MariENB FO4 3.4.1
This commit is contained in:
parent
98d725388b
commit
5d5e288299
11 changed files with 59 additions and 47 deletions
|
|
@ -263,7 +263,7 @@ AmbientLightingIntensitySunrise=0.73
|
|||
AmbientLightingIntensityDay=0.88
|
||||
AmbientLightingIntensitySunset=0.74
|
||||
AmbientLightingIntensityDusk=0.6
|
||||
AmbientLightingIntensityNight=0.43
|
||||
AmbientLightingIntensityNight=0.44
|
||||
AmbientLightingIntensityInteriorDay=0.18
|
||||
AmbientLightingIntensityInteriorNight=0.12
|
||||
[SSAO_SSIL]
|
||||
|
|
@ -278,7 +278,7 @@ ILAmount=1.32
|
|||
ILAmountInterior=1.2
|
||||
AOMixingType=2
|
||||
AOMixingTypeInterior=2
|
||||
ResolutionScale=1.0
|
||||
ResolutionScale=0.5
|
||||
SourceTexturesScale=0.5
|
||||
[FOG]
|
||||
IgnoreWeatherSystem=true
|
||||
|
|
|
|||
|
|
@ -1 +1 @@
|
|||
3.4.0 "Another Settlement Needs Your Help"
|
||||
3.4.1 "Another Settlement Needs Your Help"
|
||||
|
|
|
|||
|
|
@ -16,6 +16,7 @@ SamplerState Sampler0
|
|||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
|
|
|
|||
|
|
@ -342,12 +342,14 @@ SamplerState Sampler
|
|||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Border;
|
||||
AddressV = Border;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
SamplerState Sampler2
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
|
|
|
|||
|
|
@ -1250,18 +1250,21 @@ SamplerState Sampler0
|
|||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
SamplerState Sampler1
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
SamplerState Sampler2
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
|
|
@ -1792,34 +1795,34 @@ float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
|
|||
float cstep = 2.0*pi*(1.0/3.0);
|
||||
float ang = 0.5*pi;
|
||||
res.r = TextureColor.SampleLevel(Sampler1,coord
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0,0).r;
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0).r;
|
||||
deps.r = TextureDepth.SampleLevel(Sampler1,coord
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
|
||||
dfcs.r = RenderTargetR32F.SampleLevel(Sampler1,coord
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
|
||||
ang += cstep;
|
||||
res.g = TextureColor.SampleLevel(Sampler1,coord
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0,0).g;
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0).g;
|
||||
deps.g = TextureDepth.SampleLevel(Sampler1,coord
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
|
||||
dfcs.g = RenderTargetR32F.SampleLevel(Sampler1,coord
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
|
||||
ang += cstep;
|
||||
res.b = TextureColor.SampleLevel(Sampler1,coord
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0,0).b;
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0).b;
|
||||
deps.b = TextureDepth.SampleLevel(Sampler1,coord
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
|
||||
dfcs.b = RenderTargetR32F.SampleLevel(Sampler1,coord
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
|
||||
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
|
||||
if ( bDoHighlight )
|
||||
{
|
||||
float l = luminance(res.rgb);
|
||||
float threshold = max((l-dofbthreshold)*dofbgain,0.0);
|
||||
res += lerp(0,res,threshold*blur);
|
||||
}
|
||||
res.a = TextureColor.SampleLevel(Sampler1,coord,0,0).a;
|
||||
deps.a = TextureDepth.SampleLevel(Sampler1,coord,0,0).x;
|
||||
dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0,0).x;
|
||||
res.a = TextureColor.SampleLevel(Sampler1,coord,0).a;
|
||||
deps.a = TextureDepth.SampleLevel(Sampler1,coord,0).x;
|
||||
dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0).x;
|
||||
return res;
|
||||
}
|
||||
/* gather blur pass */
|
||||
|
|
@ -1875,7 +1878,7 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
if ( dfc <= dofminblur ) return res;
|
||||
float dep = TextureDepth.Sample(Sampler1,coord).x;
|
||||
float2 sf = bof+(TextureNoise3.SampleLevel(Sampler2,coord
|
||||
*(bresl/256.0),0,0).xy*2.0-1.0)*dofbnoise*0.001;
|
||||
*(bresl/256.0),0).xy*2.0-1.0)*dofbnoise*0.001;
|
||||
float2 sr = sf*dofbradius*dfc;
|
||||
int rsamples;
|
||||
float bstep, bw;
|
||||
|
|
|
|||
|
|
@ -700,18 +700,21 @@ SamplerState Sampler0
|
|||
Filter = MIN_MAG_MIP_POINT;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
SamplerState Sampler1
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
SamplerState Sampler2
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
SamplerState SamplerLUT
|
||||
{
|
||||
|
|
@ -719,6 +722,7 @@ SamplerState SamplerLUT
|
|||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
AddressW = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
|
|
@ -1106,8 +1110,8 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
|
||||
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
|
||||
}
|
||||
