1
Fork 0

MariENB FO4 3.4.1

This commit is contained in:
Marisa the Magician 2019-04-07 17:49:37 +02:00
commit 5d5e288299
11 changed files with 59 additions and 47 deletions

View file

@ -1 +1 @@
3.4.0 "Another Settlement Needs Your Help"
3.4.1 "Another Settlement Needs Your Help"

View file

@ -16,6 +16,7 @@ SamplerState Sampler0
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
};
struct VS_INPUT_POST

View file

@ -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

View file

@ -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;

View file

@ -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);

View file

@ -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

View file

@ -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.