MariENB Skyrim 2.2.6
This commit is contained in:
parent
feb3996afa
commit
591968b4ae
13 changed files with 300 additions and 212 deletions
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@ -14,7 +14,7 @@ EnableSunRays=true
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EnableSkyLighting=true
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EnableImageBasedLighting=false
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EnableReflection=true
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EnableSoftParticles=true
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EnableSoftParticles=false
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EnableParticleLights=true
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EnableSunGlare=false
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EnableSubSurfaceScattering=true
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@ -80,10 +80,10 @@ UseAmbientIndirectLighting=true
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SamplingPrecision=1
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FadeFogRange=3.0
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FilterType=0
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AOAmountInterior=1.17
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AOAmountInterior=1.18
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ILAmountInterior=1.38
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AOIntensity=1.17
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AOIntensityInterior=1.21
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AOIntensityInterior=1.24
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AOType=0
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AOMixingType=0
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AOMixingTypeInterior=0
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@ -126,10 +126,10 @@ SpecularPowerMultiplierInterior=1.0
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SpecularFromLightDay=0.0
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SpecularFromLightNight=0.0
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SpecularFromLightInterior=0.0
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AmbientLightingIntensityDay=0.36
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AmbientLightingIntensityNight=0.27
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AmbientLightingIntensityDay=0.28
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AmbientLightingIntensityNight=0.09
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AmbientLightingIntensityInterior=0.914
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AmbientLightingCurveDay=0.91
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AmbientLightingCurveDay=1.01
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AmbientLightingCurveNight=1.3
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AmbientLightingCurveInterior=0.75
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AmbientLightingDesaturationDay=0.0
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@ -177,10 +177,10 @@ SpecularFromLightSunrise=0.0
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SpecularFromLightSunset=0.0
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SpecularFromLightInteriorDay=0.0
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SpecularFromLightInteriorNight=0.0
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AmbientLightingIntensitySunrise=0.32
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AmbientLightingIntensitySunset=0.25
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AmbientLightingIntensityInteriorDay=0.37
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AmbientLightingIntensityInteriorNight=0.27
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AmbientLightingIntensitySunrise=0.24
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AmbientLightingIntensitySunset=0.21
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AmbientLightingIntensityInteriorDay=0.28
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AmbientLightingIntensityInteriorNight=0.15
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AmbientLightingCurveSunrise=1.03
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AmbientLightingCurveSunset=1.09
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AmbientLightingCurveInteriorDay=1.11
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@ -189,12 +189,12 @@ AmbientLightingDesaturationSunrise=0.0
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AmbientLightingDesaturationSunset=0.0
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AmbientLightingDesaturationInteriorDay=0.0
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AmbientLightingDesaturationInteriorNight=0.0
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AmbientColorFilterAmountSunrise=0.32
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AmbientColorFilterAmountDay=0.46
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AmbientColorFilterAmountSunset=0.35
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AmbientColorFilterAmountNight=0.38
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AmbientColorFilterAmountInteriorDay=0.39
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AmbientColorFilterAmountInteriorNight=0.32
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AmbientColorFilterAmountSunrise=0.0
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AmbientColorFilterAmountDay=0.0
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AmbientColorFilterAmountSunset=0.0
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AmbientColorFilterAmountNight=0.0
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AmbientColorFilterAmountInteriorDay=0.0
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AmbientColorFilterAmountInteriorNight=0.0
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AmbientColorFilterTopSunrise=0.494, 0.443, 0.188
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AmbientColorFilterTopDay=0.647, 0.627, 0.506
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AmbientColorFilterTopSunset=0.42, 0.224, 0.122
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@ -220,7 +220,7 @@ PointLightingIntensityInteriorNight=1.13
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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=1.29
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PointLightingCurveInteriorNight=1.31
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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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@ -233,12 +233,12 @@ ParticleLightsIntensityInteriorDay=0.6
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ParticleLightsIntensityInteriorNight=0.68
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FogColorMultiplierSunrise=0.39
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FogColorMultiplierSunset=0.48
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FogColorMultiplierInteriorDay=0.53
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FogColorMultiplierInteriorNight=0.15
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FogColorMultiplierInteriorDay=0.55
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FogColorMultiplierInteriorNight=0.17
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FogColorCurveSunrise=1.04
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FogColorCurveSunset=1.03
