity Night=0.63
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Bloom Intensity Day=0.61
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Bloom Intensity Interior Night=0.65
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Bloom Intensity Interior Day=0.63
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Bloom Contrast Night=1.0
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Bloom Contrast Day=1.0
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Bloom Contrast Interior Night=1.0
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Bloom Contrast Interior Day=1.0
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Bloom Saturation Night=0.98
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Bloom Saturation Day=0.96
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Bloom Saturation Interior Night=0.98
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Bloom Saturation Interior Day=0.97
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Bloom Offset Night=-0.09
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Bloom Offset Day=-0.18
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Bloom Offset Interior Night=-0.07
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Bloom Offset Interior Day=-0.13
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Bloom Intensity Night=0.7
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Bloom Intensity Day=0.64
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Bloom Intensity Interior Night=0.72
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Bloom Intensity Interior Day=0.66
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Bloom Contrast Night=0.92
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Bloom Contrast Day=0.96
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Bloom Contrast Interior Night=0.9
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Bloom Contrast Interior Day=0.94
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Bloom Saturation Night=1.11
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Bloom Saturation Day=1.07
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Bloom Saturation Interior Night=1.16
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Bloom Saturation Interior Day=1.12
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Bloom Offset Night=-0.12
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Bloom Offset Day=-0.17
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Bloom Offset Interior Night=-0.11
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Bloom Offset Interior Day=-0.14
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Bloom Intensity Cap Night=20.0
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Bloom Intensity Cap Day=20.0
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Bloom Intensity Cap Interior Night=20.0
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@ -35,15 +35,15 @@ Blue Shift Interior Day Green=0.32
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Blue Shift Interior Day Blue=1.39
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Blue Shift Intensity Night=0.32
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Blue Shift Intensity Day=0.45
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Blue Shift Intensity Interior Night=0.38
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Blue Shift Intensity Interior Day=0.43
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Blue Shift Intensity Interior Night=0.49
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Blue Shift Intensity Interior Day=0.65
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Blue Shift Luminance Factor Per-pass=0.41
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Blue Shift Color Factor Per-pass=0.92
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Enable Anamorphic Bloom=true
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Anamorphic Bloom Blend Night=0.52
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Anamorphic Bloom Blend Day=0.59
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Anamorphic Bloom Blend Interior Night=0.48
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Anamorphic Bloom Blend Interior Day=0.54
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Anamorphic Bloom Blend Night=0.59
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Anamorphic Bloom Blend Day=0.56
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Anamorphic Bloom Blend Interior Night=0.62
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Anamorphic Bloom Blend Interior Day=0.56
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Anamorphic Bloom Blue Shift Night Red=-0.39
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Anamorphic Bloom Blue Shift Night Green=-0.68
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Anamorphic Bloom Blue Shift Night Blue=1.39
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@ -56,21 +56,21 @@ Anamorphic Bloom Blue Shift Interior Night Blue=1.54
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Anamorphic Bloom Blue Shift Interior Day Red=-0.88
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Anamorphic Bloom Blue Shift Interior Day Green=0.17
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Anamorphic Bloom Blue Shift Interior Day Blue=1.65
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Anamorphic Bloom Blue Shift Intensity Night=1.33
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Anamorphic Bloom Blue Shift Intensity Day=1.2
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Anamorphic Bloom Blue Shift Interior Night=1.52
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Anamorphic Bloom Blue Shift Interior Day=1.35
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Anamorphic Bloom Contrast Night=1.13
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Anamorphic Bloom Contrast Day=1.19
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Anamorphic Bloom Contrast Interior Night=1.2
