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MariENB FO4 3.5.1

This commit is contained in:
Marisa the Magician 2019-04-07 17:50:15 +02:00
commit 88d8267788
8 changed files with 141 additions and 198 deletions

View file

@ -16,6 +16,7 @@ EnableSSAO=true
EnableSkyAmbientCalculation=true
EnableCloudShadows=true
EnableDetailedShadow=true
EnableSkylighting=false
[COLORCORRECTION]
UseProceduralCorrection=true
Brightness=1.0
@ -263,7 +264,7 @@ DirectLightingColorFilterInteriorDay=1, 1, 1
DirectLightingColorFilterInteriorNight=0.655, 0.596, 0.988
AmbientLightingIntensityDawn=0.32
AmbientLightingIntensitySunrise=0.48
AmbientLightingIntensityDay=0.67
AmbientLightingIntensityDay=0.65
AmbientLightingIntensitySunset=0.53
AmbientLightingIntensityDusk=0.37
AmbientLightingIntensityNight=0.2
@ -271,7 +272,7 @@ AmbientLightingIntensityInteriorDay=0.18
AmbientLightingIntensityInteriorNight=0.12
SkyAmbientTopIntensityDawn=0.27
SkyAmbientTopIntensitySunrise=0.31
SkyAmbientTopIntensityDay=0.32
SkyAmbientTopIntensityDay=0.36
SkyAmbientTopIntensitySunset=0.32
SkyAmbientTopIntensityDusk=0.24
SkyAmbientTopIntensityNight=0.23

View file

@ -1 +1 @@
3.5.0 "Part of a Complete Breakfast"
3.5.1 "Part of a Complete Breakfast"

View file

@ -273,18 +273,26 @@ float bloommixs
string UIWidget = "Spinner";
> = {1.0};
#ifndef HQBLOOM
/* gaussian blur matrices */
/* radius: 4, std dev: 1.5 */
static const float gauss4[4] =
{
0.270682, 0.216745, 0.111281, 0.036633
};
#define hvgauss gauss4
#define hvgausssz 3
#else
/* radius: 8, std dev: 3 */
/*static const float gauss8[8] =
static const float gauss8[8] =
{
0.134598, 0.127325, 0.107778, 0.081638,
0.055335, 0.033562, 0.018216, 0.008847
};*/
};
#define hvgauss gauss8
#define hvgausssz 7
#endif
#ifndef HQBLOOM
/* radius: 20, std dev: 7.5 */
static const float gauss20[20] =
{
@ -294,8 +302,11 @@ static const float gauss20[20] =
0.014928, 0.011953, 0.009403, 0.007266,
0.005516, 0.004114, 0.003014, 0.002169
};
#define angauss gauss20
#define angausssz 19
#else
/* radius: 40, std dev: 15 */
/*static const float gauss40[40] =
static const float gauss40[40] =
{
0.026823, 0.026763, 0.026585, 0.026291,
0.025886, 0.025373, 0.024760, 0.024055,
@ -307,25 +318,10 @@ static const float gauss20[20] =
0.004697, 0.004139, 0.003630, 0.003170,
0.002756, 0.002385, 0.002055, 0.001763,
0.001506, 0.001280, 0.001084, 0.000913
};*/
/* radius: 80, std dev: 30 */
/*static const float gauss80[80] =
{
0.013406, 0.013398, 0.013376, 0.013339, 0.013287, 0.013221,
0.013140, 0.013046, 0.012938, 0.012816, 0.012681, 0.012534,
0.012375, 0.012205, 0.012023, 0.011831, 0.011629, 0.011417,
0.011198, 0.010970, 0.010735, 0.010493, 0.010245, 0.009992,
0.009735, 0.009473, 0.009209, 0.008941, 0.008672, 0.008402,
0.008131, 0.007860, 0.007590, 0.007321, 0.007053, 0.006788,
0.006525, 0.006266, 0.006010, 0.005759, 0.005511, 0.005269,
0.005031, 0.004799, 0.004573, 0.004352, 0.004138, 0.003929,
0.003727, 0.003532, 0.003343, 0.003160, 0.002985, 0.002816,
0.002653, 0.002497, 0.002348, 0.002205, 0.002068, 0.001938,
0.001814, 0.001696, 0.001584, 0.001478, 0.001377, 0.001282,
0.001192, 0.001107, 0.001027, 0.000952, 0.000881, 0.000815,
0.000753, 0.000694, 0.000640, 0.000589, 0.000542, 0.000497,
0.000456, 0.000418
};*/
};
#define angauss gauss40
#define angausssz 39
#endif
/* mathematical constants */
static const float pi = 3.1415926535898;
@ -457,11 +453,11 @@ float4 Anamorphic( float2 coord, Texture2D intex, float insz )
float sum = 0.0;
float inc = flen/insz;
float2 pp;
[unroll] for ( i=-19; i<=19; i++ )
[unroll] for ( i=-angausssz; i<=angausssz; i++ )
{
pp = coord+float2(i,0)*inc;
res += gauss20[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss20[abs(i)]:0.0;
res += angauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?angauss[abs(i)]:0.0;
}
res *= 1.0/sum;
float3 flu = tod_ind(flu);
@ -485,11 +481,11 @@ float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
float sum = 0.0;
float inc = bloomradiusx/insz;
float2 pp;
[unroll] for ( i=-3; i<=3; i++ )
[unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
{
pp = coord+float2(i,0)*inc;
res += gauss4[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss4[abs(i)]:0.0;
res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?hvgauss[abs(i)]:0.0;
}
res *= 1.0/sum;
if ( alfenable ) res += Anamorphic(coord,intex,insz);
@ -510,11 +506,11 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
float sum = 0.0;
float inc = bloomradiusy/insz;
float2 pp;
[unroll] for ( i=-3; i<=3; i++ )
[unroll] for ( i=-hvgausssz; i<=hvgausssz; i++ )
{
pp = coord+float2(0,i)*inc;
res += gauss4[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss4[abs(i)]:0.0;
res += hvgauss[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.y>=0.0)&&(pp.y<1.0))?hvgauss[abs(i)]:0.0;
}
res *= 1.0/sum;
float3 blu = tod_ind(blu);