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FogColorCurveInteriorDay=1.07
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FogColorCurveInteriorNight=1.14
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FogColorCurveInteriorDay=1.11
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FogColorCurveInteriorNight=1.15
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ColorPowSunrise=1.0
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ColorPowSunset=1.0
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ColorPowInteriorDay=1.0
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@ -284,14 +284,14 @@ SpecularPowerMultiplierDawn=0.56
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SpecularPowerMultiplierDusk=0.57
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SpecularFromLightDawn=0.0
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SpecularFromLightDusk=0.0
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AmbientLightingIntensityDawn=0.24
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AmbientLightingIntensityDusk=0.25
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AmbientLightingIntensityDawn=0.19
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AmbientLightingIntensityDusk=0.18
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AmbientLightingCurveDawn=1.15
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AmbientLightingCurveDusk=1.15
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AmbientLightingDesaturationDawn=0.0
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AmbientLightingDesaturationDusk=0.0
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AmbientColorFilterAmountDawn=0.29
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AmbientColorFilterAmountDusk=0.28
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AmbientColorFilterAmountDawn=0.0
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AmbientColorFilterAmountDusk=0.0
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AmbientColorFilterTopDawn=0.318, 0.22, 0.137
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AmbientColorFilterTopDusk=0.302, 0.169, 0.129
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AmbientColorFilterMiddleDawn=0.176, 0.122, 0.051
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@ -659,26 +659,26 @@ OpacityDawn=0.27
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OpacityDusk=0.2
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[FIRE]
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IntensityDay=1.65
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IntensityNight=1.84
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IntensityDay=0.95
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IntensityNight=1.04
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IntensityInterior=1.65
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CurveDay=0.67
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CurveNight=0.63
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CurveDay=0.97
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CurveNight=0.93
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CurveInterior=1.0
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IntensitySunrise=1.75
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IntensitySunset=1.73
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IntensityInteriorDay=2.26
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IntensityInteriorNight=1.88
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CurveSunrise=0.71
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CurveSunset=0.73
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CurveInteriorDay=0.78
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CurveInteriorNight=0.75
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IntensitySunrise=1.05
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IntensitySunset=1.03
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IntensityInteriorDay=1.01
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IntensityInteriorNight=1.03
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CurveSunrise=0.91
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CurveSunset=0.93
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CurveInteriorDay=0.98
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CurveInteriorNight=0.95
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AdditiveBlending=true
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IgnoreWeatherSystem=true
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IntensityDawn=1.82
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IntensityDusk=1.88
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CurveDawn=0.66
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CurveDusk=0.69
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IntensityDawn=1.02
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IntensityDusk=1.08
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CurveDawn=0.96
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CurveDusk=0.99
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[COLORCORRECTION]
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UsePaletteTexture=true
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@ -843,11 +843,11 @@ ReflectiveAmountDawn=0.14
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ReflectiveAmountDusk=0.19
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[RAIN]
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Enable=false
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EnableAntialiasing=false
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Enable=true
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EnableAntialiasing=true
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EnableSupersampling=false
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MotionStretch=0.8
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MotionTransparency=0.65
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MotionStretch=1.0
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MotionTransparency=0.75
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IgnoreWeatherSystem=true
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[EYES]
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@ -1 +1 @@
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2.2.5-1 "Waifus And Lore"
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2.2.6-1 "Waifus And Lore"
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@ -1,9 +1,9 @@
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[WEATHER001]
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FileName=_hotweather.ini
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WeatherIDs=81a, 12f89, 2e7ab, a6858, d9329, 10199f, 105941, 10a230, 10a233, 10a237, 10a23a, 10a23b, 10a23f, 10a240, 10a243, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1e9, 10e1ea, 10e1eb, 10e1ec, 10e1ed, 10e1ee, 10e1f1, 10e1f2, 18471, 31ac0, 32336, 374b8, 374b9, 5b29c, 5b29d, 5b2a0, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68, 12eab9, 7761f
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WeatherIDs=81a, 12f89, 2e7ab, a6858, d9329, 10199f, 105941, 10a230, 10a233, 10a237, 10a23a, 10a23b, 10a23f, 10a240, 10a243, 10a7a5, 10a7a8, 10d9ec, 10e1e3, 10e1e4, 10e1e5, 10e1e6, 10e1e9, 10e1ea, 10e1eb, 10e1ec, 10e1ed, 10e1ee, 10e1f1, 10e1f2, 18471, 31ac0, 32336, 374b8, 374b9, 5b29c, 5b29d, 5b2a0, 1760e, 1760f, 19bbe, 19bbf, 19bc0, 1bc0d, 25d8d, 2e982, 2e983, 3ab68, 12eab9, 7761f, 701d2, 67bb2
