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MariENB Skyrim 2.2.6

This commit is contained in:
Marisa the Magician 2019-04-07 17:42:42 +02:00
commit 591968b4ae
13 changed files with 300 additions and 212 deletions

View file

@ -14,7 +14,7 @@ EnableSunRays=true
EnableSkyLighting=true EnableSkyLighting=true
EnableImageBasedLighting=false EnableImageBasedLighting=false
EnableReflection=true EnableReflection=true
EnableSoftParticles=true EnableSoftParticles=false
EnableParticleLights=true EnableParticleLights=true
EnableSunGlare=false EnableSunGlare=false
EnableSubSurfaceScattering=true EnableSubSurfaceScattering=true
@ -80,10 +80,10 @@ UseAmbientIndirectLighting=true
SamplingPrecision=1 SamplingPrecision=1
FadeFogRange=3.0 FadeFogRange=3.0
FilterType=0 FilterType=0
AOAmountInterior=1.17 AOAmountInterior=1.18
ILAmountInterior=1.38 ILAmountInterior=1.38
AOIntensity=1.17 AOIntensity=1.17
AOIntensityInterior=1.21 AOIntensityInterior=1.24
AOType=0 AOType=0
AOMixingType=0 AOMixingType=0
AOMixingTypeInterior=0 AOMixingTypeInterior=0
@ -126,10 +126,10 @@ SpecularPowerMultiplierInterior=1.0
SpecularFromLightDay=0.0 SpecularFromLightDay=0.0
SpecularFromLightNight=0.0 SpecularFromLightNight=0.0
SpecularFromLightInterior=0.0 SpecularFromLightInterior=0.0
AmbientLightingIntensityDay=0.36 AmbientLightingIntensityDay=0.28
AmbientLightingIntensityNight=0.27 AmbientLightingIntensityNight=0.09
AmbientLightingIntensityInterior=0.914 AmbientLightingIntensityInterior=0.914
AmbientLightingCurveDay=0.91 AmbientLightingCurveDay=1.01
AmbientLightingCurveNight=1.3 AmbientLightingCurveNight=1.3
AmbientLightingCurveInterior=0.75 AmbientLightingCurveInterior=0.75
AmbientLightingDesaturationDay=0.0 AmbientLightingDesaturationDay=0.0
@ -177,10 +177,10 @@ SpecularFromLightSunrise=0.0
SpecularFromLightSunset=0.0 SpecularFromLightSunset=0.0
SpecularFromLightInteriorDay=0.0 SpecularFromLightInteriorDay=0.0
SpecularFromLightInteriorNight=0.0 SpecularFromLightInteriorNight=0.0
AmbientLightingIntensitySunrise=0.32 AmbientLightingIntensitySunrise=0.24
AmbientLightingIntensitySunset=0.25 AmbientLightingIntensitySunset=0.21
AmbientLightingIntensityInteriorDay=0.37 AmbientLightingIntensityInteriorDay=0.28
AmbientLightingIntensityInteriorNight=0.27 AmbientLightingIntensityInteriorNight=0.15
AmbientLightingCurveSunrise=1.03 AmbientLightingCurveSunrise=1.03
AmbientLightingCurveSunset=1.09 AmbientLightingCurveSunset=1.09
AmbientLightingCurveInteriorDay=1.11 AmbientLightingCurveInteriorDay=1.11
@ -189,12 +189,12 @@ AmbientLightingDesaturationSunrise=0.0
AmbientLightingDesaturationSunset=0.0 AmbientLightingDesaturationSunset=0.0
AmbientLightingDesaturationInteriorDay=0.0 AmbientLightingDesaturationInteriorDay=0.0
AmbientLightingDesaturationInteriorNight=0.0 AmbientLightingDesaturationInteriorNight=0.0
AmbientColorFilterAmountSunrise=0.32 AmbientColorFilterAmountSunrise=0.0
AmbientColorFilterAmountDay=0.46 AmbientColorFilterAmountDay=0.0
AmbientColorFilterAmountSunset=0.35 AmbientColorFilterAmountSunset=0.0
AmbientColorFilterAmountNight=0.38 AmbientColorFilterAmountNight=0.0
AmbientColorFilterAmountInteriorDay=0.39 AmbientColorFilterAmountInteriorDay=0.0
AmbientColorFilterAmountInteriorNight=0.32 AmbientColorFilterAmountInteriorNight=0.0
AmbientColorFilterTopSunrise=0.494, 0.443, 0.188 AmbientColorFilterTopSunrise=0.494, 0.443, 0.188
AmbientColorFilterTopDay=0.647, 0.627, 0.506 AmbientColorFilterTopDay=0.647, 0.627, 0.506
AmbientColorFilterTopSunset=0.42, 0.224, 0.122 AmbientColorFilterTopSunset=0.42, 0.224, 0.122
@ -220,7 +220,7 @@ PointLightingIntensityInteriorNight=1.13