View file

@ -75,8 +75,17 @@ DOF Fixed Unfocus Blend Interior=1.0
DOF Fixed Unfocus Depth=0.0
DOF Fixed Use Cutoff=true
Disable DOF=false
DOF Blur Radius=8.0
Use Only Fixed DOF=false
DOF Gather Blur Radius=8.0
Enable DOF Post-Blur=true
DOF Post-Blur Radius=1.0
DOF Blur Chromatic Aberration=1.33
Enable DOF Highlights=true
DOF Highlight Threshold=0.66
DOF Highlight Gain=2.2
DOF Bokeh Blur Radius=1.78
DOF Bokeh Edge Bias=0.78
DOF Bokeh Fuzz=0.1
Focus Plane Horizontal Tilt Center=0.5
Focus Plane Vertical Tilt Center=0.5
Focus Plane Horizontal Tilt=0.0
@ -94,102 +103,6 @@ Edgevision Fade Intensity Interior=600.0
Edgevision Contrast=0.25
Edgevision Intensity=1.0
Edgevision Radius=1.0
Enable SSAO=false
SSAO Radius=0.05
SSAO Noise=0
SSAO Fade Contrast Night=0.6
SSAO Fade Contrast Day=0.7
SSAO Fade Contrast Interior=0.65
SSAO Fade Intensity Night=10.5
SSAO Fade Intensity Day=12.5
SSAO Fade Intensity Interior=11.5
SSAO Intensity=1.5
SSAO Contrast=0.5
SSAO Blending=0.8
SSAO Blur=true
SSAO Bilateral Factor=1500.0
SSAO Range=20.0
SSAO Range Min=0.0
SSAO Blur Radius=1.0
Debug SSAO=false
Use Only Fixed DOF=false
DOF Gather Blur Radius=8.0
Enable DOF Post-Blur=true
DOF Post-Blur Radius=1.0
Enable DOF Highlights=true
DOF Highlight Threshold=0.66
DOF Highlight Gain=2.2
DOF Bokeh Blur Radius=1.78
DOF Bokeh Edge Bias=0.78
DOF Bokeh Fuzz=0.1
Depth Grading Center Depth=0.0
Depth Grading Contrast Night=218.809998
Depth Grading Contrast Day=255.580002
Depth Grading Contrast Interior=230.0
Depth Grading Intensity Night=1.86
Depth Grading Intensity Day=1.67
Depth Grading Intensity Interior=1.73
Depth Grading Shift Night=-1.41
Depth Grading Shift Day=-1.27
Depth Grading Shift Interior=-1.37
Depth Grading Blend Night=0.3
Depth Grading Blend Day=0.4
Depth Grading Blend Interior=0.5
Enable RGB Grading=true
Grading Intensity Night Red=1.0
Grading Intensity Night Green=1.0
Grading Intensity Night Blue=1.0
Grading Intensity Day Red=1.0
Grading Intensity Day Green=1.0
Grading Intensity Day Blue=1.0
Grading Intensity Interior Red=1.0
Grading Intensity Interior Green=1.0
Grading Intensity Interior Blue=1.0
Grading Contrast Night Red=1.0
Grading Contrast Night Green=1.0
Grading Contrast Night Blue=1.0
Grading Contrast Day Red=1.0
Grading Contrast Day Green=1.0
Grading Contrast Day Blue=1.0
Grading Contrast Interior Red=1.0
Grading Contrast Interior Green=1.0
Grading Contrast Interior Blue=1.0
Enable Vibrance Grading=true
Grading Color Night Red=1.0
Grading Color Night Green=1.0
Grading Color Night Blue=1.0
Grading Color Day Red=1.0
Grading Color Day Green=1.0
Grading Color Day Blue=1.0
Grading Color Interior Red=1.0
Grading Color Interior Green=1.0
Grading Color Interior Blue=1.0