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Anamorphic Bloom Contrast Interior Day=1.25
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Anamorphic Bloom Blue Shift Intensity Night=1.59
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Anamorphic Bloom Blue Shift Intensity Day=1.49
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Anamorphic Bloom Blue Shift Interior Night=1.65
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Anamorphic Bloom Blue Shift Interior Day=1.55
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Anamorphic Bloom Contrast Night=1.16
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Anamorphic Bloom Contrast Day=1.21
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Anamorphic Bloom Contrast Interior Night=1.15
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Anamorphic Bloom Contrast Interior Day=1.17
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Anamorphic Bloom Radius Multiplier=4.0
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Bloom Pass 1 Blend=0.97
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Bloom Pass 2 Blend=0.86
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Bloom Pass 3 Blend=0.79
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Bloom Pass 4 Blend=0.63
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Bloom Pass 7 Blend=0.49
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Bloom Pass 8 Blend=0.34
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Bloom Pass 1 Blend=0.95
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Bloom Pass 2 Blend=0.81
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Bloom Pass 3 Blend=0.68
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Bloom Pass 4 Blend=0.54
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Bloom Pass 7 Blend=0.42
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Bloom Pass 8 Blend=0.28
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Bloom Prepass Blend=0.0
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Bloom Base Blend=0.0
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Enable Lens Dirt=false
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@ -78,13 +78,13 @@ Dirt Pass 1 Blend=0.02
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Dirt Pass 2 Blend=0.05
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Dirt Pass 3 Blend=0.13
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Dirt Pass 4 Blend=0.25
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Dirt Pass 7 Blend=1.15
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Dirt Pass 8 Blend=3.28
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Dirt Pass 7 Blend=0.76
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Dirt Pass 8 Blend=4.28
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Dirt Prepass Blend=0.0
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Dirt Base Blend=0.0
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Dirt Texture Preserve Aspect=true
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Dirt Contrast=0.88
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Dirt Factor=0.74
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Dirt Contrast=0.8
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Dirt Factor=0.91
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------Options & Settings----=false
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Bloom Quality=0.0
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------Depth-----------------=false
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@ -156,4 +156,4 @@ Noise Intensity Exterior=0.003
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Noise Intensity Interior=0.002
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Bloom Blur Radius X=1.0
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Bloom Blur Radius Y=1.0
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Dirt Saturation=0.46
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Dirt Saturation=0.45
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@ -19,12 +19,12 @@ Grain Pass 2 Magnification 2=0.1
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Grain Pass 2 Magnification 3=0.18
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Grain Contrast=2.54
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Enable Adaptation=true
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Adaptation Min Night=0.63
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Adaptation Min Day=0.92
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Adaptation Min Interior Night=0.62
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Adaptation Min Interior Day=0.67
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Adaptation Min Night=1.04
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Adaptation Min Day=1.08
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Adaptation Min Interior Night=1.01
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Adaptation Min Interior Day=1.08
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Adaptation Max Night=1.49
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Adaptation Max Day=1.67
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Adaptation Max Day=1.69
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Adaptation Max Interior Night=1.35
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Adaptation Max Interior Day=1.64
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Enable Tonemapping=true
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@ -35,23 +35,23 @@ Tonemap Shoulder Strength Interior Day=0.43
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Tonemap Linear Strength Night=1.32
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Tonemap Linear Strength Day=1.34
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Tonemap Linear Strength Interior Night=1.37
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Tonemap Linear Strength Interior Day=1.3