PointLightingCurveSunrise=1.35 PointLightingCurveSunrise=1.35
PointLightingCurveSunset=1.37 PointLightingCurveSunset=1.37
PointLightingCurveInteriorDay=1.27 PointLightingCurveInteriorDay=1.27
PointLightingCurveInteriorNight=1.29 PointLightingCurveInteriorNight=1.31
PointLightingDesaturationSunrise=0.0 PointLightingDesaturationSunrise=0.0
PointLightingDesaturationSunset=0.0 PointLightingDesaturationSunset=0.0
PointLightingDesaturationInteriorDay=0.0 PointLightingDesaturationInteriorDay=0.0
@ -233,12 +233,12 @@ ParticleLightsIntensityInteriorDay=0.6
ParticleLightsIntensityInteriorNight=0.68 ParticleLightsIntensityInteriorNight=0.68
FogColorMultiplierSunrise=0.39 FogColorMultiplierSunrise=0.39
FogColorMultiplierSunset=0.48 FogColorMultiplierSunset=0.48
FogColorMultiplierInteriorDay=0.53 FogColorMultiplierInteriorDay=0.55
FogColorMultiplierInteriorNight=0.15 FogColorMultiplierInteriorNight=0.17
FogColorCurveSunrise=1.04 FogColorCurveSunrise=1.04
FogColorCurveSunset=1.03 FogColorCurveSunset=1.03
FogColorCurveInteriorDay=1.07 FogColorCurveInteriorDay=1.11
FogColorCurveInteriorNight=1.14 FogColorCurveInteriorNight=1.15
ColorPowSunrise=1.0 ColorPowSunrise=1.0
ColorPowSunset=1.0 ColorPowSunset=1.0
ColorPowInteriorDay=1.0 ColorPowInteriorDay=1.0
@ -284,14 +284,14 @@ SpecularPowerMultiplierDawn=0.56
SpecularPowerMultiplierDusk=0.57 SpecularPowerMultiplierDusk=0.57
SpecularFromLightDawn=0.0 SpecularFromLightDawn=0.0
SpecularFromLightDusk=0.0 SpecularFromLightDusk=0.0
AmbientLightingIntensityDawn=0.24 AmbientLightingIntensityDawn=0.19
AmbientLightingIntensityDusk=0.25 AmbientLightingIntensityDusk=0.18
AmbientLightingCurveDawn=1.15 AmbientLightingCurveDawn=1.15
AmbientLightingCurveDusk=1.15 AmbientLightingCurveDusk=1.15
AmbientLightingDesaturationDawn=0.0 AmbientLightingDesaturationDawn=0.0
AmbientLightingDesaturationDusk=0.0 AmbientLightingDesaturationDusk=0.0
AmbientColorFilterAmountDawn=0.29 AmbientColorFilterAmountDawn=0.0
AmbientColorFilterAmountDusk=0.28 AmbientColorFilterAmountDusk=0.0
AmbientColorFilterTopDawn=0.318, 0.22, 0.137 AmbientColorFilterTopDawn=0.318, 0.22, 0.137
AmbientColorFilterTopDusk=0.302, 0.169, 0.129 AmbientColorFilterTopDusk=0.302, 0.169, 0.129
AmbientColorFilterMiddleDawn=0.176, 0.122, 0.051 AmbientColorFilterMiddleDawn=0.176, 0.122, 0.051
@ -659,26 +659,26 @@ OpacityDawn=0.27
OpacityDusk=0.2 OpacityDusk=0.2
[FIRE] [FIRE]
IntensityDay=1.65 IntensityDay=0.95
IntensityNight=1.84 IntensityNight=1.04
IntensityInterior=1.65 IntensityInterior=1.65
CurveDay=0.67 CurveDay=0.97
CurveNight=0.63 CurveNight=0.93
CurveInterior=1.0 CurveInterior=1.0
IntensitySunrise=1.75 IntensitySunrise=1.05
IntensitySunset=1.73 IntensitySunset=1.03
IntensityInteriorDay=2.26 IntensityInteriorDay=1.01
IntensityInteriorNight=1.88 IntensityInteriorNight=1.03
CurveSunrise=0.71 CurveSunrise=0.91
CurveSunset=0.73 CurveSunset=0.93
CurveInteriorDay=0.78 CurveInteriorDay=0.98
CurveInteriorNight=0.75 CurveInteriorNight=0.95
AdditiveBlending=true AdditiveBlending=true
IgnoreWeatherSystem=true IgnoreWeatherSystem=true
IntensityDawn=1.82 IntensityDawn=1.02
IntensityDusk=1.88 IntensityDusk=1.08
CurveDawn=0.66 CurveDawn=0.96
CurveDusk=0.69 CurveDusk=0.99
[COLORCORRECTION] [COLORCORRECTION]
UsePaletteTexture=true UsePaletteTexture=true
@ -843,11 +843,11 @@ ReflectiveAmountDawn=0.14
ReflectiveAmountDusk=0.19 ReflectiveAmountDusk=0.19
[RAIN] [RAIN]
Enable=false Enable=true
EnableAntialiasing=false EnableAntialiasing=true
EnableSupersampling=false EnableSupersampling=false
MotionStretch=0.8 MotionStretch=1.0
MotionTransparency=0.65 MotionTransparency=0.75
IgnoreWeatherSystem=true IgnoreWeatherSystem=true
[EYES] [EYES]

