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MariENB FO4 3.1.0b

This commit is contained in:
Marisa the Magician 2019-04-07 17:48:26 +02:00
commit 8fa0d0eb97
16 changed files with 715 additions and 483 deletions

View file

@ -22,18 +22,18 @@ GammaCurve=1.0
[TIMEOFDAY]
DawnDuration=2.0
SunriseTime=7.0
DayTime=13.0
SunsetTime=19.0
SunriseTime=6.0
DayTime=12.0
SunsetTime=18.0
DuskDuration=2.0
NightTime=1.0
NightTime=0.0
[ADAPTATION]
AdaptationSensitivity=0.35
AdaptationTime=2.2
AdaptationSensitivity=0.2
AdaptationTime=0.65
ForceMinMaxValues=false
AdaptationMin=0.0
AdaptationMax=1.0
AdaptationMax=0.25
[DEPTHOFFIELD]
FocusingTime=0.4
@ -64,116 +64,116 @@ AmountInteriorNight=1.0
[SKY]
IgnoreWeatherSystem=true
Enable=true
GradientIntensityDawn=0.91
GradientIntensitySunrise=0.97
GradientIntensityDay=1.01
GradientIntensitySunset=0.970001
GradientIntensityDusk=0.930001
GradientIntensityNight=0.940001
GradientIntensityInteriorDay=1.02
GradientIntensityInteriorNight=0.9
GradientDesaturationDawn=0.0
GradientDesaturationSunrise=0.0
GradientDesaturationDay=0.0
GradientDesaturationSunset=0.0
GradientDesaturationDusk=0.0
GradientDesaturationNight=0.0
GradientDesaturationInteriorDay=0.0
GradientDesaturationInteriorNight=0.0
GradientIntensityDawn=1.17
GradientIntensitySunrise=1.11
GradientIntensityDay=1.15
GradientIntensitySunset=1.110001
GradientIntensityDusk=1.160001
GradientIntensityNight=1.140001
GradientIntensityInteriorDay=1.12
GradientIntensityInteriorNight=1.14
GradientDesaturationDawn=0.65
GradientDesaturationSunrise=0.5
GradientDesaturationDay=0.38
GradientDesaturationSunset=0.51
GradientDesaturationDusk=0.63
GradientDesaturationNight=0.49
GradientDesaturationInteriorDay=0.22
GradientDesaturationInteriorNight=0.42
GradientTopIntensityDawn=0.59
GradientTopIntensitySunrise=0.77
GradientTopIntensityDay=0.980001
GradientTopIntensitySunset=0.78
GradientTopIntensitySunrise=0.74
GradientTopIntensityDay=0.920001
GradientTopIntensitySunset=0.72
GradientTopIntensityDusk=0.52
GradientTopIntensityNight=0.43
GradientTopIntensityInteriorDay=0.97
GradientTopIntensityInteriorNight=0.97
GradientTopIntensityInteriorNight=0.48
GradientTopCurveDawn=0.87
GradientTopCurveSunrise=0.82
GradientTopCurveDay=0.95
GradientTopCurveDay=0.97
GradientTopCurveSunset=0.88
GradientTopCurveDusk=0.86
GradientTopCurveNight=0.89
GradientTopCurveInteriorDay=0.98
GradientTopCurveInteriorNight=0.67
GradientTopColorFilterDawn=0.984, 0.757, 0.925
GradientTopColorFilterSunrise=0.973, 0.765, 0.706
GradientTopColorFilterDay=0.969, 0.871, 0.812
GradientTopColorFilterSunset=0.961, 0.702, 0.663
GradientTopColorFilterDusk=0.969, 0.812, 0.878
GradientTopColorFilterNight=0.816, 0.8, 0.839
GradientTopColorFilterInteriorDay=0.996, 0.886, 0.808
GradientTopColorFilterInteriorNight=0.871, 0.843, 0.898
GradientTopCurveInteriorNight=0.82
GradientTopColorFilterDawn=0.886, 0.773, 0.969
GradientTopColorFilterSunrise=0.812, 0.859, 0.953
GradientTopColorFilterDay=0.941, 0.992, 0.996
GradientTopColorFilterSunset=0.839, 0.875, 0.949
GradientTopColorFilterDusk=0.902, 0.824, 0.965
GradientTopColorFilterNight=0.867, 0.753, 0.886
GradientTopColorFilterInteriorDay=0.949, 0.996, 0.992
GradientTopColorFilterInteriorNight=0.898, 0.835, 0.906
GradientMiddleIntensityDawn=0.71
GradientMiddleIntensitySunrise=0.8
GradientMiddleIntensityDay=1.11
GradientMiddleIntensitySunset=0.94
GradientMiddleIntensityDusk=0.73
GradientMiddleIntensityNight=0.9
GradientMiddleIntensityDawn=1.1
GradientMiddleIntensitySunrise=1.13
GradientMiddleIntensityDay=1.18
GradientMiddleIntensitySunset=1.13
GradientMiddleIntensityDusk=1.11
GradientMiddleIntensityNight=1.09
GradientMiddleIntensityInteriorDay=1.1
GradientMiddleIntensityInteriorNight=0.54
GradientMiddleIntensityInteriorNight=1.09
GradientMiddleCurveDawn=0.86
GradientMiddleCurveSunrise=0.89
GradientMiddleCurveDay=0.83
GradientMiddleCurveSunrise=0.85
GradientMiddleCurveDay=0.72
GradientMiddleCurveSunset=0.85
GradientMiddleCurveDusk=0.8
GradientMiddleCurveNight=0.93
GradientMiddleCurveInteriorDay=0.89
GradientMiddleCurveInteriorNight=0.64
GradientMiddleColorFilterDawn=0.929, 0.812, 0.922
GradientMiddleColorFilterSunrise=0.965, 0.792, 0.745
GradientMiddleColorFilterDay=0.953, 0.882, 0.851
GradientMiddleColorFilterSunset=0.969, 0.831, 0.788
GradientMiddleColorFilterDusk=0.937, 0.741, 0.827
GradientMiddleColorFilterNight=0.922, 0.898, 0.953
GradientMiddleColorFilterInteriorDay=1, 0.867, 0.788
GradientMiddleCurveNight=0.91
GradientMiddleCurveInteriorDay=0.74
GradientMiddleCurveInteriorNight=0.92
GradientMiddleColorFilterDawn=0.78, 0.753, 0.988
GradientMiddleColorFilterSunrise=0.729, 0.843, 0.988