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Tonemap Linear Strength Interior Day=1.28
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Tonemap Linear Angle Night=0.2
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Tonemap Linear Angle Day=0.31
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Tonemap Linear Angle Interior Night=0.14
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Tonemap Linear Angle Interior Day=0.19
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Tonemap Linear Angle Interior Day=0.2
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Tonemap Toe Strength Night=1.27
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Tonemap Toe Strength Day=1.28
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Tonemap Toe Strength Interior Night=1.26
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Tonemap Toe Strength Interior Day=1.36
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Tonemap Toe Strength Interior Day=1.38
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Tonemap Toe Numerator Night=3.63
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Tonemap Toe Numerator Day=3.35
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Tonemap Toe Numerator Interior Night=3.58
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Tonemap Toe Numerator Interior Day=3.1
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Tonemap Toe Numerator Interior Day=3.19
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Tonemap Toe Denominator Night=0.99
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Tonemap Toe Denominator Day=0.9
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Tonemap Toe Denominator Interior Night=1.05
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Tonemap Toe Denominator Interior Day=0.93
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Tonemap Toe Denominator Interior Day=1.04
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Tonemap Linear White Night=4.72
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Tonemap Linear White Day=4.9
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Tonemap Linear White Interior Night=4.85
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@ -115,12 +115,12 @@ Grading Color Factor Interior Day=-0.04
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Enable HSV Grading=true
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Grading Saturation Intensity Night=1.05
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Grading Saturation Intensity Day=1.07
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Grading Saturation Intensity Interior Night=1.05
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Grading Saturation Intensity Interior Day=1.07
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Grading Saturation Intensity Interior Night=1.06
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Grading Saturation Intensity Interior Day=1.09
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Grading Saturation Contrast Night=1.01
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Grading Saturation Contrast Day=1.04
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Grading Saturation Contrast Interior Night=1.04
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Grading Saturation Contrast Interior Day=1.09
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Grading Saturation Contrast Interior Night=1.0
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Grading Saturation Contrast Interior Day=1.02
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Grading Value Intensity Night=1.09
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Grading Value Intensity Day=1.06
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Grading Value Intensity Interior Night=1.07
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@ -139,8 +139,8 @@ Fade Before Film Filters=false
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Enable LUT Grading=true
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LUT Blend Night=0.37
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LUT Blend Day=0.47
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LUT Blend Interior Night=0.22
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LUT Blend Interior Day=0.28
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LUT Blend Interior Night=0.31
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LUT Blend Interior Day=0.41
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LUT Preset=61
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Enable ENB Palette=false
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Palette Blend=1.0
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@ -1,5 +1,5 @@
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[ENBEFFECTPREPASS.FX]
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TECHNIQUE=2
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TECHNIQUE=0
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Fixed Resolution Width=1920
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Fixed Resolution Height=1080
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Depth Cutoff=999998.0
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@ -48,14 +48,14 @@ DOF Intensity Night=475.899994
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DOF Intensity Day=424.299988
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DOF Intensity Interior Night=480.799988
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DOF Intensity Interior Day=432.299988
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DOF Contrast Night=3.32
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DOF Contrast Day=3.7
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DOF Contrast Interior Night=3.02
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DOF Contrast Interior Day=3.43