View file

@ -1 +1 @@
2.2.5-1 "Waifus And Lore" 2.2.6-1 "Waifus And Lore"

View file

@ -1,9 +1,9 @@
[WEATHER001] [WEATHER001]
FileName=_hotweather.ini FileName=_hotweather.ini
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 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
[WEATHER002] [WEATHER002]
FileName=_coldweather.ini FileName=_coldweather.ini
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 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
[WEATHER003] [WEATHER003]
FileName= FileName=
[WEATHER004] [WEATHER004]

View file

@ -31,12 +31,12 @@ Curve Chromatic Aberration=0.56
Curve Zooming=50.360001 Curve Zooming=50.360001
Curve Distortion=0.0 Curve Distortion=0.0
Curve Sampling Soften=0.0 Curve Sampling Soften=0.0
Enable Blur=true Enable Blur=false
Blur Sampling Range=0.15 Blur Sampling Range=0.15
Enable Sharp=true Enable Sharp=false
Sharp Sampling Range=0.35 Sharp Sampling Range=0.25
Sharpening Amount=2.0 Sharpening Amount=3.0
Enable Shift=true Enable Shift=false
Shift Sampling Range=0.6 Shift Sampling Range=0.6
------Sharpening------------=false ------Sharpening------------=false
Show Original=false Show Original=false