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[WEATHER002]
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FileName=_coldweather.ini
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WeatherIDs=4d7fb, aee84, 4d7fb, c821e, c821f, c8220, c8221, d4886, ecc96, 104ab4, 10da13, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 1d760, 374ba, 21311
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WeatherIDs=4d7fb, aee84, 4d7fb, c821e, c821f, c8220, c8221, d4886, ecc96, 104ab4, 10da13, 10fef8, 1407, 959f, 10e0b, 10e0e, 10e0f, 10e10, 14551, 18dbb, 18dbc, 18dbd, 19599, 195a0, 1d760, 374ba, 21311, 62484, 2c603b, 2da92c
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[WEATHER003]
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FileName=
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[WEATHER004]
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@ -31,12 +31,12 @@ Curve Chromatic Aberration=0.56
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Curve Zooming=50.360001
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Curve Distortion=0.0
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Curve Sampling Soften=0.0
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Enable Blur=true
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Enable Blur=false
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Blur Sampling Range=0.15
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Enable Sharp=true
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Sharp Sampling Range=0.35
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Sharpening Amount=2.0
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Enable Shift=true
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Enable Sharp=false
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Sharp Sampling Range=0.25
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Sharpening Amount=3.0
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Enable Shift=false
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Shift Sampling Range=0.6
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------Sharpening------------=false
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Show Original=false
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@ -6,16 +6,16 @@ Bloom Intensity Interior Night=0.75
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Bloom Intensity Interior Day=0.69
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Bloom Contrast Night=0.96
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Bloom Contrast Day=0.98
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Bloom Contrast Interior Night=0.95
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Bloom Contrast Interior Day=0.97
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Bloom Contrast Interior Night=0.98
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Bloom Contrast Interior Day=0.99
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Bloom Saturation Night=1.08
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Bloom Saturation Day=1.07
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Bloom Saturation Interior Night=1.06
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Bloom Saturation Interior Day=1.03
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Bloom Offset Night=-0.03
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Bloom Offset Day=-0.04
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Bloom Saturation Interior Night=1.05
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Bloom Saturation Interior Day=1.04
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Bloom Offset Night=-0.04
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Bloom Offset Day=-0.05
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Bloom Offset Interior Night=-0.04
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Bloom Offset Interior Day=-0.05
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Bloom Offset Interior Day=-0.06
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Bloom Intensity Cap Night=10.0
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Bloom Intensity Cap Day=10.0
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Bloom Intensity Cap Interior Night=10.0
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@ -33,17 +33,17 @@ Blue Shift Interior Night Blue=1.77
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Blue Shift Interior Day Red=0.08
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Blue Shift Interior Day Green=-0.3
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Blue Shift Interior Day Blue=1.39
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Blue Shift Intensity Night=0.36
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Blue Shift Intensity Day=0.29
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Blue Shift Intensity Interior Night=0.42
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Blue Shift Intensity Interior Day=0.34
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Blue Shift Luminance Factor Per-pass=0.46
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Blue Shift Color Factor Per-pass=0.96
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Blue Shift Intensity Night=0.16
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Blue Shift Intensity Day=0.13
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Blue Shift Intensity Interior Night=0.18
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Blue Shift Intensity Interior Day=0.15
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Blue Shift Luminance Factor Per-pass=0.99
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Blue Shift Color Factor Per-pass=1.06
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Enable Anamorphic Bloom=true
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Anamorphic Bloom Blend Night=0.32
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Anamorphic Bloom Blend Day=0.31
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Anamorphic Bloom Blend Interior Night=0.33
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Anamorphic Bloom Blend Interior Day=0.31
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Anamorphic Bloom Blend Interior Day=0.32
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Anamorphic Bloom Blue Shift Night Red=0.06
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Anamorphic Bloom Blue Shift Night Green=-0.44
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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=-0.03
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Anamorphic Bloom Blue Shift Interior Day Green=-0.11
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Anamorphic Bloom Blue Shift Interior Day Blue=1.65
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Anamorphic Bloom Blue Shift Intensity Night=0.82
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Anamorphic Bloom Blue Shift Intensity Day=0.63
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Anamorphic Bloom Blue Shift Interior Night=0.88
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Anamorphic Bloom Blue Shift Interior Day=0.72
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Anamorphic Bloom Blue Shift Intensity Night=0.47
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Anamorphic Bloom Blue Shift Intensity Day=0.32
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Anamorphic Bloom Blue Shift Interior Night=0.57