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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 Night=0.0
|
||||
DOF Shift Interior Day=0.0
|
||||
DOF Contrast Night=3.46
|
||||
DOF Contrast Day=3.84
|
||||
DOF Contrast Interior Night=3.2
|
||||
DOF Contrast Interior Day=3.5
|
||||
DOF Shift Night=-0.1
|
||||
DOF Shift Day=-0.15
|
||||
DOF Shift Interior Night=-0.05
|
||||
DOF Shift Interior Day=-0.1
|
||||
DOF Fixed Focus Intensity Night=1.0
|
||||
DOF Fixed Focus Intensity Day=1.0
|
||||
DOF Fixed Focus Intensity Interior Night=1.0
|
||||
|
|
@ -147,7 +147,7 @@ SSAO Intensity=1.25
|
|||
SSAO Contrast=0.65
|
||||
SSAO Blending=0.8
|
||||
SSAO Blur=true
|
||||
SSAO Bilateral Factor=500.0
|
||||
SSAO Bilateral Factor=250.0
|
||||
SSAO Range=20.0
|
||||
SSAO Blur Radius=1.0
|
||||
Debug SSAO=false
|
||||
|
|
@ -180,7 +180,7 @@ SSAO Blur Use Less Samples=true
|
|||
Bokeh Threshold=1.0
|
||||
Bokeh Blur Threshold=0.5
|
||||
Bokeh Size=8.0
|
||||
DOF Gather Blur Radius=12.0
|
||||
DOF Gather Blur Radius=8.0
|
||||
DES mode=0
|
||||
DES Level=0.0
|
||||
DES Blend Color=1, 0, 0
|
||||
|
|
@ -208,3 +208,13 @@ Guassian Radius=1.0
|
|||
Noise Amount=0.0
|
||||
Noise Curve=1.0
|
||||
DOF Minimum Blur=0.01
|
||||
Focus Mode=1
|
||||
DOF Horizontal Tilt Center=0.5
|
||||
DOF Vertical Tilt Center=0.5
|
||||
DOF Horizontal Tilt=0.0
|
||||
DOF Vertical Tilt=0.0
|
||||
Focus Plane Horizontal Tilt Center=0.5
|
||||
Focus Plane Vertical Tilt Center=0.5
|
||||
Focus Plane Horizontal Tilt=0.0
|
||||
Focus Plane Vertical Tilt=0.0
|
||||
Use Only Fixed DOF=false
|
||||
|
|
|
|||
|
|
@ -93,7 +93,7 @@ float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
|
|||
float3 blu_id = float3(blu_id_r,blu_id_g,blu_id_b);
|
||||
float3 blu = tod_ind(blu);
|
||||
float bsi = tod_ind(bsi);
|
||||
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*bsi;
|
||||
float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*bsi;
|
||||
lm = lm/(1.0+lm);
|
||||
lm *= 1.0-saturate((TempParameters.w-1.0)*bslp);
|
||||
blu = saturate(blu+(TempParameters.w-1.0)*bsbp);
|
||||
|
|
@ -124,11 +124,11 @@ float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
|
|||
int i;
|
||||
float sum = 0;
|
||||
float2 pp;
|
||||
[unroll] for ( i=-39; i<=39; i++ )
|
||||
[unroll] for ( i=-79; i<=79; i++ )
|
||||
{
|
||||
pp = coord+float2(i,0)*TempParameters.z*bloomradiusx*flen;
|
||||
res += gauss40[abs(i)]*tex2D(SamplerBloom1,pp);
|
||||
sum += ((pp.x>=0)&&(pp.x<1))?gauss40[abs(i)]:0;
|
||||
res += gauss80[abs(i)]*tex2D(SamplerBloom1,pp);
|
||||
sum += ((pp.x>=0)&&(pp.x<1))?gauss80[abs(i)]:0;
|
||||
}
|
||||
res *= 1.0/sum;
|
||||
/* blue shift */
|
||||
|
|
@ -138,7 +138,7 @@ float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
|
|||
float3 flu_id = float3(flu_id_r,flu_id_g,flu_id_b);
|
||||
float3 flu = tod_ind(flu);
|
||||
float fsi = tod_ind(fsi);
|
||||
float lm = max(0,luminance(res.rgb)-luminance(base.rgb))*fsi;
|
||||
float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*fsi;
|
||||
lm = lm/(1.0+lm);
|
||||
float fbl = tod_ind(fbl);
|
||||
float fpw = tod_ind(fpw);
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ static const float gauss8[8] =
|
|||
0.055335, 0.033562, 0.018216, 0.008847
|
||||
};
|
||||
/* 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,
|
||||
|
|
@ -31,9 +31,9 @@ static const float gauss40[40] =
|
|||
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] =
|
||||
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,
|
||||
|
|
@ -49,7 +49,7 @@ static const float gauss40[40] =
|
|||
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
|
||||
};*/
|
||||
};
|
||||
/* standard stuff */
|
||||
float4 ScreenSize;
|
||||
float4 TempParameters;
|
||||
|
|
|
|||
|
|
@ -283,12 +283,12 @@ float4 PS_ASCII( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
float2 cresl = float2(GLYPH_WIDTH,GLYPH_HEIGHT);
|
||||
float2 bscl = floor(bresl/cresl);
|
||||
/*
|
||||
Here I use the "cheap" method, based on the overall luminance of each
|
||||
glyph, rather than attempt to search for the best fitting glyph for
|
||||
each cell. If you want to know why, take a look at the ASCII filter
|
||||
bundled with the Dolphin emulator, and be prepared for the resulting
|
||||
seconds per frame it runs at. The calculations needed for such a filter
|
||||
are completely insane even for the highest-end GPUs.
|
||||
Here I use the "cheap" method, based on the overall luminance of
|
||||
each glyph, rather than attempt to search for the best fitting glyph
|
||||
for each cell. If you want to know why, take a look at the ASCII
|
||||
filter bundled with the Dolphin emulator, and be prepared for the
|
||||
resulting seconds per frame it runs at. The calculations needed for
|
||||
such a filter are completely insane even for the highest-end GPUs.
|
||||
*/
|
||||
float3 col = tex2D(SamplerColor,floor(bscl*coord)/bscl).rgb;
|
||||
int lum = clamp(luminance(col)*FONT_LEVELS,0,FONT_LEVELS);
|
||||
|
|
@ -311,7 +311,11 @@ float4 PS_ChromaKey( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
float2 coord = IN.txcoord.xy;
|
||||
float4 res = tex2D(SamplerColor,coord);
|
||||
if ( !maskenable ) return res;
|
||||
if ( tex2D(SamplerDepth,coord).x > maskd )
|
||||
float dep = tex2D(SamplerDepth,coord).x;
|
||||
float msd = maskd;
|
||||
msd = maskd+0.01*masktiltx*(masktiltxcenter-coord.x)
|
||||
+0.01*masktilty*(masktiltycenter-coord.y);
|
||||
if ( dep > msd )
|
||||
return float4(maskr,maskg,maskb,1.0);
|
||||
return res;
|
||||
}
|
||||
|
|
@ -463,6 +467,16 @@ float4 PS_Shift( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
/*
|
||||
Extra ideas:
|
||||
- Bring back depth-relative colour grading
|
||||
- Try to resurrect oil filter
|
||||
- Provide an alternate, smaller font for ASCII filter (miniwi seems like
|
||||
a good candidate, since it's 4x8)
|
||||
- [Enhancement] Separate extra filters into different "batches" to get over
|
||||
the "8 technique limit" (if it's still a thing in current ENB).