View file

@ -6,16 +6,16 @@ Bloom Intensity Interior Night=0.75
Bloom Intensity Interior Day=0.69 Bloom Intensity Interior Day=0.69
Bloom Contrast Night=0.96 Bloom Contrast Night=0.96
Bloom Contrast Day=0.98 Bloom Contrast Day=0.98
Bloom Contrast Interior Night=0.95 Bloom Contrast Interior Night=0.98
Bloom Contrast Interior Day=0.97 Bloom Contrast Interior Day=0.99
Bloom Saturation Night=1.08 Bloom Saturation Night=1.08
Bloom Saturation Day=1.07 Bloom Saturation Day=1.07
Bloom Saturation Interior Night=1.06 Bloom Saturation Interior Night=1.05
Bloom Saturation Interior Day=1.03 Bloom Saturation Interior Day=1.04
Bloom Offset Night=-0.03 Bloom Offset Night=-0.04
Bloom Offset Day=-0.04 Bloom Offset Day=-0.05
Bloom Offset Interior Night=-0.04 Bloom Offset Interior Night=-0.04
Bloom Offset Interior Day=-0.05 Bloom Offset Interior Day=-0.06
Bloom Intensity Cap Night=10.0 Bloom Intensity Cap Night=10.0
Bloom Intensity Cap Day=10.0 Bloom Intensity Cap Day=10.0
Bloom Intensity Cap Interior Night=10.0 Bloom Intensity Cap Interior Night=10.0
@ -33,17 +33,17 @@ Blue Shift Interior Night Blue=1.77
Blue Shift Interior Day Red=0.08 Blue Shift Interior Day Red=0.08
Blue Shift Interior Day Green=-0.3 Blue Shift Interior Day Green=-0.3
Blue Shift Interior Day Blue=1.39 Blue Shift Interior Day Blue=1.39
Blue Shift Intensity Night=0.36 Blue Shift Intensity Night=0.16
Blue Shift Intensity Day=0.29 Blue Shift Intensity Day=0.13
Blue Shift Intensity Interior Night=0.42 Blue Shift Intensity Interior Night=0.18
Blue Shift Intensity Interior Day=0.34 Blue Shift Intensity Interior Day=0.15
Blue Shift Luminance Factor Per-pass=0.46 Blue Shift Luminance Factor Per-pass=0.99
Blue Shift Color Factor Per-pass=0.96 Blue Shift Color Factor Per-pass=1.06
Enable Anamorphic Bloom=true Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.32 Anamorphic Bloom Blend Night=0.32
Anamorphic Bloom Blend Day=0.31 Anamorphic Bloom Blend Day=0.31
Anamorphic Bloom Blend Interior Night=0.33 Anamorphic Bloom Blend Interior Night=0.33
Anamorphic Bloom Blend Interior Day=0.31 Anamorphic Bloom Blend Interior Day=0.32
Anamorphic Bloom Blue Shift Night Red=0.06 Anamorphic Bloom Blue Shift Night Red=0.06
Anamorphic Bloom Blue Shift Night Green=-0.44 Anamorphic Bloom Blue Shift Night Green=-0.44
Anamorphic Bloom Blue Shift Night Blue=1.39 Anamorphic Bloom Blue Shift Night Blue=1.39
@ -56,21 +56,21 @@ Anamorphic Bloom Blue Shift Interior Night Blue=1.54
Anamorphic Bloom Blue Shift Interior Day Red=-0.03 Anamorphic Bloom Blue Shift Interior Day Red=-0.03
Anamorphic Bloom Blue Shift Interior Day Green=-0.11 Anamorphic Bloom Blue Shift Interior Day Green=-0.11
Anamorphic Bloom Blue Shift Interior Day Blue=1.65 Anamorphic Bloom Blue Shift Interior Day Blue=1.65
Anamorphic Bloom Blue Shift Intensity Night=0.82 Anamorphic Bloom Blue Shift Intensity Night=0.47
Anamorphic Bloom Blue Shift Intensity Day=0.63 Anamorphic Bloom Blue Shift Intensity Day=0.32
Anamorphic Bloom Blue Shift Interior Night=0.88 Anamorphic Bloom Blue Shift Interior Night=0.57
Anamorphic Bloom Blue Shift Interior Day=0.72 Anamorphic Bloom Blue Shift Interior Day=0.48
Anamorphic Bloom Contrast Night=1.24 Anamorphic Bloom Contrast Night=1.24
Anamorphic Bloom Contrast Day=1.22 Anamorphic Bloom Contrast Day=1.22
Anamorphic Bloom Contrast Interior Night=1.27 Anamorphic Bloom Contrast Interior Night=1.32
Anamorphic Bloom Contrast Interior Day=1.31 Anamorphic Bloom Contrast Interior Day=1.3
Anamorphic Bloom Radius Multiplier=4.0 Anamorphic Bloom Radius Multiplier=4.0
Bloom Pass 1 Blend=1.13 Bloom Pass 1 Blend=1.13
Bloom Pass 2 Blend=0.95 Bloom Pass 2 Blend=0.95
Bloom Pass 3 Blend=0.84 Bloom Pass 3 Blend=0.84
Bloom Pass 4 Blend=0.64 Bloom Pass 4 Blend=0.64
Bloom Pass 7 Blend=0.52 Bloom Pass 7 Blend=0.52
Bloom Pass 8 Blend=0.34 Bloom Pass 8 Blend=0.35
Bloom Prepass Blend=0.0 Bloom Prepass Blend=0.0
Bloom Base Blend=0.0 Bloom Base Blend=0.0
Enable Lens Dirt=false Enable Lens Dirt=false