GradientMiddleColorFilterDay=0.847, 0.914, 0.957
GradientMiddleColorFilterSunset=0.792, 0.835, 0.973
GradientMiddleColorFilterDusk=0.733, 0.741, 0.984
GradientMiddleColorFilterNight=0.871, 0.929, 0.996
GradientMiddleColorFilterInteriorDay=0.82, 0.878, 0.969
GradientMiddleColorFilterInteriorNight=0.906, 0.882, 0.945
GradientHorizonIntensityDawn=1.21
GradientHorizonIntensitySunrise=1.17
GradientHorizonIntensityDay=1.060001
GradientHorizonIntensitySunset=1.18
GradientHorizonIntensityDusk=1.21
GradientHorizonIntensityNight=1.09
GradientHorizonIntensityInteriorDay=1.1
GradientHorizonIntensityInteriorNight=1.39
GradientHorizonCurveDawn=0.43
GradientHorizonCurveSunrise=0.57
GradientHorizonCurveDay=0.94
GradientHorizonCurveSunset=0.47
GradientHorizonCurveDusk=0.51
GradientHorizonCurveNight=0.88
GradientHorizonCurveInteriorDay=0.86
GradientHorizonCurveInteriorNight=0.65
GradientHorizonColorFilterDawn=0.878, 0.8, 0.82
GradientHorizonColorFilterSunrise=0.953, 0.769, 0.639
GradientHorizonColorFilterDay=0.98, 0.898, 0.863
GradientHorizonColorFilterSunset=0.914, 0.737, 0.647
GradientHorizonColorFilterDusk=0.953, 0.882, 0.875
GradientHorizonColorFilterNight=0.812, 0.835, 0.882
GradientHorizonColorFilterInteriorDay=0.988, 0.831, 0.753
GradientHorizonIntensityDawn=1.11
GradientHorizonIntensitySunrise=1.07
GradientHorizonIntensityDay=1.050001
GradientHorizonIntensitySunset=1.08
GradientHorizonIntensityDusk=1.1
GradientHorizonIntensityNight=1.03
GradientHorizonIntensityInteriorDay=1.03
GradientHorizonIntensityInteriorNight=1.1
GradientHorizonCurveDawn=0.93
GradientHorizonCurveSunrise=0.95
GradientHorizonCurveDay=0.92
GradientHorizonCurveSunset=0.94
GradientHorizonCurveDusk=0.92
GradientHorizonCurveNight=0.97
GradientHorizonCurveInteriorDay=0.9
GradientHorizonCurveInteriorNight=0.98
GradientHorizonColorFilterDawn=0.757, 0.792, 0.882
GradientHorizonColorFilterSunrise=0.875, 0.929, 0.992
GradientHorizonColorFilterDay=0.89, 0.984, 0.961
GradientHorizonColorFilterSunset=0.784, 0.851, 0.949
GradientHorizonColorFilterDusk=0.882, 0.89, 0.953
GradientHorizonColorFilterNight=0.773, 0.827, 0.929
GradientHorizonColorFilterInteriorDay=0.788, 0.91, 0.953
GradientHorizonColorFilterInteriorNight=0.851, 0.863, 0.89
CloudsIntensityDawn=0.78
CloudsIntensitySunrise=0.7
CloudsIntensityDay=0.910001
CloudsIntensitySunset=0.610001
CloudsIntensityDusk=0.760001
CloudsIntensityNight=0.850001
CloudsIntensityDawn=0.51
CloudsIntensitySunrise=0.680001
CloudsIntensityDay=0.880001
CloudsIntensitySunset=0.670001
CloudsIntensityDusk=0.490001
CloudsIntensityNight=0.330001
CloudsIntensityInteriorDay=0.94
CloudsIntensityInteriorNight=0.04
CloudsCurveDawn=1.37
CloudsCurveSunrise=1.18
CloudsCurveDay=0.79
CloudsCurveSunset=1.15
CloudsCurveDusk=1.23
CloudsIntensityInteriorNight=0.28
CloudsCurveDawn=1.06
CloudsCurveSunrise=1.04
CloudsCurveDay=1.01
CloudsCurveSunset=1.05
CloudsCurveDusk=1.06
CloudsCurveNight=1.07
CloudsCurveInteriorDay=1.31
CloudsCurveInteriorNight=2.39
CloudsCurveInteriorDay=1.01
CloudsCurveInteriorNight=1.08
CloudsDesaturationDawn=0.34
CloudsDesaturationSunrise=0.17
CloudsDesaturationSunrise=0.15
CloudsDesaturationDay=0.09
CloudsDesaturationSunset=0.21
CloudsDesaturationDusk=0.39
@ -181,30 +181,30 @@ CloudsDesaturationNight=0.16
CloudsDesaturationInteriorDay=0.14
CloudsDesaturationInteriorNight=0.16
CloudsOpacityDawn=1.13
CloudsOpacitySunrise=0.98
CloudsOpacityDay=0.75
CloudsOpacitySunset=0.96
CloudsOpacitySunrise=1.11
CloudsOpacityDay=1.04
CloudsOpacitySunset=1.11
CloudsOpacityDusk=1.19
CloudsOpacityNight=1.11
CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0
CloudsColorFilterDawn=0.996, 0.816, 0.816
CloudsColorFilterSunrise=0.992, 0.835, 0.718
CloudsColorFilterDay=0.996, 0.918, 0.855
CloudsColorFilterSunset=0.984, 0.737, 0.545
CloudsColorFilterDusk=0.965, 0.729, 0.729
CloudsOpacityInteriorDay=1.05
CloudsOpacityInteriorNight=1.15
CloudsColorFilterDawn=0.89, 0.816, 0.996
CloudsColorFilterSunrise=0.733, 0.761, 0.969
CloudsColorFilterDay=0.855, 0.929, 0.996
CloudsColorFilterSunset=0.804, 0.89, 0.992
CloudsColorFilterDusk=0.796, 0.773, 0.929
CloudsColorFilterNight=0.953, 0.925, 0.98
CloudsColorFilterInteriorDay=0.953, 0.835, 0.718
CloudsColorFilterInteriorDay=0.757, 0.875, 0.914
CloudsColorFilterInteriorNight=0.953, 0.933, 0.98
SunIntensityDawn=4.0
SunIntensitySunrise=6.0
SunIntensityDay=5.0
SunIntensitySunset=6.0
SunIntensityDusk=4.0
SunIntensityNight=3.0
SunIntensityInteriorDay=5.0
SunIntensityInteriorNight=3.0
SunIntensityDawn=8.0
SunIntensitySunrise=12.0
SunIntensityDay=10.0
SunIntensitySunset=12.0
SunIntensityDusk=8.0
SunIntensityNight=6.0
SunIntensityInteriorDay=10.0
SunIntensityInteriorNight=6.0