|
||||
- More palettes?
|
||||
*/
|
||||
technique PostProcess
|
||||
{
|
||||
pass p0
|
||||
|
|
|
|||
|
|
@ -188,6 +188,31 @@ float maskd
|
|||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.5};
|
||||
/* tilting */
|
||||
float masktiltxcenter
|
||||
<
|
||||
string UIName = "Chroma Key Depth Horizontal Tilt Center";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.5};
|
||||
float masktiltycenter
|
||||
<
|
||||
string UIName = "Chroma Key Depth Vertical Tilt Center";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.5};
|
||||
float masktiltx
|
||||
<
|
||||
string UIName = "Chroma Key Depth Horizontal Tilt";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float masktilty
|
||||
<
|
||||
string UIName = "Chroma Key Depth Vertical Tilt";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
string str_dot = "RGBI Dot Matrix";
|
||||
bool dotenable
|
||||
<
|
||||
|
|
|
|||
|
|
@ -61,6 +61,3 @@
|
|||
//#define LENSDIRT_DDS
|
||||
//#define FROST_DDS
|
||||
//#define FROSTBUMP_DDS
|
||||
/* experimental features (TODO) */
|
||||
#define USE_BOKEH
|
||||
//#define MULTIPASS_RMAO
|
||||
|
|
|
|||
|
|
@ -316,11 +316,23 @@ float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
|
||||
{
|
||||
if ( dofdisable ) return 0.0;
|
||||
if ( focusmanual ) return focusmanualvalue;
|
||||
if ( focuscircle < 0 ) return focusmanualvalue;
|
||||
float focusmax = tod_ind(focusmax);
|
||||
float2 fcenter = float2(focuscenter_x,focuscenter_y);
|
||||
float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001);
|
||||
if ( !focuscircle ) return cfocus;
|
||||
if ( focuscircle == 0 ) return cfocus;
|
||||
if ( focuscircle == 2 )
|
||||
{
|
||||
int i, j;
|
||||
float mfocus = 0.0;
|
||||
float2 px;
|
||||
[unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ )
|
||||
{
|
||||
px = float2((i+0.5)/8.0,(j+0.5)/8.0);
|
||||
mfocus += min(tex2D(SamplerDepth,px).x,focusmax*0.001);
|
||||
}
|
||||
return mfocus/64.0;
|
||||
}
|
||||
/* using polygons inscribed into a circle, in this case a triangle */
|
||||
float focusradius = tod_ind(focusradius);
|
||||
float focusmix = tod_ind(focusmix);
|
||||
|
|
@ -365,6 +377,9 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
|
||||
float dep = tex2D(SamplerDepth,coord).x;
|
||||
float foc = tex2D(SamplerFocus,coord).x;
|
||||
/* cheap tilt */
|
||||
foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x)
|
||||
+0.01*doftilty*(doftiltycenter-coord.y);
|
||||
float dfc = abs(dep-foc);
|
||||
float dff = abs(dep);
|
||||
float dfu = dff;
|
||||
|
|
@ -389,6 +404,7 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
+doffixedfocusbump,0.0,1.0);
|
||||
dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult
|
||||
+doffixedunfocusbump,0.0,1.0);
|
||||
if ( doffixedonly ) dfc *= 0;
|
||||
dfc *= lerp(1.0,dff,doffixedfocusblend);
|
||||
dfc += lerp(0.0,dfu,doffixedunfocusblend);
|
||||
dfc = saturate(dfc);
|
||||
|
|
@ -433,60 +449,6 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
if ( dofdisable ) return tex2D(SamplerColor,coord);
|
||||
float dfc = tex2D(SamplerColor,coord).a;
|
||||
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
|
||||
if ( dfcdebug ) return dfc;
|
||||
float bresl = (fixedx>0)?fixedx:ScreenSize.x;
|
||||
float bof = (1.0/bresl)*dofbradius;
|
||||
float4 res = float4(0,0,0,0);
|
||||
if ( dfc <= dofminblur ) return tex2D(SamplerColor,coord);
|
||||
int i;
|
||||
float isd, sd, ds, sw, tw = 0;
|
||||
isd = dfc;
|
||||
[unroll] for ( i=-7; i<=7; i++ )
|
||||
{
|
||||
sd = tex2D(SamplerColor,coord+float2(i,0)*bof*dfc).a;
|
||||
ds = abs(isd-sd)*dofbfact+0.5;
|
||||
sw = 1.0/(ds+1.0);
|
||||
sw *= gauss8[abs(i)];
|
||||
tw += sw;
|
||||
res += sw*tex2D(SamplerColor,coord+float2(i,0)*bof*dfc);
|
||||
}
|
||||
res /= tw;
|
||||
res.a = dfc;
|
||||
return res;