Grading Color Factor Night=-0.51
Grading Color Factor Day=-0.65
Grading Color Factor Interior=-0.64
Enable HSV Grading=true
Grading Saturation Intensity Night=1.17
Grading Saturation Intensity Day=1.22
Grading Saturation Intensity Interior=1.14
Grading Saturation Contrast Night=1.11
Grading Saturation Contrast Day=1.05
Grading Saturation Contrast Interior=1.07
Grading Value Intensity Night=0.88
Grading Value Intensity Day=0.88
Grading Value Intensity Interior=0.84
Grading Value Contrast Night=0.72
Grading Value Contrast Day=0.68
Grading Value Contrast Interior=0.62
Colorize After HSV=true
Grading Intensity Night=1.04, 1, 0.94
Grading Intensity Day=1.08, 1.03, 0.95
Grading Intensity Interior=1.03, 0.98, 0.94
Grading Contrast Night=1.04, 1, 0.96
Grading Contrast Day=1.02, 0.96, 0.94
Grading Contrast Interior=1.02, 0.98, 0.92
Grading Color Night=-0.32, -0.54, -1.19
Grading Color Day=-0.91, -0.4, -0.67
Grading Color Interior=-0.66, -0.33, -0.93
Invert Edgevision=false
Blend Edgevision=false
Enable Edge Detect=false
@ -219,8 +132,44 @@ Fog ColorX=1.0
Fog ColorY=1.0
Fog ColorZ=1.0
Limbo Mode=false
SSAO Shift=-0.5
Luma Sharpen Enable=true
Luma Sharpen Radius=0.8
Luma Sharpen Clamp=0.1
Luma Sharpen Blending=8.0
Depth Grading Center Depth=0.0
Depth Grading Contrast Night=218.809998
Depth Grading Contrast Day=255.580002
Depth Grading Contrast Interior=230.0
Depth Grading Intensity Night=1.86
Depth Grading Intensity Day=1.67
Depth Grading Intensity Interior=1.73
Depth Grading Shift Night=-1.41
Depth Grading Shift Day=-1.27
Depth Grading Shift Interior=-1.37
Depth Grading Blend Night=0.3
Depth Grading Blend Day=0.4
Depth Grading Blend Interior=0.5
Enable RGB Grading=true
Grading Intensity Night=1.04, 1, 0.94
Grading Intensity Day=1.08, 1.03, 0.95
Grading Intensity Interior=1.03, 0.98, 0.94
Grading Contrast Night=1.04, 1, 0.96
Grading Contrast Day=1.02, 0.96, 0.94
Grading Contrast Interior=1.02, 0.98, 0.92
Enable Vibrance Grading=true
Grading Color Night=-0.32, -0.54, -1.19
Grading Color Day=-0.91, -0.4, -0.67
Grading Color Interior=-0.66, -0.33, -0.93
Grading Color Factor Night=-0.51
Grading Color Factor Day=-0.65
Grading Color Factor Interior=-0.64
Enable HSV Grading=true
Grading Saturation Intensity Night=1.17
Grading Saturation Intensity Day=1.22
Grading Saturation Intensity Interior=1.14
Grading Saturation Contrast Night=1.11
Grading Saturation Contrast Day=1.05
Grading Saturation Contrast Interior=1.07
Grading Value Intensity Night=0.88
Grading Value Intensity Day=0.88
Grading Value Intensity Interior=0.84
Grading Value Contrast Night=0.72
Grading Value Contrast Day=0.68
Grading Value Contrast Interior=0.62
Colorize After HSV=true