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Anamorphic Bloom Blue Shift Interior Day=0.48
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Anamorphic Bloom Contrast Night=1.24
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Anamorphic Bloom Contrast Day=1.22
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Anamorphic Bloom Contrast Interior Night=1.27
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Anamorphic Bloom Contrast Interior Day=1.31
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Anamorphic Bloom Contrast Interior Night=1.32
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Anamorphic Bloom Contrast Interior Day=1.3
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Anamorphic Bloom Radius Multiplier=4.0
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Bloom Pass 1 Blend=1.13
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Bloom Pass 2 Blend=0.95
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Bloom Pass 3 Blend=0.84
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Bloom Pass 4 Blend=0.64
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Bloom Pass 7 Blend=0.52
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Bloom Pass 8 Blend=0.34
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Bloom Pass 8 Blend=0.35
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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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@ -124,11 +124,11 @@ Grading Saturation Contrast Interior Day=1.03
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Grading Value Intensity Night=1.06
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Grading Value Intensity Day=1.04
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Grading Value Intensity Interior Night=1.02
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Grading Value Intensity Interior Day=1.01
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Grading Value Contrast Night=1.1
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Grading Value Contrast Day=1.13
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Grading Value Contrast Interior Night=1.13
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Grading Value Contrast Interior Day=1.16
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Grading Value Intensity Interior Day=1.07
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Grading Value Contrast Night=1.03
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Grading Value Contrast Day=1.05
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Grading Value Contrast Interior Night=1.05
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Grading Value Contrast Interior Day=1.08
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Colorize After HSV=true
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Enable Vanilla Tint=true
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Vanilla Tint Blend=1.0
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@ -139,7 +139,7 @@ Fade Before Film Filters=false
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Enable LUT Grading=true
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LUT Blend Night=0.25
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LUT Blend Day=0.39
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LUT Blend Interior Night=0.29
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LUT Blend Interior Night=0.31
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LUT Blend Interior Day=0.34
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LUT Preset=61
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Enable ENB Palette=false
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@ -50,8 +50,8 @@ DOF Intensity Interior Night=480.799988
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DOF Intensity Interior Day=432.299988
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DOF Contrast Night=3.46
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DOF Contrast Day=3.84
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DOF Contrast Interior Night=3.2
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DOF Contrast Interior Day=3.5
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DOF Contrast Interior Night=3.25
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DOF Contrast Interior Day=3.7
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DOF Shift Night=-0.1
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DOF Shift Day=-0.15
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DOF Shift Interior Night=-0.05
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@ -92,7 +92,7 @@ DOF Fixed Use Cutoff=true
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Disable DOF=false
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DOF Bilateral Blur=true
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DOF Bilateral Factor=5.0
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DOF Blur Radius=1.0
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DOF Blur Radius=6.0
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DOF Relative to FOV=true
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Default FOV=75.0
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DOF Relative Factor Night=2.76
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@ -138,7 +138,7 @@ SSAO Noise=0
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SSAO Fade Contrast Night=0.46
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SSAO Fade Contrast Day=0.41
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SSAO Fade Contrast Interior Night=0.58
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SSAO Fade Contrast Interior Day=0.48
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SSAO Fade Contrast Interior Day=0.53
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SSAO Fade Intensity Night=1.27
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SSAO Fade Intensity Day=1.08
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SSAO Fade Intensity Interior Night=1.3
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@ -147,13 +147,13 @@ SSAO Intensity=1.25
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SSAO Contrast=0.65
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SSAO Blending=0.8
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SSAO Blur=true
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SSAO Bilateral Factor=250.0
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SSAO Bilateral Factor=1500.0
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SSAO Range=20.0
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SSAO Blur Radius=1.0
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Debug SSAO=false
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Sharpen Enable=true
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Sharpen Radius=0.8
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Sharpen Clamp=0.1
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Sharpen Clamp=0.05
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Sharpen Blending=6.0
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SSAO Use Less Samples=true
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Near Z=0.05
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@ -172,7 +172,7 @@ Frost Always Enable=false
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Frost Indoor Factor=0.15
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Frost Night Factor=0.5
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SSAO Bilateral Factor Normal=1.0