SunDesaturationDawn=0.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
@ -213,14 +213,14 @@ SunDesaturationDusk=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterDawn=0.953, 0.098, 0.0353
SunColorFilterSunrise=0.98, 0.455, 0.322
SunColorFilterDay=1, 0.647, 0.38
SunColorFilterSunset=0.969, 0.471, 0.38
SunColorFilterDusk=0.969, 0.161, 0.161
SunColorFilterNight=0.839, 0.0275, 0.0157
SunColorFilterInteriorDay=0.988, 0.627, 0.369
SunColorFilterInteriorNight=0.859, 0.0471, 0.00392
SunColorFilterDawn=0.988, 0.333, 0.149
SunColorFilterSunrise=0.992, 0.58, 0.388
SunColorFilterDay=1, 0.831, 0.71
SunColorFilterSunset=0.988, 0.58, 0.29
SunColorFilterDusk=0.949, 0.349, 0.18
SunColorFilterNight=0.714, 0, 0
SunColorFilterInteriorDay=0.996, 0.827, 0.706
SunColorFilterInteriorNight=0.694, 0.0392, 0.00392
MoonIntensityDawn=1.77
MoonIntensitySunrise=1.39
@ -248,49 +248,91 @@ MoonColorFilterInteriorDay=1, 1, 1
MoonColorFilterInteriorNight=0.314, 0.431, 0.957
[ENVIRONMENT]
IgnoreWeatherSystem=true
DirectLightingIntensityDawn=1.86
DirectLightingIntensitySunrise=1.52
DirectLightingIntensityDay=1.14
DirectLightingIntensitySunset=1.58
DirectLightingIntensityDusk=1.95
DirectLightingIntensityNight=2.53
DirectLightingIntensityInteriorDay=1.16
DirectLightingIntensityInteriorNight=2.61
DirectLightingDesaturationDawn=0.0
DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationDay=0.0
DirectLightingDesaturationSunset=0.0
DirectLightingDesaturationDusk=0.0
DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0
DirectLightingColorFilterDawn=0.937, 0.812, 0.914
DirectLightingColorFilterSunrise=0.961, 0.851, 0.757
DirectLightingColorFilterDay=0.984, 0.945, 0.867
DirectLightingColorFilterSunset=0.988, 0.871, 0.8
DirectLightingColorFilterDusk=0.937, 0.851, 0.863
DirectLightingColorFilterNight=0.722, 0.706, 0.976
DirectLightingColorFilterInteriorDay=0.973, 0.859, 0.698
DirectLightingColorFilterInteriorNight=0.816, 0.773, 0.992
AmbientLightingIntensityDawn=0.7
AmbientLightingIntensitySunrise=0.83
AmbientLightingIntensityDay=0.95
AmbientLightingIntensitySunset=0.81
AmbientLightingIntensityDusk=0.75
AmbientLightingIntensityNight=0.65
AmbientLightingIntensityInteriorDay=0.84
AmbientLightingIntensityInteriorNight=0.66
DirectLightingIntensityDawn=2.45
DirectLightingIntensitySunrise=2.85
DirectLightingIntensityDay=3.64
DirectLightingIntensitySunset=2.75
DirectLightingIntensityDusk=2.31
DirectLightingIntensityNight=1.98
DirectLightingIntensityInteriorDay=3.85
DirectLightingIntensityInteriorNight=2.12
DirectLightingDesaturationDawn=0.16
DirectLightingDesaturationSunrise=0.25
DirectLightingDesaturationDay=0.33
DirectLightingDesaturationSunset=0.18
DirectLightingDesaturationDusk=0.14
DirectLightingDesaturationNight=0.08
DirectLightingDesaturationInteriorDay=0.31
DirectLightingDesaturationInteriorNight=0.07
DirectLightingColorFilterDawn=0.988, 0.788, 0.761
DirectLightingColorFilterSunrise=0.992, 0.741, 0.843
DirectLightingColorFilterDay=0.902, 0.91, 0.98
DirectLightingColorFilterSunset=0.984, 0.804, 0.871
DirectLightingColorFilterDusk=0.98, 0.78, 0.745
DirectLightingColorFilterNight=0.722, 0.71, 0.976
DirectLightingColorFilterInteriorDay=0.941, 0.957, 0.98
DirectLightingColorFilterInteriorNight=0.886, 0.863, 0.996
AmbientLightingIntensityDawn=0.52
AmbientLightingIntensitySunrise=0.61
AmbientLightingIntensityDay=0.85
AmbientLightingIntensitySunset=0.62
AmbientLightingIntensityDusk=0.55
AmbientLightingIntensityNight=0.45
AmbientLightingIntensityInteriorDay=0.51
AmbientLightingIntensityInteriorNight=0.35
[SSAO_SSIL]
UseIndirectLighting=true
ResolutionScale=0.5
ResolutionScale=1.0
SourceTexturesScale=0.5
SamplingQuality=1
SamplingRange=0.3
AOIntensity=1.65
AOIntensityInterior=1.35
AOAmount=1.2
AOAmountInterior=1.15
ILAmount=2.4
ILAmountInterior=2.6
SamplingQuality=0
SamplingRange=0.15
AOIntensity=1.0
AOIntensityInterior=1.0
AOAmount=0.5
AOAmountInterior=0.5
ILAmount=4.0
ILAmountInterior=4.0
AOMixingType=0
AOMixingTypeInterior=0
[FOG]
IgnoreWeatherSystem=true
DistanceFadeDawn=1.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeDusk=1.0
DistanceFadeNight=1.0
DistanceFadeInteriorDay=1.0
DistanceFadeInteriorNight=1.0
VerticalFadeDawn=1.0
VerticalFadeSunrise=1.0
VerticalFadeDay=1.0
VerticalFadeSunset=1.0
VerticalFadeDusk=1.0
VerticalFadeNight=1.0
VerticalFadeInteriorDay=1.0
VerticalFadeInteriorNight=1.0
SunIntensityDawn=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityDusk=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationDawn=0.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationDusk=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterDusk=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1