View file

@ -124,11 +124,11 @@ Grading Saturation Contrast Interior Day=1.03
Grading Value Intensity Night=1.06 Grading Value Intensity Night=1.06
Grading Value Intensity Day=1.04 Grading Value Intensity Day=1.04
Grading Value Intensity Interior Night=1.02 Grading Value Intensity Interior Night=1.02
Grading Value Intensity Interior Day=1.01 Grading Value Intensity Interior Day=1.07
Grading Value Contrast Night=1.1 Grading Value Contrast Night=1.03
Grading Value Contrast Day=1.13 Grading Value Contrast Day=1.05
Grading Value Contrast Interior Night=1.13 Grading Value Contrast Interior Night=1.05
Grading Value Contrast Interior Day=1.16 Grading Value Contrast Interior Day=1.08
Colorize After HSV=true Colorize After HSV=true
Enable Vanilla Tint=true Enable Vanilla Tint=true
Vanilla Tint Blend=1.0 Vanilla Tint Blend=1.0
@ -139,7 +139,7 @@ Fade Before Film Filters=false
Enable LUT Grading=true Enable LUT Grading=true
LUT Blend Night=0.25 LUT Blend Night=0.25
LUT Blend Day=0.39 LUT Blend Day=0.39
LUT Blend Interior Night=0.29 LUT Blend Interior Night=0.31
LUT Blend Interior Day=0.34 LUT Blend Interior Day=0.34
LUT Preset=61 LUT Preset=61
Enable ENB Palette=false Enable ENB Palette=false

View file

@ -50,8 +50,8 @@ DOF Intensity Interior Night=480.799988
DOF Intensity Interior Day=432.299988 DOF Intensity Interior Day=432.299988
DOF Contrast Night=3.46 DOF Contrast Night=3.46
DOF Contrast Day=3.84 DOF Contrast Day=3.84
DOF Contrast Interior Night=3.2 DOF Contrast Interior Night=3.25
DOF Contrast Interior Day=3.5 DOF Contrast Interior Day=3.7
DOF Shift Night=-0.1 DOF Shift Night=-0.1
DOF Shift Day=-0.15 DOF Shift Day=-0.15
DOF Shift Interior Night=-0.05 DOF Shift Interior Night=-0.05
@ -92,7 +92,7 @@ DOF Fixed Use Cutoff=true
Disable DOF=false Disable DOF=false
DOF Bilateral Blur=true DOF Bilateral Blur=true
DOF Bilateral Factor=5.0 DOF Bilateral Factor=5.0
DOF Blur Radius=1.0 DOF Blur Radius=6.0
DOF Relative to FOV=true DOF Relative to FOV=true
Default FOV=75.0 Default FOV=75.0
DOF Relative Factor Night=2.76 DOF Relative Factor Night=2.76
@ -138,7 +138,7 @@ SSAO Noise=0
SSAO Fade Contrast Night=0.46 SSAO Fade Contrast Night=0.46
SSAO Fade Contrast Day=0.41 SSAO Fade Contrast Day=0.41
SSAO Fade Contrast Interior Night=0.58 SSAO Fade Contrast Interior Night=0.58
SSAO Fade Contrast Interior Day=0.48 SSAO Fade Contrast Interior Day=0.53
SSAO Fade Intensity Night=1.27 SSAO Fade Intensity Night=1.27
SSAO Fade Intensity Day=1.08 SSAO Fade Intensity Day=1.08
SSAO Fade Intensity Interior Night=1.3 SSAO Fade Intensity Interior Night=1.3
@ -147,13 +147,13 @@ SSAO Intensity=1.25
SSAO Contrast=0.65 SSAO Contrast=0.65
SSAO Blending=0.8 SSAO Blending=0.8
SSAO Blur=true SSAO Blur=true
SSAO Bilateral Factor=250.0 SSAO Bilateral Factor=1500.0
SSAO Range=20.0 SSAO Range=20.0
SSAO Blur Radius=1.0 SSAO Blur Radius=1.0
Debug SSAO=false Debug SSAO=false
Sharpen Enable=true Sharpen Enable=true
Sharpen Radius=0.8 Sharpen Radius=0.8
Sharpen Clamp=0.1 Sharpen Clamp=0.05
Sharpen Blending=6.0 Sharpen Blending=6.0
SSAO Use Less Samples=true SSAO Use Less Samples=true
Near Z=0.05 Near Z=0.05
@ -172,7 +172,7 @@ Frost Always Enable=false
Frost Indoor Factor=0.15 Frost Indoor Factor=0.15
Frost Night Factor=0.5 Frost Night Factor=0.5
SSAO Bilateral Factor Normal=1.0 SSAO Bilateral Factor Normal=1.0
SSAO Range Min=0.0 SSAO Range Min=1.0
Frost Blur=false Frost Blur=false
Frost Blur Radius=1.0 Frost Blur Radius=1.0
Frost Distance Factor=16.0 Frost Distance Factor=16.0
@ -180,7 +180,7 @@ SSAO Blur Use Less Samples=true
Bokeh Threshold=1.0 Bokeh Threshold=1.0
Bokeh Blur Threshold=0.5 Bokeh Blur Threshold=0.5
Bokeh Size=8.0 Bokeh Size=8.0
DOF Gather Blur Radius=8.0 DOF Gather Blur Radius=6.0
DES mode=0 DES mode=0
DES Level=0.0 DES Level=0.0
DES Blend Color=1, 0, 0 DES Blend Color=1, 0, 0
@ -218,3 +218,4 @@ Focus Plane Vertical Tilt Center=0.5
Focus Plane Horizontal Tilt=0.0 Focus Plane Horizontal Tilt=0.0
Focus Plane Vertical Tilt=0.0 Focus Plane Vertical Tilt=0.0
Use Only Fixed DOF=false Use Only Fixed DOF=false
DOF Blur Chromatic Aberration=1.5