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SSAO Range Min=0.0
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SSAO Range Min=1.0
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Frost Blur=false
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Frost Blur Radius=1.0
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Frost Distance Factor=16.0
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@ -180,7 +180,7 @@ SSAO Blur Use Less Samples=true
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Bokeh Threshold=1.0
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Bokeh Blur Threshold=0.5
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Bokeh Size=8.0
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DOF Gather Blur Radius=8.0
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DOF Gather Blur Radius=6.0
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DES mode=0
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DES Level=0.0
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DES Blend Color=1, 0, 0
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@ -218,3 +218,4 @@ Focus Plane Vertical Tilt Center=0.5
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Focus Plane Horizontal Tilt=0.0
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Focus Plane Vertical Tilt=0.0
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Use Only Fixed DOF=false
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DOF Blur Chromatic Aberration=1.5
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|
|
@ -436,11 +436,6 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
if ( aenable ) res.rgb = Adaptation(res.rgb);
|
||||
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
|
||||
if ( bloomdebug ) res.rgb *= 0;
|
||||
float3 bcol = tex2D(_s3,coord).rgb*EBloomAmount;
|
||||
if ( bloomlighten )
|
||||
res.rgb = float3(max(res.r,bcol.r),max(res.g,bcol.g),
|
||||
max(res.b,bcol.b));
|
||||
else res.rgb += bcol;
|
||||
if ( vgradeenable ) res.rgb = GradingGame(res.rgb);
|
||||
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
|
||||
if ( colorizeafterhsv )
|
||||
|
|
@ -453,6 +448,11 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
|
||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
||||
}
|
||||
float3 bcol = tex2D(_s3,coord).rgb*EBloomAmount;
|
||||
if ( bloomlighten )
|
||||
res.rgb = float3(max(res.r,bcol.r),max(res.g,bcol.g),
|
||||
max(res.b,bcol.b));
|
||||
else res.rgb += bcol;
|
||||
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
||||
if ( palenable ) res.rgb = GradingPal(res.rgb);
|
||||
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
|
||||
|
|
|
|||
|
|
@ -60,6 +60,4 @@
|
|||
//#define HEAT_DDS
|
||||
//#define LENSDIRT_DDS
|
||||
//#define FROST_DDS
|
||||
//#define FROSTBUMP_DDS
|
||||
/* optional heavy features (can be toggled to reduce compile times) */
|
||||
//#define MARIENB_SSAO
|
||||
//#define FROSTBUMP_DDS
|
||||
|
|
@ -111,7 +111,6 @@ float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
float4 res = tex2D(SamplerColor,coord);
|
||||
if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord);
|
||||
if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
|
||||
#ifdef MARIENB_SSAO
|
||||
/* get occlusion using single-step Ray Marching with 64 samples */
|
||||
float ssaofadepow = tod_ind(ssaofadepow);
|
||||
float ssaofademult = tod_ind(ssaofademult);
|
||||
|
|
@ -138,9 +137,9 @@ float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
float sdepth, so, delta;
|
||||
float sclamp = ssaoclamp/100000.0;
|
||||
float sclampmin = ssaoclampmin/100000.0;
|
||||
if ( ssaoquarter ) [unroll] for ( i=0; i<16; i++ )
|
||||
[unroll] for ( i=0; i<16; i++ )
|
||||
{
|
||||
sample = reflect(ssao_samples_lq[i],rnormal);
|
||||
sample = reflect(ssao_samples[i],rnormal);
|
||||
sample *= sign(dot(normal,sample));
|
||||
so = ldepth-sample.z*bof.x;
|
||||
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
|
||||
|
|
@ -149,23 +148,11 @@ float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
if ( (delta > sclampmin) && (delta < sclamp) )
|
||||
occ += 1.0-delta;
|
||||
}
|
||||
else [unroll] for ( i=0; i<64; i++ )
|
||||
{
|
||||
sample = reflect(ssao_samples_hq[i],rnormal);
|
||||
sample *= sign(dot(normal,sample));
|
||||
so = ldepth-sample.z*bof.x;
|
||||
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
|
||||
delta = saturate(so-sdepth);
|
||||
delta *= 1.0-smoothstep(0.0,sclamp,delta);
|
||||
if ( (delta > sclampmin) && (delta < sclamp) )
|
||||
occ += 1.0-delta;
|
||||
}
|
||||
float uocc = saturate(occ/(ssaoquarter?16.0:64.0));
|
||||
float uocc = saturate(occ/16.0);
|
||||
float fade = 1.0-depth;
|
||||
uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
|
||||
uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult);
|
||||
res.a = saturate(1.0-(uocc*ssaoblend));
|
||||
#endif
|
||||
return res;
|
||||
}
|
||||
/*
|
||||
|
|
@ -204,7 +191,7 @@ float2 DistantHeat( float2 coord )
|
|||
ofs *= pow(length(ofs),heatpow);
|
||||
if ( !heatalways ) ofs *= todpow
|
||||
#ifndef FALLOUT
|
||||
*weatherfactor(WT_HOT)
|
||||
*weatherfactor(WT_HOT)+(1.0-weatherfactor(WT_COLD))
|
||||
#endif
|
||||
;
|
||||
odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x;
|
||||
|
|
@ -237,7 +224,6 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
tex2D(SamplerColor,coord+ofs).a);
|
||||
return res;
|
||||
}
|
||||
#ifdef MARIENB_SSAO
|
||||
/*
|
||||
The blur passes use bilateral filtering to mostly preserve borders.
|
||||
An additional factor using difference of normals was tested, but the
|
||||
|
|
@ -255,16 +241,7 @@ float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
res.a = 0.0;
|
||||
int i;
|
||||
isd = tex2D(SamplerDepth,coord).x;
|
||||
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
|
||||
{
|
||||
sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x;
|
||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
||||
sw = ds;
|
||||
sw *= gauss8[abs(i)];
|
||||
tw += sw;
|
||||
res.a += sw*tex2D(SamplerColor,coord+float2(i,0)*bof).a;
|
||||
}
|
||||
else [unroll] for ( i=-15; i<=15; i++ )
|
||||
[unroll] for ( i=-15; i<=15; i++ )
|
||||
{
|
||||
sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x;
|
||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
||||
|
|
@ -292,16 +269,7 @@ float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
res.a = 0.0;
|
||||
int i;
|
||||
isd = tex2D(SamplerDepth,coord).x;
|
||||
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
|
||||
{
|
||||
sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x;
|
||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
||||
sw = ds;
|
||||
sw *= gauss8[abs(i)];
|
||||
tw += sw;
|
||||
res.a += sw*tex2D(SamplerColor,coord+float2(0,i)*bof).a;
|
||||
}
|
||||
else [unroll] for ( i=-15; i<=15; i++ )
|
||||
[unroll] for ( i=-15; i<=15; i++ )
|
||||
{
|
||||
sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x;
|
||||
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
|
||||
|
|
@ -315,7 +283,6 @@ float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
res *= res.a;
|
||||
return res;
|
||||
}
|
||||
#endif
|
||||
/* Focus */
|
||||
float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
|
||||
{
|
||||
|
|
@ -416,11 +383,7 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
|||
res.a = dfc;
|
||||
return res;
|
||||
}
|
||||
/*
|
||||
This method skips blurring areas that are perfectly in focus. The
|
||||
performance gain is negligible in most cases, though.