1
enbseries/VERSION Normal file
View file

@ -0,0 +1 @@
3.1.0 BETA "Stay FROSTy"

View file

@ -226,3 +226,44 @@ AmbientLightingIntensityDusk=1.0
AmbientLightingIntensityNight=1.0
AmbientLightingIntensityInteriorDay=1.0
AmbientLightingIntensityInteriorNight=1.0
[FOG]
DistanceFadeDawn=1.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeDusk=1.0
DistanceFadeNight=1.0
DistanceFadeInteriorDay=1.0
DistanceFadeInteriorNight=1.0
VerticalFadeDawn=1.0
VerticalFadeSunrise=1.0
VerticalFadeDay=1.0
VerticalFadeSunset=1.0
VerticalFadeDusk=1.0
VerticalFadeNight=1.0
VerticalFadeInteriorDay=1.0
VerticalFadeInteriorNight=1.0
SunIntensityDawn=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityDusk=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationDawn=0.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationDusk=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterDusk=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1

View file

@ -226,3 +226,44 @@ AmbientLightingIntensityDusk=1.0
AmbientLightingIntensityNight=1.0
AmbientLightingIntensityInteriorDay=1.0
AmbientLightingIntensityInteriorNight=1.0
[FOG]
DistanceFadeDawn=1.0
DistanceFadeSunrise=1.0
DistanceFadeDay=1.0
DistanceFadeSunset=1.0
DistanceFadeDusk=1.0
DistanceFadeNight=1.0
DistanceFadeInteriorDay=1.0
DistanceFadeInteriorNight=1.0
VerticalFadeDawn=1.0
VerticalFadeSunrise=1.0
VerticalFadeDay=1.0
VerticalFadeSunset=1.0
VerticalFadeDusk=1.0
VerticalFadeNight=1.0
VerticalFadeInteriorDay=1.0
VerticalFadeInteriorNight=1.0
SunIntensityDawn=1.0
SunIntensitySunrise=1.0
SunIntensityDay=1.0
SunIntensitySunset=1.0
SunIntensityDusk=1.0
SunIntensityNight=1.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationDawn=0.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationDusk=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
SunColorFilterDawn=1, 1, 1
SunColorFilterSunrise=1, 1, 1
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 1, 1
SunColorFilterDusk=1, 1, 1
SunColorFilterNight=1, 1, 1
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1

View file

@ -3,7 +3,7 @@ FileName=_hotweather.ini
WeatherIDs=15e, 2b52a, a1588, f1033, ff98f, 1256fb, 12a18e, 1a6994, 1bd481, 1c3d5e, 1d670e, 1eb2ff, 1f61fd, 211221, 216a98, 21a563, 21a564, 222394, 2385fd, 2392a3, 2392a4, 2392a6, 23ab9c, 2486a4, 74c6, 247b6, 45f6f, 56638
[WEATHER002]
FileName=_coldweather.ini
WeatherIDs=10f781, 1209af, 1c3473, 1ca7e4, 1cd096, 2115d7, 22239a, 225922, 2392a2, 2486a5, 74f2, 74f5, 74fa, 7fba, 427eb, 5d0c4, 859, 85a, 862, 864, 865
WeatherIDs=10f781, 1209af, 1c3473, 1ca7e4, 1cd096, 2115d7, 22239a, 225922, 2392a2, 2486a5, 74f2, 74f5, 74fa, 7fba, 427eb, 5d0c4
[WEATHER003]
FileName=
[WEATHER004]

View file

@ -1,6 +1,6 @@
/*
enbadaptation.fx : MariENB3 eye adaptation shader.
(C)2016 Marisa Kirisame, UnSX Team.
(C)2016-2017 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/

