diff --git a/enbseries.ini b/enbseries.ini index c51dca2..2c3f981 100644 --- a/enbseries.ini +++ b/enbseries.ini @@ -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 diff --git a/enbseries/VERSION b/enbseries/VERSION index b691107..f670463 100644 --- a/enbseries/VERSION +++ b/enbseries/VERSION @@ -1 +1 @@ -3.5.0 "Part of a Complete Breakfast" +3.5.1 "Part of a Complete Breakfast" diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx index 71735dd..cc1fbf6 100644 --- a/enbseries/enbbloom.fx +++ b/enbseries/enbbloom.fx @@ -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); diff --git a/enbseries/enbdepthoffield.fx.ini b/enbseries/enbdepthoffield.fx.ini index 712189a..e1ca318 100644 --- a/enbseries/enbdepthoffield.fx.ini +++ b/enbseries/enbdepthoffield.fx.ini @@ -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 diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini index 58469b3..eddf895 100644 --- a/enbseries/enbeffect.fx.ini +++ b/enbseries/enbeffect.fx.ini @@ -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 diff --git a/enbseries/enbeffectpostpass.fx b/enbseries/enbeffectpostpass.fx index 9561e1d..342885c 100644 --- a/enbseries/enbeffectpostpass.fx +++ b/enbseries/enbeffectpostpass.fx @@ -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 +{ + 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 diff --git a/enbseries/enbeffectpostpass.fx.ini b/enbseries/enbeffectpostpass.fx.ini index 36961e7..5c450b7 100644 --- a/enbseries/enbeffectpostpass.fx.ini +++ b/enbseries/enbeffectpostpass.fx.ini @@ -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 diff --git a/enbseries/menbglobaldefs.fx b/enbseries/menbglobaldefs.fx index 7071417..f4b7e86 100644 --- a/enbseries/menbglobaldefs.fx +++ b/enbseries/menbglobaldefs.fx @@ -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)