View file

@ -436,11 +436,6 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
if ( aenable ) res.rgb = Adaptation(res.rgb); if ( aenable ) res.rgb = Adaptation(res.rgb);
if ( tmapenable ) res.rgb = Tonemap(res.rgb); if ( tmapenable ) res.rgb = Tonemap(res.rgb);
if ( bloomdebug ) res.rgb *= 0; 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 ( vgradeenable ) res.rgb = GradingGame(res.rgb);
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb); if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
if ( colorizeafterhsv ) 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 ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
if ( gradeenable3 ) res.rgb = GradingHSV(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 ( lutenable ) res.rgb = GradingLUT(res.rgb);
if ( palenable ) res.rgb = GradingPal(res.rgb); if ( palenable ) res.rgb = GradingPal(res.rgb);
if ( ne ) res.rgb = FilmGrain(res.rgb,coord); if ( ne ) res.rgb = FilmGrain(res.rgb,coord);

View file

@ -60,6 +60,4 @@
//#define HEAT_DDS //#define HEAT_DDS
//#define LENSDIRT_DDS //#define LENSDIRT_DDS
//#define FROST_DDS //#define FROST_DDS
//#define FROSTBUMP_DDS //#define FROSTBUMP_DDS
/* optional heavy features (can be toggled to reduce compile times) */
//#define MARIENB_SSAO