|
||||
}
|
||||
float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
if ( dofdisable ) return tex2D(SamplerColor,coord);
|
||||
float dfc = tex2D(SamplerColor,coord).a;
|
||||
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
|
||||
if ( dfcdebug ) return dfc;
|
||||
float bresl = (fixedy>0)?fixedy:(ScreenSize.x*ScreenSize.w);
|
||||
float bof = (1.0/bresl)*dofbradius;
|
||||
float4 res = float4(0,0,0,0);
|
||||
if ( dfc <= dofminblur ) return tex2D(SamplerColor,coord);
|
||||
int i;
|
||||
float isd, sd, ds, sw, tw = 0;
|
||||
isd = dfc;
|
||||
[unroll] for ( i=-7; i<=7; i++ )
|
||||
{
|
||||
sd = tex2D(SamplerColor,coord+float2(0,i)*bof*dfc).a;
|
||||
ds = abs(isd-sd)*dofbfact+0.5;
|
||||
sw = 1.0/(ds+1.0);
|
||||
sw *= gauss8[abs(i)];
|
||||
tw += sw;
|
||||
res += sw*tex2D(SamplerColor,coord+float2(0,i)*bof*dfc);
|
||||
}
|
||||
res /= tw;
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
/* Screen frost shader. Not very realistic either, but looks fine too. */
|
||||
float2 ScreenFrost( float2 coord )
|
||||
{
|
||||
|
|
@ -544,9 +506,22 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|||
res.rgb *= 1.0+bmp*dist;
|
||||
}
|
||||
else res = tex2D(SamplerColor,coord);
|
||||
if ( !focusdisplay ) return res;
|
||||
if ( !focusdisplay || (focuscircle < 0) ) return res;
|
||||
if ( focuscircle == 2 )
|
||||
{
|
||||
int i, j;
|
||||
float2 px;
|
||||
[unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ )
|
||||
{
|
||||
px = float2((i+0.5)/8.0,(j+0.5)/8.0);
|
||||
if ( distance(coord,px) < 0.005 )
|
||||
res.rgb = float3(1,0,0);
|
||||
}
|
||||
return res;
|
||||
}
|
||||
float2 fcenter = float2(focuscenter_x,focuscenter_y);
|
||||
if ( distance(coord,fcenter) < 0.01 ) res.rgb = float3(1,0,0);
|
||||
if ( distance(coord,fcenter) < 0.005 ) res.rgb = float3(1,0,0);
|
||||
if ( focuscircle == 0 ) return res;
|
||||
float cstep = (1.0/3.0);
|
||||
float2 tcoord;
|
||||
float focusradius = tod_ind(focusradius);
|
||||
|
|
@ -554,13 +529,13 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|||
float fan = focuscircleangle*2.0*pi;
|
||||
tcoord.x = fcenter.x+sin(fan)*bof.x;
|
||||
tcoord.y = fcenter.y+cos(fan)*bof.y;
|
||||
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
|
||||
if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
|
||||
tcoord.x = fcenter.x+sin(fan+2.0*pi*cstep)*bof.x;
|
||||
tcoord.y = fcenter.y+cos(fan+2.0*pi*cstep)*bof.y;
|
||||
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
|
||||
if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
|
||||
tcoord.x = fcenter.x+sin(fan+4.0*pi*cstep)*bof.x;
|
||||
tcoord.y = fcenter.y+cos(fan+4.0*pi*cstep)*bof.y;
|
||||
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
|
||||
if ( distance(coord,tcoord) < 0.005 ) res.rgb = float3(1,0,0);
|
||||
return res;
|
||||
}
|
||||
technique ReadFocus
|
||||
|
|
@ -593,7 +568,7 @@ technique WriteFocus
|
|||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcess <string UIName="MariENB Bilateral Blur DoF";>
|
||||
technique PostProcess
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
|
|
@ -683,7 +658,7 @@ technique PostProcess6
|
|||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_DoFBlurH();
|
||||
PixelShader = compile ps_3_0 PS_DoFGather();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
|
|
@ -696,142 +671,6 @@ technique PostProcess6
|
|||
}
|
||||
}
|
||||
technique PostProcess7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_DoFBlurV();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcess8
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_FrostPass();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcessG <string UIName="MariENB Gather Blur DoF";>
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_EdgePlusSSAOPrepass();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcessG2