View file

@ -32,6 +32,11 @@ Grain Pass 1 Magnification=2.05, 3.11, 2.22
Grain Pass 2 Magnification=4.25, 9.42, 6.29
Grain Contrast=8.450001
Apply Grain Before Tone Mapping=true
Enable Dirt=false
Dirt Coord Factor=0.08
Dirt Luminance Factor=0.0
Dirt Coord Zoom=2.49
Dirt Luminance Zoom=1.0
Enable Adaptation=true
Tonemapping Method=3
Tonemap Exposure Night=1.08
@ -61,24 +66,6 @@ Uncharted2 Toe Denominator Interior=1.14
Uncharted2 Linear White Night=14.51
Uncharted2 Linear White Day=13.680001
Uncharted2 Linear White Interior=15.57
SweetFX Gamma Night=0.38
SweetFX Gamma Day=0.36
SweetFX Gamma Interior=0.37
SweetFX Exposure Night=-0.83
SweetFX Exposure Day=-0.86
SweetFX Exposure Interior=-0.84
SweetFX Saturation Night=0.0
SweetFX Saturation Day=0.0
SweetFX Saturation Interior=0.0
SweetFX Bleach Night=0.0
SweetFX Bleach Day=0.0
SweetFX Bleach Interior=0.0
SweetFX Defog Night=0.0
SweetFX Defog Day=0.0
SweetFX Defog Interior=0.0
SweetFX Defog Color Night=0, 0, 1
SweetFX Defog Color Day=0, 0, 1
SweetFX Defog Color Interior=0, 0, 1
Enable RGB Grading=true
Grading Intensity Night=1.02, 1.03, 0.94
Grading Intensity Day=1.04, 1, 0.93
@ -123,8 +110,3 @@ Vanilla Vibrance Blend=0.91
Vanilla Contrast Blend=0.96
Display Bloom=false
Display Adaptation=false
Enable Dirt=false
Dirt Coord Factor=0.08
Dirt Luminance Factor=0.0
Dirt Coord Zoom=2.49
Dirt Luminance Zoom=1.0

View file

@ -6,6 +6,7 @@
*/
#include "menbglobaldefs.fx"
#ifdef WITH_SMAA
/* new SMAA filter */
string str_smaa = "SMAA";
bool smaaenable
@ -20,6 +21,7 @@ int smaadebug
int UIMin = 0;
int UIMax = 2;
> = {0};
#endif
/* Depth-cutting chroma key */
string str_mask = "Depth Chroma Key";
bool maskenable
@ -688,6 +690,7 @@ float4 PS_Cinematic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
return res;
}
#ifdef WITH_SMAA
/* begin SMAA integration code */
Texture2D RenderTargetRGBA32; // for edges
@ -871,5 +874,45 @@ technique11 ExtraFilters8
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
}
}
#else
technique11 ExtraFilters <string UIName="MariENB";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Append()));
}
}
technique11 ExtraFilters1
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_LumaSharp()));
}
}
technique11 ExtraFilters2
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_ChromaKey()));
}
}
technique11 ExtraFilters3
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Vignette()));
}
}
technique11 ExtraFilters4
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
}
}
#endif