View file

@ -111,7 +111,6 @@ float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
float4 res = tex2D(SamplerColor,coord); float4 res = tex2D(SamplerColor,coord);
if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord); if ( sharpenable ) res.rgb = Sharpen(res.rgb,coord);
if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord); if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
#ifdef MARIENB_SSAO
/* get occlusion using single-step Ray Marching with 64 samples */ /* get occlusion using single-step Ray Marching with 64 samples */
float ssaofadepow = tod_ind(ssaofadepow); float ssaofadepow = tod_ind(ssaofadepow);
float ssaofademult = tod_ind(ssaofademult); 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 sdepth, so, delta;
float sclamp = ssaoclamp/100000.0; float sclamp = ssaoclamp/100000.0;
float sclampmin = ssaoclampmin/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)); sample *= sign(dot(normal,sample));
so = ldepth-sample.z*bof.x; so = ldepth-sample.z*bof.x;
sdepth = depthlinear(coord+bof*sample.xy/ldepth); 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) ) if ( (delta > sclampmin) && (delta < sclamp) )
occ += 1.0-delta; occ += 1.0-delta;
} }
else [unroll] for ( i=0; i<64; i++ ) float uocc = saturate(occ/16.0);
{
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 fade = 1.0-depth; float fade = 1.0-depth;
uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult); uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult); uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult);
res.a = saturate(1.0-(uocc*ssaoblend)); res.a = saturate(1.0-(uocc*ssaoblend));
#endif
return res; return res;
} }
/* /*
@ -204,7 +191,7 @@ float2 DistantHeat( float2 coord )
ofs *= pow(length(ofs),heatpow); ofs *= pow(length(ofs),heatpow);
if ( !heatalways ) ofs *= todpow if ( !heatalways ) ofs *= todpow
#ifndef FALLOUT #ifndef FALLOUT
*weatherfactor(WT_HOT) *weatherfactor(WT_HOT)+(1.0-weatherfactor(WT_COLD))
#endif #endif
; ;
odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x; 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); tex2D(SamplerColor,coord+ofs).a);
return res; return res;
} }
#ifdef MARIENB_SSAO
/* /*
The blur passes use bilateral filtering to mostly preserve borders. The blur passes use bilateral filtering to mostly preserve borders.
An additional factor using difference of normals was tested, but the 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; res.a = 0.0;
int i; int i;
isd = tex2D(SamplerDepth,coord).x; isd = tex2D(SamplerDepth,coord).x;
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; 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);
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++ )
{ {
sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x; sd = tex2D(SamplerDepth,coord+float2(i,0)*bof).x;
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); 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; res.a = 0.0;
int i; int i;
isd = tex2D(SamplerDepth,coord).x; isd = tex2D(SamplerDepth,coord).x;
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; 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);
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++ )
{ {
sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x; sd = tex2D(SamplerDepth,coord+float2(0,i)*bof).x;
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact); 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; res *= res.a;
return res; return res;
} }
#endif
/* Focus */ /* Focus */
float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR 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; res.a = dfc;
return res; return res;
} }
/* /* gather blur pass */
This method skips blurring areas that are perfectly in focus. The
performance gain is negligible in most cases, though.
*/
/* gather blur pass */
float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{ {
float2 coord = IN.txcoord.xy; 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); if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl; 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); if ( dfc <= dofminblur ) return tex2D(SamplerColor,coord);
float4 res = float4(0,0,0,0); float4 res = float4(0,0,0,0);
float dep = tex2D(SamplerDepth,coord).x; float dep = tex2D(SamplerDepth,coord).x;
float sd, ds, sw, tw = 0; float ds, sw, tw = 0;
float2 bsz = bof*dofpradius*dfc; float2 bsz = bof*dofpradius*dfc;
float4 sc; float4 sc;
[unroll] for ( int i=0; i<32; i++ ) [unroll] for ( int i=0; i<32; i++ )
{ {
sc = tex2Dlod(SamplerColor,float4(coord.x sc = float4(tex2D(SamplerColor,coord+poisson32[i]*bsz*(1
+poisson32[i].x*bsz.x,coord.y+poisson32[i].y +dofpcha*0.1)).r,tex2D(SamplerColor,coord+poisson32[i]
*bsz.y,0.0,dfc*4.0)); *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; ds = tex2D(SamplerDepth,coord+poisson32[i]*bsz).x;
sd = tex2D(SamplerColor,coord+poisson32[i]*bsz).a; sw = (ds>dep)?1.0:sc.a;
sw = (ds>dep)?1.0:sd;
tw += sw; tw += sw;
res += sc*sw; res += sc*sw;
} }
@ -453,6 +421,88 @@ float4 PS_DoFGather( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
res.a = 1.0; res.a = 1.0;
return res; 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. */ /* Screen frost shader. Not very realistic either, but looks fine too. */
float2 ScreenFrost( float2 coord ) float2 ScreenFrost( float2 coord )
{ {
@ -606,7 +656,6 @@ technique PostProcess2
SRGBWRITEENABLE = FALSE; SRGBWRITEENABLE = FALSE;
} }
} }
#ifdef MARIENB_SSAO
technique PostProcess3 technique PostProcess3
{ {
pass p0 pass p0
@ -692,8 +741,76 @@ technique PostProcess7
SRGBWRITEENABLE = FALSE; 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 pass p0
{ {
@ -710,12 +827,12 @@ technique PostProcess3
SRGBWRITEENABLE = FALSE; SRGBWRITEENABLE = FALSE;
} }
} }
technique PostProcess4 technique PostProcessB6
{ {
pass p0 pass p0
{ {
VertexShader = compile vs_3_0 VS_Pass(); VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_DoFGather(); PixelShader = compile ps_3_0 PS_DoFBorkeh();
DitherEnable = FALSE; DitherEnable = FALSE;
ZEnable = FALSE; ZEnable = FALSE;
CullMode = NONE; CullMode = NONE;
@ -727,7 +844,24 @@ technique PostProcess4
SRGBWRITEENABLE = FALSE; 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 pass p0
{ {
@ -743,5 +877,4 @@ technique PostProcess5
FogEnable = FALSE; FogEnable = FALSE;
SRGBWRITEENABLE = FALSE; SRGBWRITEENABLE = FALSE;
} }
} }
#endif