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
||||
if ( techenable ) res.rgb = Technicolor(res.rgb);
|
||||
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
|
||||
if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
|
||||
/* fade has same index on both games */
|
||||
res.rgb = Params01[5].rgb*Params01[5].a+res.rgb*(1.0-Params01[5].a);
|
||||
|
|
|
|||
|
|
@ -34,29 +34,29 @@ Grain Contrast=8.450001
|
|||
Apply Grain Before Tone Mapping=true
|
||||
Enable Adaptation=true
|
||||
Tonemapping Method=3
|
||||
Tonemap Exposure Night=1.18
|
||||
Tonemap Exposure Day=1.31
|
||||
Tonemap Exposure Interior=1.23
|
||||
Tonemap Exposure Night=1.42
|
||||
Tonemap Exposure Day=1.3
|
||||
Tonemap Exposure Interior=1.56
|
||||
Tonemap Blend Night=1.0
|
||||
Tonemap Blend Day=1.0
|
||||
Tonemap Blend Interior=1.0
|
||||
Uncharted2 Shoulder Strength Night=0.17
|
||||
Uncharted2 Shoulder Strength Night=0.22
|
||||
Uncharted2 Shoulder Strength Day=0.28
|
||||
Uncharted2 Shoulder Strength Interior=0.22
|
||||
Uncharted2 Linear Strength Night=1.58
|
||||
Uncharted2 Linear Strength Day=1.54
|
||||
Uncharted2 Linear Strength Interior=1.55
|
||||
Uncharted2 Shoulder Strength Interior=0.2
|
||||
Uncharted2 Linear Strength Night=1.54
|
||||
Uncharted2 Linear Strength Day=1.43
|
||||
Uncharted2 Linear Strength Interior=1.5
|
||||
Uncharted2 Linear Angle Night=0.71
|
||||
Uncharted2 Linear Angle Day=0.77
|
||||
Uncharted2 Linear Angle Interior=0.74
|
||||
Uncharted2 Toe Strength Night=0.95
|
||||
Uncharted2 Toe Strength Day=1.05
|
||||
Uncharted2 Toe Strength Interior=1.17
|
||||
Uncharted2 Linear Angle Interior=0.7
|
||||
Uncharted2 Toe Strength Night=1.49
|
||||
Uncharted2 Toe Strength Day=1.45
|
||||
Uncharted2 Toe Strength Interior=1.63
|
||||
Uncharted2 Toe Numerator Night=0.22
|
||||
Uncharted2 Toe Numerator Day=0.27
|
||||
Uncharted2 Toe Numerator Interior=0.25
|
||||
Uncharted2 Toe Denominator Night=1.19
|
||||
Uncharted2 Toe Denominator Day=1.25
|
||||
Uncharted2 Toe Denominator Night=1.25
|
||||
Uncharted2 Toe Denominator Day=1.29
|
||||
Uncharted2 Toe Denominator Interior=1.22
|
||||
Uncharted2 Linear White Night=38.509998
|
||||
Uncharted2 Linear White Day=39.269997
|
||||
|
|
@ -81,36 +81,36 @@ SweetFX Defog Color Day=0, 0, 1
|
|||
SweetFX Defog Color Interior=0, 0, 1
|
||||
Enable RGB Grading=true
|
||||
Grading Intensity Night=1.02, 1, 1.04
|
||||
Grading Intensity Day=1.04, 1.01, 0.97
|
||||
Grading Intensity Day=1.01, 0.98, 0.95
|
||||
Grading Intensity Interior=1.02, 1, 0.99
|
||||
Grading Contrast Night=1.02, 0.97, 0.93
|
||||
Grading Contrast Day=0.92, 1, 0.98
|
||||
Grading Contrast Day=0.92, 1.02, 0.99
|
||||
Grading Contrast Interior=0.99, 0.99, 0.94
|
||||
Enable Vibrance Grading=true
|
||||
Grading Color Night=-0.2, -0.31, -0.62
|
||||
Grading Color Day=-0.84, -0.19, -0.3
|
||||
Grading Color Day=-0.68, -0.2, -0.19
|
||||
Grading Color Interior=-0.19, -0.04, -0.7
|
||||
Grading Color Factor Night=-0.21
|
||||
Grading Color Factor Day=-0.15
|
||||
Grading Color Factor Interior=-0.09
|
||||
Grading Color Factor Night=-0.18
|
||||
Grading Color Factor Day=-0.12
|
||||
Grading Color Factor Interior=-0.1
|
||||
Enable HSV Grading=true
|
||||
Grading Saturation Intensity Night=1.12
|
||||
Grading Saturation Intensity Day=1.09
|
||||
Grading Saturation Intensity Interior=1.06
|
||||
Grading Saturation Intensity Day=1.15
|
||||
Grading Saturation Intensity Interior=1.21
|
||||
Grading Saturation Contrast Night=1.13
|
||||
Grading Saturation Contrast Day=1.12
|
||||
Grading Saturation Contrast Interior=1.18
|
||||
Grading Value Intensity Night=0.98
|
||||
Grading Value Intensity Day=0.94
|
||||
Grading Value Intensity Interior=0.88
|
||||
Grading Saturation Contrast Interior=1.15
|
||||
Grading Value Intensity Night=0.92
|
||||
Grading Value Intensity Day=0.92
|
||||
Grading Value Intensity Interior=0.95
|
||||
Grading Value Contrast Night=1.18
|
||||
Grading Value Contrast Day=1.14
|
||||
Grading Value Contrast Day=1.08
|
||||
Grading Value Contrast Interior=1.13
|
||||
Colorize After HSV=true
|
||||
Enable LUT Grading=true
|
||||
LUT Blend Night=0.31
|
||||
LUT Blend Day=0.35
|
||||
LUT Blend Interior=0.28
|
||||
LUT Blend Night=0.34
|
||||
LUT Blend Day=0.36
|
||||
LUT Blend Interior=0.43
|
||||
Enable Technicolor=true
|
||||
Technicolor Blend=0.6
|
||||
Enable Vanilla Imagespace=true
|
||||
|
|
|
|||
|
|
@ -518,12 +518,14 @@ SamplerState Sampler
|
|||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
SamplerState SamplerB
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Border;
|
||||
AddressV = Border;
|
||||
MaxLOD = 0;
|
||||
};
|
||||
|
||||
struct VS_INPUT_POST
|
||||
|
|
|
|||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Reference in a new issue