|
||||
*/
|
||||
/* gather blur pass */
|
||||
/* gather blur pass */
|
||||
float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
||||
{
|
||||
float2 coord = IN.txcoord.xy;
|
||||
|
|
@ -432,20 +395,25 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|||
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
|
||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 bof = 1.0/bresl;
|
||||
/*
|
||||
Skip blurring areas that are perfectly in focus. The performance
|
||||
gain is negligible in most cases, though.
|
||||
*/
|
||||
if ( dfc <= dofminblur ) return tex2D(SamplerColor,coord);
|
||||
float4 res = float4(0,0,0,0);
|
||||
float dep = tex2D(SamplerDepth,coord).x;
|
||||
float sd, ds, sw, tw = 0;
|
||||
float ds, sw, tw = 0;
|
||||
float2 bsz = bof*dofpradius*dfc;
|
||||
float4 sc;
|
||||
[unroll] for ( int i=0; i<32; i++ )
|
||||
{
|
||||
sc = tex2Dlod(SamplerColor,float4(coord.x
|
||||
+poisson32[i].x*bsz.x,coord.y+poisson32[i].y
|
||||
*bsz.y,0.0,dfc*4.0));
|
||||
sc = float4(tex2D(SamplerColor,coord+poisson32[i]*bsz*(1
|
||||
+dofpcha*0.1)).r,tex2D(SamplerColor,coord+poisson32[i]
|
||||
*bsz).g,tex2D(SamplerColor,coord+poisson32[i]*bsz*(1
|
||||
-dofpcha*0.1)).b,tex2D(SamplerColor,coord+poisson32[i]
|
||||
*bsz).a);
|
||||
ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x;
|
||||
sd = tex2D(SamplerColor,coord+poisson32[i]*bsz).a;
|
||||
sw = (ds>dep)?1.0:sd;
|
||||
sw = (ds>dep)?1.0:sc.a;
|
||||
tw += sw;
|
||||
res += sc*sw;
|
||||
}
|
||||
|
|
@ -453,6 +421,88 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
|||
res.a = 1.0;
|
||||
return res;
|
||||
}
|
||||
/* "bokeh" blur pass */
|
||||
float4 PS_DoFBorkeh( 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;
|
||||
float2 bresl;
|
||||
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
|
||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 bof = 1.0/bresl;
|
||||
float4 res = tex2D(SamplerColor,coord);
|
||||
res.a = 0.0;
|
||||
/*
|
||||
Skip blurring areas that are perfectly in focus. The performance
|
||||
gain is negligible in most cases, though.
|
||||
*/
|
||||
if ( dfc <= dofminblur ) return res;
|
||||
float dep = tex2D(SamplerDepth,coord).x;
|
||||
float sr = dofpradius*dfc;
|
||||
float w = max(0,(1/(sr*sr+1))*luminance(res.rgb+0.01));
|
||||
res *= w;
|
||||
float tw = w;
|
||||
float2 bsz = bof*sr;
|
||||
float4 pc;
|
||||
float sc, ds;
|
||||
[unroll] for ( int i=0; i<32; i++ )
|
||||
{
|
||||
pc = float4(tex2D(SamplerColor,coord+poisson32[i]*bsz*(1
|
||||
+dofpcha*0.1)).r,tex2D(SamplerColor,coord+poisson32[i]
|
||||
*bsz).g,tex2D(SamplerColor,coord+poisson32[i]*bsz*(1
|
||||
-dofpcha*0.1)).b,tex2D(SamplerColor,coord+poisson32[i]
|
||||
*bsz).a);
|
||||
ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x;
|
||||
sc = abs(pc.a*dofpradius);
|
||||
if ( sr < 0.0 ) sc = max(abs(sr),sc);
|
||||
w = (1.0/(pow(sc,2)+1))*luminance(pc.rgb+0.01);
|
||||
w *= saturate(1-smoothstep(sc,sc*1.1,length(poisson32[i]*bsz)
|
||||
*abs(sr)));
|
||||
w *= (ds>dep)?1.0:sc;
|
||||
res += pc*w;
|
||||
tw += w;
|
||||
}
|
||||
res /= tw;
|
||||
res.a = dfc;
|
||||
return res;
|
||||
}
|
||||
float4 PS_DoFPostBlur( 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;
|
||||
float2 bresl;
|
||||
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
|
||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 bof = 1.0/bresl;
|
||||
float2 ofs[16] =
|
||||
{
|
||||
float2(1.0,1.0), float2(-1.0,-1.0),
|
||||
float2(-1.0,1.0), float2(1.0,-1.0),
|
||||
|
||||
float2(1.0,0.0), float2(-1.0,0.0),
|
||||
float2(0.0,1.0), float2(0.0,-1.0),
|
||||
|
||||
float2(1.41,0.0), float2(-1.41,0.0),
|
||||
float2(0.0,1.41), float2(0.0,-1.41),
|
||||
|
||||