View file

@ -1,6 +1,6 @@
/*
enbbloom.fx : MariENB3 bloom shader.
(C)2016 Marisa Kirisame, UnSX Team.
(C)2016-2017 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
@ -107,6 +107,13 @@ float bloomradiusy
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloomtheta
<
string UIName = "Bloom Angle";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
/* bloom tint/blueshift parameters */
float3 blu_n
<
@ -313,7 +320,17 @@ float dirtmixs
string UIName = "Dirt Single Pass Blend";
string UIWidget = "Spinner";
> = {1.0};
float dirtsaturation
<
string UIName = "Dirt Saturation";
string UIWidget = "Spinner";
> = {1.0};
float ldirtpow
<
string UIName = "Dirt Texture Contrast";
string UIWidget = "Spinner";
> = {1.25};
float dirtpow
<
string UIName = "Dirt Contrast";
string UIWidget = "Spinner";
@ -324,6 +341,7 @@ float ldirtfactor
string UIWidget = "Spinner";
> = {1.5};
/* gaussian blur matrices */
/* radius: 4, std dev: 1.5 */
/*static const float gauss4[4] =
@ -337,7 +355,7 @@ static const float gauss8[8] =
0.055335, 0.033562, 0.018216, 0.008847
};
/* 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,
@ -349,9 +367,9 @@ static const float gauss40[40] =
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] =
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,
@ -367,7 +385,9 @@ static const float gauss40[40] =
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
};*/
};
/* mathematical constants */
static const float pi = 3.1415926535898;
float4 ScreenSize;
float ENightDayFactor;
@ -498,7 +518,6 @@ float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
/*
Anamorphic bloom step. Secondary bloom stretched along an axis.
Currently horizontal only, but directional options will be added eventually.
I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
they call "anamorphic lens flare", which has an ass-backwards-retarded
@ -515,11 +534,13 @@ float4 Anamorphic( float2 coord, Texture2D intex, float insz )
int i;
float sum = 0.0;
float2 pp;
[unroll] for ( i=-39; i<=39; i++ )
float2 dir = float2(cos(bloomtheta*2*pi),sin(bloomtheta*2*pi))
*flen/insz;
[unroll] for ( i=-79; i<=79; i++ )
{
pp = coord+(float2(i,0.0)/insz)*flen;
res += gauss40[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss40[abs(i)]:0.0;
pp = coord+dir*i;
res += gauss80[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss80[abs(i)]:0.0;
}
res *= 1.0/sum;
float3 flu = tod_ind(flu);
@ -542,9 +563,11 @@ float4 PS_HorizontalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
int i;
float sum = 0.0;
float2 pp;
float2 dir = float2(cos(bloomtheta*2*pi),sin(bloomtheta*2*pi))
*bloomradiusx/insz;
[unroll] for ( i=-7; i<=7; i++ )
{
pp = coord+float2(i*bloomradiusx,0.0)/(insz*ScreenSize.z);
pp = coord+dir*i;
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.x>=0.0)&&(pp.x<1.0))?gauss8[abs(i)]:0.0;
}
@ -566,9 +589,11 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
int i;
float sum = 0.0;
float2 pp;
float2 dir = float2(sin(bloomtheta*2*pi),-cos(bloomtheta*2*pi))
*bloomradiusy/insz;
[unroll] for ( i=-7; i<=7; i++ )
{
pp = coord+float2(0.0,i*bloomradiusy)/insz;
pp = coord+dir*i;
res += gauss8[abs(i)]*intex.Sample(Sampler,pp);
sum += ((pp.y>=0.0)&&(pp.y<1.0))?gauss8[abs(i)]:0.0;
}
@ -611,7 +636,10 @@ float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
mud += dirtmix5*RenderTarget64.Sample(Sampler2,coord);
mud += dirtmix6*RenderTarget32.Sample(Sampler2,coord);
mud.rgb /= 6.0;
mud.rgb = clamp(mud.rgb,0.0,32768.0);
float3 hsv = rgb2hsv(mud.rgb);
hsv.y = clamp(hsv.y*dirtsaturation,0.0,1.0);
mud.rgb = clamp(hsv2rgb(hsv),0.0,32768.0);
mud.rgb = pow(mud.rgb,dirtpow);
float mudmax = luminance(mud.rgb);
float mudn = max(mudmax/(1.0+mudmax),0.0);
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
@ -635,7 +663,10 @@ float4 PS_SPostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
#endif
float4 crap = TextureLens.Sample(SamplerLens,ccoord);
float4 mud = dirtmixs*RenderTarget32.Sample(Sampler2,coord);
mud.rgb = clamp(mud.rgb,0.0,32768.0);
mud.rgb = pow(mud.rgb,dirtpow);
float3 hsv = rgb2hsv(mud.rgb);
hsv.y = clamp(hsv.y*dirtsaturation,0.0,1.0);
mud.rgb = clamp(hsv2rgb(hsv),0.0,32768.0);
float mudmax = luminance(mud.rgb);
float mudn = max(mudmax/(1.0+mudmax),0.0);
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));

View file

@ -1,17 +1,17 @@
[ENBBLOOM.FX]
TECHNIQUE=2
Bloom Intensity Night=0.78
Bloom Intensity Day=0.67
Bloom Intensity Interior=0.8
Bloom Contrast Night=0.88
Bloom Contrast Day=0.98
Bloom Contrast Interior=0.84
Bloom Saturation Night=0.87
Bloom Saturation Day=0.81
Bloom Saturation Interior=0.79
Bloom Offset Night=-0.14
Bloom Offset Day=-0.23
Bloom Offset Interior=-0.09
TECHNIQUE=1
Bloom Intensity Night=0.69
Bloom Intensity Day=0.57
Bloom Intensity Interior=0.61
Bloom Contrast Night=1.0
Bloom Contrast Day=1.02
Bloom Contrast Interior=1.02
Bloom Saturation Night=1.05
Bloom Saturation Day=1.03
Bloom Saturation Interior=1.04
Bloom Offset Night=-0.05
Bloom Offset Day=-0.09
Bloom Offset Interior=-0.07
Bloom Intensity Cap Night=1.0
Bloom Intensity Cap Day=1.0
Bloom Intensity Cap Interior=1.0
@ -21,13 +21,13 @@ Blue Shift Day=0.22, 0.537, 0.855
Blue Shift Interior=0.337, 0.525, 0.878
Blue Shift Intensity Night=0.96
Blue Shift Intensity Day=0.71
Blue Shift Intensity Interior=0.88
Blue Shift Intensity Interior=0.97
Blue Shift Luminance Factor Per-pass=0.31
Blue Shift Color Factor Per-pass=0.79
Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.95
Anamorphic Bloom Blend Day=0.7
Anamorphic Bloom Blend Interior=0.91
Anamorphic Bloom Blend Night=0.57
Anamorphic Bloom Blend Day=0.44
Anamorphic Bloom Blend Interior=0.47
Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
@ -36,7 +36,7 @@ Anamorphic Bloom Blue Shift Intensity Day=1.59
Anamorphic Bloom Blue Shift Intensity Interior=1.86
Anamorphic Bloom Contrast Night=0.95
Anamorphic Bloom Contrast Day=1.0
Anamorphic Bloom Contrast Interior=0.92
Anamorphic Bloom Contrast Interior=0.82
Anamorphic Bloom Radius Multiplier=1.0
Bloom Intensity Interior Night=1.33
Bloom Intensity Interior Day=1.26
@ -80,22 +80,25 @@ Anamorphic Bloom Blue Shift Interior Night=1.86
Anamorphic Bloom Blue Shift Interior Day=1.86
Anamorphic Bloom Contrast Interior Night=1.12
Anamorphic Bloom Contrast Interior Day=1.22
Bloom Pass 1 Blend=0.18
Bloom Pass 2 Blend=0.32
Bloom Pass 3 Blend=0.45
Bloom Pass 4 Blend=0.63
Bloom Pass 5 Blend=0.84
Bloom Pass 6 Blend=0.98
Bloom Pass 1 Blend=0.34
Bloom Pass 2 Blend=0.59
Bloom Pass 3 Blend=0.71
Bloom Pass 4 Blend=0.79
Bloom Pass 5 Blend=0.88
Bloom Pass 6 Blend=0.94
Enable Lens Dirt=true
Dirt Pass 1 Blend=0.03
Dirt Pass 2 Blend=0.12
Dirt Pass 3 Blend=0.24
Dirt Pass 4 Blend=0.4
Dirt Pass 5 Blend=0.67
Dirt Pass 6 Blend=5.15
Dirt Contrast=0.91
Dirt Factor=2.07
Dirt Pass 1 Blend=0.08
Dirt Pass 2 Blend=0.25
Dirt Pass 3 Blend=0.54
Dirt Pass 4 Blend=1.09
Dirt Pass 5 Blend=2.71
Dirt Pass 6 Blend=5.68
Dirt Contrast=1.519999
Dirt Factor=0.73
Bloom Blur Radius X=1.0
Bloom Blur Radius Y=1.0
Bloom Single Pass Blend=0.53
Dirt Single Pass Blend=1.13
Bloom Single Pass Blend=0.66
Dirt Single Pass Blend=1.64
Dirt Saturation=0.73
Bloom Angle=0.0
Dirt Texture Contrast=0.72