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_Distortion();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcessG3
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_SSAOBlurH();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcessG4
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_SSAOBlurV();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcessG5
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_DoFPrepass();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcessG6
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_DoFGather();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcessG7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
|
|
|
|||
|
|
@ -240,22 +240,28 @@ bool frostalways
|
|||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
string str_focus = "Focusing Parameters";
|
||||
/* circle (triangle, actually) average focus */
|
||||
bool focuscircle
|
||||
/*
|
||||
focus modes:
|
||||
-1 : manual
|
||||
0 : center spot
|
||||
1 : center + triangle
|
||||
2 : 8x8 grid average
|
||||
TODO
|
||||
3 : 8x8 grid average of 8 closest points
|
||||
4 : 8x8 grid average of 8 farthest points
|
||||
*/
|
||||
int focuscircle
|
||||
<
|
||||
string UIName = "Enable Focus Triangle";
|
||||
string UIName = "Focus Mode";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};
|
||||
int UIMin = -1;
|
||||
int UIMax = 2;
|
||||
> = {1};
|
||||
bool focusdisplay
|
||||
<
|
||||
string UIName = "Display Focus Points";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
bool focusmanual
|
||||
<
|
||||
string UIName = "Enable Manual Focus";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float focusmanualvalue
|
||||
<
|
||||
string UIName = "Manual Focus Depth";
|
||||
|
|
@ -375,7 +381,7 @@ float dofmult_id
|
|||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {500.0};
|
||||
/* dof power (falloff, kinda) */
|
||||
/* dof power (the higher it is, the wider the focused area gets) */
|
||||
float dofpow_n
|
||||
<
|
||||
string UIName = "DOF Contrast Night";
|
||||
|
|
@ -400,7 +406,7 @@ float dofpow_id
|
|||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {4.0};
|
||||
/* dof bump (to emulate tilt shift I guess, I brought it back) */
|
||||
/* dof bump (negative shift increases the area in complete focus) */
|
||||
float dofbump_n
|
||||
<
|
||||
string UIName = "DOF Shift Night";
|
||||
|
|
@ -619,17 +625,11 @@ bool dofdisable
|
|||
string UIName = "Disable DOF";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float dofbfact
|
||||
bool doffixedonly
|
||||
<
|
||||
string UIName = "DOF Bilateral Factor";
|
||||
string UIWidget = "Spinner";
|
||||
> = {20.0};
|
||||
float dofbradius
|
||||
<
|
||||
string UIName = "DOF Blur Radius";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
string UIName = "Use Only Fixed DOF";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float dofpradius
|
||||
<
|
||||
string UIName = "DOF Gather Blur Radius";
|
||||
|
|
@ -670,6 +670,31 @@ float relfovfactor_id
|
|||
string UIWidget = "Spinner";
|
||||
> = {2.0};
|
||||
#endif
|
||||
/* tilting */
|
||||
float doftiltxcenter
|
||||
<
|
||||
string UIName = "Focus Plane Horizontal Tilt Center";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.5};
|
||||
float doftiltycenter
|
||||
<
|
||||
string UIName = "Focus Plane Vertical Tilt Center";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.5};
|
||||
float doftiltx
|
||||
<
|
||||
string UIName = "Focus Plane Horizontal Tilt";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float doftilty
|
||||
<
|
||||
string UIName = "Focus Plane Vertical Tilt";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
/* cheap performance option */
|
||||
float dofminblur
|
||||
<
|
||||
|
|
|
|||
Reference in a new issue