float2(1.41,1.41), float2(-1.41,-1.41),
|
||||
float2(-1.41,1.41), float2(1.41,-1.41)
|
||||
};
|
||||
float4 res = tex2D(SamplerColor,coord);
|
||||
int i;
|
||||
[unroll] for ( i=0; i<16; i++ )
|
||||
res += tex2D(SamplerColor,coord+ofs[i]*bof*dfc);
|
||||
res /= 17.0;
|
||||
res.a = 1.0;
|
||||
return res;
|
||||
|
||||
}
|
||||
/* Screen frost shader. Not very realistic either, but looks fine too. */
|
||||
float2 ScreenFrost( float2 coord )
|
||||
{
|
||||
|
|
@ -606,7 +656,6 @@ technique PostProcess2
|
|||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
#ifdef MARIENB_SSAO
|
||||
technique PostProcess3
|
||||
{
|
||||
pass p0
|
||||
|
|
@ -692,8 +741,76 @@ technique PostProcess7
|
|||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
#else
|
||||
technique PostProcess3
|
||||
|
||||
technique PostProcessB <string UIName="Bokeh (WIP)";>
|
||||
{
|
||||
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 PostProcessB2
|
||||
{
|
||||
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 PostProcessB3
|
||||
{
|
||||
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 PostProcessB4
|
||||
{
|
||||
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 PostProcessB5
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
|
|
@ -710,12 +827,12 @@ technique PostProcess3
|
|||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcess4
|
||||
technique PostProcessB6
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_DoFGather();
|
||||
PixelShader = compile ps_3_0 PS_DoFBorkeh();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
|
|
@ -727,7 +844,24 @@ technique PostProcess4
|
|||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcess5
|
||||
technique PostProcessB7
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
VertexShader = compile vs_3_0 VS_Pass();
|
||||
PixelShader = compile ps_3_0 PS_DoFPostBlur();
|
||||
DitherEnable = FALSE;
|
||||
ZEnable = FALSE;
|
||||
CullMode = NONE;
|
||||
ALPHATESTENABLE = FALSE;
|
||||
SEPARATEALPHABLENDENABLE = FALSE;
|
||||
AlphaBlendEnable = FALSE;
|
||||
StencilEnable = FALSE;
|
||||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
technique PostProcessB8
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
|
|
@ -743,5 +877,4 @@ technique PostProcess5
|
|||
FogEnable = FALSE;
|
||||
SRGBWRITEENABLE = FALSE;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
@ -33,9 +33,8 @@ static const float gauss16[16] =
|
|||
0.033109, 0.031485, 0.029764, 0.027971,
|
||||
0.026131, 0.024268, 0.022405, 0.020563
|
||||
};
|
||||
#ifdef MARIENB_SSAO
|
||||
/* SSAO samples */
|
||||
static const float3 ssao_samples_lq[16] =
|
||||
static const float3 ssao_samples[16] =
|
||||
{
|
||||
float3( 0.0000,-0.0002, 0.0000),float3(-0.0004, 0.0013, 0.0014),
|
||||
float3(-0.0030, 0.0048,-0.0034),float3( 0.0147, 0.0046,-0.0026),
|
||||
|
|
@ -46,42 +45,6 @@ static const float3 ssao_samples_lq[16] =
|
|||
float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260),
|
||||
float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497)
|
||||
};
|
||||
static const float3 ssao_samples_hq[64] =
|
||||
{
|
||||
float3( 0.0000,-0.0000,-0.0000),float3( 0.0000, 0.0000,-0.0000),
|
||||
float3( 0.0001,-0.0000,-0.0000),float3( 0.0002, 0.0001,-0.0001),
|
||||
float3(-0.0000,-0.0005, 0.0000),float3( 0.0004,-0.0004,-0.0006),
|
||||
float3( 0.0005,-0.0011,-0.0004),float3(-0.0000, 0.0013,-0.0014),
|
||||
float3( 0.0024, 0.0006, 0.0013),float3(-0.0017,-0.0017, 0.0030),
|
||||
float3(-0.0037, 0.0033,-0.0011),float3( 0.0010, 0.0018,-0.0063),
|
||||
float3( 0.0059, 0.0056,-0.0020),float3(-0.0009, 0.0083,-0.0063),
|
||||
float3(-0.0110, 0.0065,-0.0016),float3( 0.0089, 0.0070,-0.0108),
|
||||
float3(-0.0115,-0.0134,-0.0062),float3(-0.0121,-0.0172, 0.0071),