View file

@ -1,6 +1,6 @@
/*
enbdepthoffield.fx : MariENB3 prepass shaders.
(C)2016 Marisa Kirisame, UnSX Team.
(C)2016-2017 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
@ -565,23 +565,42 @@ bool dofdisable
string UIName = "Disable DOF";
string UIWidget = "Checkbox";
> = {false};
float dofbfact
<
string UIName = "DOF Bilateral Factor";
string UIWidget = "Spinner";
> = {20.0};
float dofbradius
<
string UIName = "DOF Bilateral Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpradius
<
string UIName = "DOF Gather Blur Radius";
string UIName = "DOF Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {6.0};
float dofpcha
<
string UIName = "DOF Blur Chromatic Aberration";
string UIWidget = "Spinner";
> = {0.0};
/* tilting */
float doftiltxcenter
<
string UIName = "Focus Plane Horizontal Tilt Center";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float doftiltycenter
<
string UIName = "Focus Plane Vertical Tilt Center";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float doftiltx
<
string UIName = "Focus Plane Horizontal Tilt";
string UIWidget = "Spinner";
> = {0.0};
float doftilty
<
string UIName = "Focus Plane Vertical Tilt";
string UIWidget = "Spinner";
> = {0.0};
/* cheap performance option */
float dofminblur
<
@ -768,16 +787,6 @@ bool ssaodebug
string UIName = "Debug SSAO";
string UIWidget = "Checkbox";
> = {false};
bool ssaoquarter
<
string UIName = "SSAO Use Less Samples";
string UIWidget = "Checkbox";
> = {true};
bool ssaohalfblur
<
string UIName = "SSAO Blur Use Less Samples";
string UIWidget = "Checkbox";
> = {true};
/* mathematical constants */
static const float pi = 3.1415926535898;
@ -795,12 +804,6 @@ static const float3x3 GY =
0, 0, 0,
-1,-2,-1
};
/* radius: 8, std dev: 6 */
static const float gauss8[8] =
{
0.084247, 0.083085, 0.079694, 0.074348,
0.067460, 0.059533, 0.051099, 0.042657
};
/* radius: 16, std dev: 13 */
static const float gauss16[16] =
{
@ -810,7 +813,7 @@ static const float gauss16[16] =
0.026131, 0.024268, 0.022405, 0.020563
};
/* SSAO samples */
static const float3 ssao_samples_lq[16] =
static const float3 ssao_samples[16] =
{
float3( 0.0000,-0.0002, 0.0000),float3(-0.0004, 0.0013, 0.0014),
float3(-0.0030, 0.0048,-0.0034),float3( 0.0147, 0.0046,-0.0026),
@ -821,41 +824,6 @@ static const float3 ssao_samples_lq[16] =
float3( 0.0072,-0.3534, 0.4035),float3(-0.0024,-0.2385, 0.6260),
float3(-0.1940, 0.5722,-0.5602),float3(-0.0910,-0.7548,-0.6497)
};
static const float3 ssao_samples_hq[64] =
{
float3( 0.0000,-0.0000,-0.0000),float3( 0.0000, 0.0000,-0.0000),
float3( 0.0001,-0.0000,-0.0000),float3( 0.0002, 0.0001,-0.0001),
float3(-0.0000,-0.0005, 0.0000),float3( 0.0004,-0.0004,-0.0006),
float3( 0.0005,-0.0011,-0.0004),float3(-0.0000, 0.0013,-0.0014),
float3( 0.0024, 0.0006, 0.0013),float3(-0.0017,-0.0017, 0.0030),
float3(-0.0037, 0.0033,-0.0011),float3( 0.0010, 0.0018,-0.0063),
float3( 0.0059, 0.0056,-0.0020),float3(-0.0009, 0.0083,-0.0063),
float3(-0.0110, 0.0065,-0.0016),float3( 0.0089, 0.0070,-0.0108),
float3(-0.0115,-0.0134,-0.0062),float3(-0.0121,-0.0172, 0.0071),
float3(-0.0066, 0.0246,-0.0060),float3( 0.0057,-0.0279, 0.0109),
float3(-0.0269,-0.0160,-0.0164),float3( 0.0402, 0.0045, 0.0034),
float3( 0.0248,-0.0045, 0.0390),float3( 0.0110,-0.0491,-0.0159),
float3(-0.0193,-0.0431, 0.0363),float3( 0.0441, 0.0271,-0.0426),
float3( 0.0385,-0.0428,-0.0482),float3(-0.0623,-0.0501, 0.0249),
float3( 0.0683,-0.0000, 0.0631),float3( 0.1008, 0.0180,-0.0114),
float3(-0.0156,-0.0713, 0.0871),float3(-0.0561,-0.0757, 0.0822),
float3( 0.0714, 0.0850,-0.0805),float3(-0.1320,-0.0042, 0.0711),
float3( 0.1553, 0.0486,-0.0167),float3(-0.1164,-0.0125,-0.1341),
float3( 0.1380,-0.1230,-0.0562),float3( 0.0868,-0.1897,-0.0175),
float3( 0.0749, 0.1495, 0.1525),float3(-0.2038,-0.1324,-0.0235),
float3( 0.0205, 0.1920, 0.1784),float3( 0.1637,-0.0964,-0.2092),
float3( 0.2875, 0.0966,-0.0020),float3( 0.0572,-0.0180,-0.3194),
float3(-0.3329, 0.0981,-0.0189),float3( 0.2627, 0.2092,-0.1585),
float3( 0.1783,-0.3359,-0.1108),float3( 0.2675, 0.2056,-0.2533),
float3(-0.1852, 0.3017,-0.2759),float3(-0.0944, 0.3532, 0.3061),
float3(-0.0022,-0.3744, 0.3404),float3(-0.0600,-0.4031,-0.3487),
float3(-0.2663, 0.4915, 0.1004),float3(-0.2442, 0.4253, 0.3468),
float3( 0.2583, 0.1321,-0.5645),float3(-0.0219, 0.4516, 0.4943),
float3(-0.5503, 0.2597,-0.3590),float3( 0.2239,-0.5571,-0.4398),
