diff --git a/enbseries.ini b/enbseries.ini index d47d291..5b663af 100644 --- a/enbseries.ini +++ b/enbseries.ini @@ -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 diff --git a/enbseries/VERSION b/enbseries/VERSION index 722619b..1034efc 100644 --- a/enbseries/VERSION +++ b/enbseries/VERSION @@ -1 +1 @@ -3.4.0 "Another Settlement Needs Your Help" +3.4.1 "Another Settlement Needs Your Help" diff --git a/enbseries/enbadaptation.fx b/enbseries/enbadaptation.fx index 5d591cd..2b2da31 100644 --- a/enbseries/enbadaptation.fx +++ b/enbseries/enbadaptation.fx @@ -16,6 +16,7 @@ SamplerState Sampler0 Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; + MaxLOD = 0; }; struct VS_INPUT_POST diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx index 0e988c6..b03988e 100644 --- a/enbseries/enbbloom.fx +++ b/enbseries/enbbloom.fx @@ -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 diff --git a/enbseries/enbdepthoffield.fx b/enbseries/enbdepthoffield.fx index eac5c37..05983b2 100644 --- a/enbseries/enbdepthoffield.fx +++ b/enbseries/enbdepthoffield.fx @@ -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; diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx index 79e064c..84ab1f4 100644 --- a/enbseries/enbeffect.fx +++ b/enbseries/enbeffect.fx @@ -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); diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini index 8308752..0dbad85 100644 --- a/enbseries/enbeffect.fx.ini +++ b/enbseries/enbeffect.fx.ini @@ -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 diff --git a/enbseries/enbeffectpostpass.fx b/enbseries/enbeffectpostpass.fx index 9b070ed..63c6276 100644 --- a/enbseries/enbeffectpostpass.fx +++ b/enbseries/enbeffectpostpass.fx @@ -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 diff --git a/enbseries/menblut_day.dds b/enbseries/menblut_day.dds index 4f723da..4b5657a 100644 Binary files a/enbseries/menblut_day.dds and b/enbseries/menblut_day.dds differ diff --git a/enbseries/menblut_interior.dds b/enbseries/menblut_interior.dds index 4144165..a7b143c 100644 Binary files a/enbseries/menblut_interior.dds and b/enbseries/menblut_interior.dds differ diff --git a/enbseries/menblut_night.dds b/enbseries/menblut_night.dds index ed1b189..646b9f5 100644 Binary files a/enbseries/menblut_night.dds and b/enbseries/menblut_night.dds differ