|
||||
float3(-0.0066, 0.0246,-0.0060),float3( 0.0057,-0.0279, 0.0109),
|
||||
float3(-0.0269,-0.0160,-0.0164),float3( 0.0402, 0.0045, 0.0034),
|
||||
float3( 0.0248,-0.0045, 0.0390),float3( 0.0110,-0.0491,-0.0159),
|
||||
float3(-0.0193,-0.0431, 0.0363),float3( 0.0441, 0.0271,-0.0426),
|
||||
float3( 0.0385,-0.0428,-0.0482),float3(-0.0623,-0.0501, 0.0249),
|
||||
float3( 0.0683,-0.0000, 0.0631),float3( 0.1008, 0.0180,-0.0114),
|
||||
float3(-0.0156,-0.0713, 0.0871),float3(-0.0561,-0.0757, 0.0822),
|
||||
float3( 0.0714, 0.0850,-0.0805),float3(-0.1320,-0.0042, 0.0711),
|
||||
float3( 0.1553, 0.0486,-0.0167),float3(-0.1164,-0.0125,-0.1341),
|
||||
float3( 0.1380,-0.1230,-0.0562),float3( 0.0868,-0.1897,-0.0175),
|
||||
float3( 0.0749, 0.1495, 0.1525),float3(-0.2038,-0.1324,-0.0235),
|
||||
float3( 0.0205, 0.1920, 0.1784),float3( 0.1637,-0.0964,-0.2092),
|
||||
float3( 0.2875, 0.0966,-0.0020),float3( 0.0572,-0.0180,-0.3194),
|
||||
float3(-0.3329, 0.0981,-0.0189),float3( 0.2627, 0.2092,-0.1585),
|
||||
float3( 0.1783,-0.3359,-0.1108),float3( 0.2675, 0.2056,-0.2533),
|
||||
float3(-0.1852, 0.3017,-0.2759),float3(-0.0944, 0.3532, 0.3061),
|
||||
float3(-0.0022,-0.3744, 0.3404),float3(-0.0600,-0.4031,-0.3487),
|
||||
float3(-0.2663, 0.4915, 0.1004),float3(-0.2442, 0.4253, 0.3468),
|
||||
float3( 0.2583, 0.1321,-0.5645),float3(-0.0219, 0.4516, 0.4943),
|
||||
float3(-0.5503, 0.2597,-0.3590),float3( 0.2239,-0.5571,-0.4398),
|
||||
float3(-0.7210,-0.1982, 0.2339),float3( 0.7948,-0.1848, 0.1145),
|
||||
float3(-0.7190, 0.1767, 0.4489),float3(-0.5617, 0.5845,-0.4116),
|
||||
float3(-0.8919,-0.0384, 0.3360),float3(-0.0144, 0.9775,-0.2105)
|
||||
};
|
||||
#endif
|
||||
/* For high quality DOF */
|
||||
static const float2 poisson32[32] =
|
||||
{
|
||||
|
|
|
|||
|
|
@ -632,10 +632,15 @@ bool doffixedonly
|
|||
> = {false};
|
||||
float dofpradius
|
||||
<
|
||||
string UIName = "DOF Gather Blur Radius";
|
||||
string UIName = "DOF Blur Radius";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {6.0};
|
||||
float dofpcha
|
||||
<
|
||||
string UIName = "DOF Blur Chromatic Aberration";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
#ifndef FALLOUT
|
||||
bool dofrelfov
|
||||
<
|
||||
|
|
@ -787,7 +792,6 @@ float edgevradius
|
|||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
#ifdef MARIENB_SSAO
|
||||
/* ssao filter */
|
||||
string str_ssao = "Ray Marching SSAO";
|
||||
bool ssaoenable
|
||||
|
|
@ -906,17 +910,6 @@ bool ssaodebug
|
|||
string UIName = "Debug SSAO";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
bool ssaoquarter
|
||||
<
|
||||
string UIName = "SSAO Use Less Samples";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};
|
||||
bool ssaohalfblur
|
||||
<
|
||||
string UIName = "SSAO Blur Use Less Samples";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {true};
|
||||
#endif
|
||||
/* luma sharpen because of reasons */
|
||||
string str_sharp = "Luma Sharpen";
|
||||
bool sharpenable
|
||||
|
|
|
|||
|
|
@ -156,13 +156,13 @@ Darkend
|
|||
|
||||
Vigilant
|
||||
|
||||
56A0C zzzCHMonoFogWeather -
|
||||
56A0D zzzCHMonoClearWeather -
|
||||
62484 zzzCOCursedWeather -
|
||||
67BB2 zzzCHMolagWeatherNoCore -
|
||||
701D2 zzzCHMolagWeather -
|
||||
2C603B zzzCHOldForestStormRain -
|
||||
2DA92C zzzCHWhaleGraveyardStormSnow -
|
||||
56A0C zzzCHMonoFogWeather TEMPERATE
|
||||
56A0D zzzCHMonoClearWeather TEMPERATE
|
||||
62484 zzzCOCursedWeather COLD
|
||||
67BB2 zzzCHMolagWeatherNoCore HOT
|
||||
701D2 zzzCHMolagWeather HOT
|
||||
2C603B zzzCHOldForestStormRain COLD
|
||||
2DA92C zzzCHWhaleGraveyardStormSnow COLD
|
||||
|
||||
Enderal
|
||||
|
||||
|
|
|
|||
Reference in a new issue