float3(-0.7210,-0.1982, 0.2339),float3( 0.7948,-0.1848, 0.1145),
float3(-0.7190, 0.1767, 0.4489),float3(-0.5617, 0.5845,-0.4116),
float3(-0.8919,-0.0384, 0.3360),float3(-0.0144, 0.9775,-0.2105)
};
/* For high quality DOF */
static const float2 poisson32[32] =
{
@ -1022,9 +990,9 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float sdepth, so, delta;
float sclamp = ssaoclamp/100000.0;
float sclampmin = ssaoclampmin/100000.0;
if ( ssaoquarter ) [unroll] for ( i=0; i<16; i++ )
[unroll] for ( i=0; i<16; i++ )
{
sample = reflect(ssao_samples_lq[i],rnormal);
sample = reflect(ssao_samples[i],rnormal);
sample *= sign(dot(normal,sample));
so = ldepth-sample.z*bof.x;
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
@ -1033,18 +1001,7 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
if ( (delta > sclampmin) && (delta < sclamp) )
occ += 1.0-delta;
}
else [unroll] for ( i=0; i<64; i++ )
{
sample = reflect(ssao_samples_hq[i],rnormal);
sample *= sign(dot(normal,sample));
so = ldepth-sample.z*bof.x;
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
delta = saturate(so-sdepth);
delta *= 1.0-smoothstep(0.0,sclamp,delta);
if ( (delta > sclampmin) && (delta < sclamp) )
occ += 1.0-delta;
}
float uocc = saturate(occ/(ssaoquarter?16.0:64.0));
float uocc = saturate(occ/16.0);
float fade = 1.0-depth;
uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult);
@ -1066,17 +1023,7 @@ float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float res = 0.0;
int i;
isd = TextureDepth.Sample(Sampler1,coord).x;
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
{
sd = TextureDepth.Sample(Sampler1,coord+float2(i,0)*bof).x;
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
sw = ds;
sw *= gauss8[abs(i)];
tw += sw;
res += sw*TextureColor.Sample(Sampler1,coord+float2(i,0)
*bof).x;
}
else [unroll] for ( i=-15; i<=15; i++ )
[unroll] for ( i=-15; i<=15; i++ )
{
sd = TextureDepth.Sample(Sampler1,coord+float2(i,0)*bof).x;
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
@ -1100,17 +1047,7 @@ float4 PS_SSAOBlurV( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float res = 0.0;
int i;
isd = TextureDepth.Sample(Sampler1,coord).x;
if ( ssaohalfblur ) [unroll] for ( i=-7; i<=7; i++ )
{
sd = TextureDepth.Sample(Sampler1,coord+float2(0,i)*bof).x;
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
sw = ds;
sw *= gauss8[abs(i)];
tw += sw;
res += sw*TextureColor.Sample(Sampler1,coord+float2(0,i)
*bof).x;
}
else [unroll] for ( i=-15; i<=15; i++ )
[unroll] for ( i=-15; i<=15; i++ )
{
sd = TextureDepth.Sample(Sampler1,coord+float2(0,i)*bof).x;
ds = 1.0/pow(1.0+abs(isd-sd),ssaobfact);
@ -1142,6 +1079,9 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
float dep = TextureDepth.Sample(Sampler1,coord).x;
float foc = TextureFocus.Sample(Sampler1,coord).x;
/* cheap tilt */
foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x)
+0.01*doftilty*(doftiltycenter-coord.y);
float dfc = abs(dep-foc);
float dff = abs(dep);
float dfu = dff;
@ -1342,7 +1282,8 @@ float4 PS_ReadFocus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
mfocus[3] = 0.5*(mfocus[0]+mfocus[1]);
else mfocus[3] = cstep*(mfocus[0]+mfocus[1]+mfocus[2]);
if ( cfocus <= focuscenterdiscard ) cfocus = mfocus[3];
else cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus[3];
else if ( (mfocus[3] > focuscenterdiscard) )
cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus[3];
return cfocus;
}
@ -1374,8 +1315,14 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float4 sc;
[unroll] for ( int i=0; i<32; i++ )
{
sc = TextureColor.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
dfc*4.0);
sc = float4(TextureColor.SampleLevel(Sampler1,coord
+poisson32[i]*bsz*(1+dofpcha*0.1),dfc*4.0).r,
TextureColor.SampleLevel(Sampler1,coord
+poisson32[i]*bsz,dfc*4.0).g,
TextureColor.SampleLevel(Sampler1,coord
+poisson32[i]*bsz*(1-dofpcha*0.1),dfc*4.0).b,
TextureColor.SampleLevel(Sampler1,coord
+poisson32[i]*bsz,dfc*4.0).a);
ds = TextureDepth.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
0).x;
sd = RenderTargetR32F.SampleLevel(Sampler1,coord+poisson32[i]
@ -1386,64 +1333,88 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
}
res /= tw;
return res;
}
/* simple gaussian / bilateral blur */
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
/* "bokeh" blur pass */
float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