View file

@ -33,9 +33,8 @@ static const float gauss16[16] =
0.033109, 0.031485, 0.029764, 0.027971, 0.033109, 0.031485, 0.029764, 0.027971,
0.026131, 0.024268, 0.022405, 0.020563 0.026131, 0.024268, 0.022405, 0.020563
}; };
#ifdef MARIENB_SSAO
/* SSAO samples */ /* 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( 0.0000,-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), 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( 0.0072,-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) 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 */ /* For high quality DOF */
static const float2 poisson32[32] = static const float2 poisson32[32] =
{ {

View file

@ -632,10 +632,15 @@ bool doffixedonly
> = {false}; > = {false};
float dofpradius float dofpradius
< <
string UIName = "DOF Gather Blur Radius"; string UIName = "DOF Blur Radius";
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; float UIMin = 0.0;
> = {6.0}; > = {6.0};
float dofpcha
<
string UIName = "DOF Blur Chromatic Aberration";
string UIWidget = "Spinner";
> = {0.0};
#ifndef FALLOUT #ifndef FALLOUT
bool dofrelfov bool dofrelfov
< <
@ -787,7 +792,6 @@ float edgevradius
string UIWidget = "Spinner"; string UIWidget = "Spinner";
float UIMin = 0.0; float UIMin = 0.0;
> = {1.0}; > = {1.0};
#ifdef MARIENB_SSAO
/* ssao filter */ /* ssao filter */
string str_ssao = "Ray Marching SSAO"; string str_ssao = "Ray Marching SSAO";
bool ssaoenable bool ssaoenable
@ -906,17 +910,6 @@ bool ssaodebug
string UIName = "Debug SSAO"; string UIName = "Debug SSAO";
string UIWidget = "Checkbox"; string UIWidget = "Checkbox";
> = {false}; > = {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 */ /* luma sharpen because of reasons */
string str_sharp = "Luma Sharpen"; string str_sharp = "Luma Sharpen";
bool sharpenable bool sharpenable

View file

@ -156,13 +156,13 @@ Darkend
Vigilant Vigilant
56A0C zzzCHMonoFogWeather - 56A0C zzzCHMonoFogWeather TEMPERATE
56A0D zzzCHMonoClearWeather - 56A0D zzzCHMonoClearWeather TEMPERATE
62484 zzzCOCursedWeather - 62484 zzzCOCursedWeather COLD
67BB2 zzzCHMolagWeatherNoCore - 67BB2 zzzCHMolagWeatherNoCore HOT
701D2 zzzCHMolagWeather - 701D2 zzzCHMolagWeather HOT
2C603B zzzCHOldForestStormRain - 2C603B zzzCHOldForestStormRain COLD
2DA92C zzzCHWhaleGraveyardStormSnow - 2DA92C zzzCHWhaleGraveyardStormSnow COLD
Enderal Enderal