View file

@ -1,27 +1,14 @@
[ENBEFFECTPOSTPASS.FX]
TECHNIQUE=1
Enable Block GFX=false
Emulated Resolution=0, 0, 0
Zoom Factor=0, 0, 0
Palette Type=4
CGA Palette=0
EGA Palette=0
VGA Palette=0
Dithering Pattern=-1
Contrast Modifier=1.5
Saturation Modifier=0.6
Dither Offset=-0.1
Dither Range=0.1
Enable SMAA=false
SMAA Debugging=0
Enable Chroma Key=false
Chroma Key Red=0, 1, 0
Chroma Key Depth=0.99
Enable Blur=false
Blur Sampling Range=0.2
Enable Sharp=false
Sharp Sampling Range=0.41
Sharpening Amount=1.76
Enable Shift=false
Shift Sampling Range=0.5
Chroma Key Depth Horizontal Tilt Center=0.5
Chroma Key Depth Vertical Tilt Center=0.5
Chroma Key Depth Horizontal Tilt=0.0
Chroma Key Depth Vertical Tilt=0.0
Luma Sharpen Enable=true
Luma Sharpen Radius=0.8
Luma Sharpen Clamp=0.1
@ -36,27 +23,11 @@ Vignette Blending Mode=0
Vignette Contrast=9.83
Vignette Intensity=0.47
Vignette Shift=0.0
Vignette Color Red=0.0
Vignette Color Green=0.0
Vignette Color Blue=0.0
Vignette Color=-0.03, -0.05, -0.07
Border Blur Contrast=1.6
Border Blur Intensity=3.74
Border Blur Shift=0.0
Border Blur Radius=1.0
Vignette Color=-0.03, -0.05, -0.07
Enable Oil Filter=false
Enable FXAA=false
FXAA Span Max=4.0
FXAA Reduce Mul=16.0
FXAA Reduce Min=128.0
Chroma Key Depth Horizontal Tilt Center=0.5
Chroma Key Depth Vertical Tilt Center=0.5
Chroma Key Depth Horizontal Tilt=0.0
Chroma Key Depth Vertical Tilt=0.0
Enable Curvature=false
Curve Chromatic Aberration=0.0
Curve Zooming=50.0
Curve Distortion=0.0
Enable Color Matrix=false
Color Matrix Red Red=1.0
Color Matrix Red Green=0.0
@ -67,7 +38,7 @@ Color Matrix Green Blue=0.0
Color Matrix Blue Red=0.0
Color Matrix Blue Green=0.0
Color Matrix Blue Blue=1.0
Normalize Matrix=false
Normalize Matrix=true
Enable Hue-Saturation=false
Overlap=0.5
Global Hue=0.0
@ -91,6 +62,3 @@ Blue Value=0.0
Magenta Hue=0.0
Magenta Saturation=0.0
Magenta Value=0.0
Enable SMAA=true
SMAA Edge Detection Mode=2
SMAA Debugging=0

View file

@ -6,6 +6,10 @@
*/
/* are we running on skyrim special edition or on fallout 4? */
//#define SKYRIMSE
/* [New in 3.5.1] increase the quality of bloom by using larger matrices */
//#define HQBLOOM
/* [New in 3.5.1] compiles in SMAA support */
//#define WITH_SMAA
/* time of day and interior interpolation */
#define ndfact clamp(0.5+(TimeOfDay1.z+(TimeOfDay1.y+TimeOfDay1.w)*0.5)*0.5\
-(TimeOfDay2.y+(TimeOfDay1.x+TimeOfDay2.x)*0.5)*0.5,0.0,1.0)