if ( dfcdebug ) return dfc;
float bresl = (fixed.x>0)?fixed.x:ScreenSize.x;
float bof = (1.0/bresl)*dofbradius;
float4 res = float4(0,0,0,0);
if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
int i;
float isd, sd, ds, sw, tw = 0;
isd = dfc;
[unroll] for ( i=-7; i<=7; i++ )
float2 bresl;
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl;
float4 res = TextureColor.Sample(Sampler1,coord);
/*
Skip blurring areas that are perfectly in focus. The performance
gain is negligible in most cases, though.
*/
if ( dfc <= dofminblur ) return res;
float dep = TextureDepth.Sample(Sampler1,coord).x;
float sr = dofpradius*dfc;
float w = max(0,(1/(sr*sr+1))*luminance(res.rgb+0.01));
res *= w;
float tw = w;
float2 bsz = bof*sr;
float4 pc;
float sc, ds;
[unroll] for ( int i=0; i<32; i++ )
{
sd = RenderTargetR32F.SampleLevel(Sampler1,coord+float2(i,0)
*bof*dfc,0).x;
ds = abs(isd-sd)*dofbfact+0.5;
sw = 1.0/(ds+1.0);
sw *= gauss8[abs(i)];
tw += sw;
res += sw*TextureColor.SampleLevel(Sampler1,coord+float2(i,0)
*bof*dfc,0);
pc = float4(TextureColor.SampleLevel(Sampler1,coord
+poisson32[i]*bsz*(1+dofpcha*0.1),dfc*4.0).r,
TextureColor.SampleLevel(Sampler1,coord
+poisson32[i]*bsz,dfc*4.0).g,
TextureColor.SampleLevel(Sampler1,coord
+poisson32[i]*bsz*(1-dofpcha*0.1),dfc*4.0).b,
TextureColor.SampleLevel(Sampler1,coord
+poisson32[i]*bsz,dfc*4.0).a);
ds = TextureDepth.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
0).x;
sc = abs(pc.a*dofpradius);
if ( sr < 0.0 ) sc = max(abs(sr),sc);
w = (1.0/(pow(sc,2)+1))*luminance(pc.rgb+0.01);
w *= saturate(1-smoothstep(sc,sc*1.1,length(poisson32[i]*bsz)
*abs(sr)));
w *= (ds>dep)?1.0:sc;
res += pc*w;
tw += w;
}
res /= tw;
return res;
}
float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float4 PS_DoFBorkehB( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
if ( dfcdebug ) return dfc;
float bresl = (fixed.y>0)?fixed.y:(ScreenSize.x*ScreenSize.w);
float bof = (1.0/bresl)*dofbradius;
float4 res = float4(0,0,0,0);
if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
int i;
float isd, sd, ds, sw, tw = 0;
isd = dfc;
[unroll] for ( i=-7; i<=7; i++ )
float2 bresl;
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl;
float2 ofs[16] =
{
sd = RenderTargetR32F.SampleLevel(Sampler1,coord+float2(0,i)
*bof*dfc,0).x;
ds = abs(isd-sd)*dofbfact+0.5;
sw = 1.0/(ds+1.0);
sw *= gauss8[abs(i)];
tw += sw;
res += sw*TextureColor.SampleLevel(Sampler1,coord+float2(0,i)
*bof*dfc,0);
}
res /= tw;
float2(1.0,1.0), float2(-1.0,-1.0),
float2(-1.0,1.0), float2(1.0,-1.0),
float2(1.0,0.0), float2(-1.0,0.0),
float2(0.0,1.0), float2(0.0,-1.0),
float2(1.41,0.0), float2(-1.41,0.0),
float2(0.0,1.41), float2(0.0,-1.41),
float2(1.41,1.41), float2(-1.41,-1.41),
float2(-1.41,1.41), float2(1.41,-1.41)
};
float4 res = TextureColor.Sample(Sampler1,coord);
int i;
[unroll] for ( i=0; i<16; i++ )
res += TextureColor.Sample(Sampler1,coord+ofs[i]*bof*dfc);
res /= 17.0;
return res;
}
@ -1549,88 +1520,7 @@ technique11 Focus
}
}
technique11 PrepassNB <string UIName="MariENB Bilateral Blur DoF";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOPre()));
}
}
technique11 PrepassNB1
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurH()));
}
}
technique11 PrepassNB2 <string RenderTarget="RenderTargetR16F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurV()));
}
}
technique11 PrepassNB3 <string RenderTarget="RenderTargetR32F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass()));
}
}
technique11 PrepassNB4
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOApply()));
}
}
technique11 PrepassNB5
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Edge()));
}
}
technique11 PrepassNB6
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Distortion()));
}
}
technique11 PrepassNB7
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFBlurH()));
}
}
technique11 PrepassNB8
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFBlurV()));
}
}
technique11 PrepassNB9
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
}
}
technique11 Prepass <string UIName="MariENB Gather Blur DoF";>
technique11 Prepass <string UIName="MariENB";>
{
pass p0
{
@ -1702,3 +1592,85 @@ technique11 Prepass8
SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
}
}
technique11 PrepassB <string UIName="MariENB (WIP Bokeh)";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOPre()));
}
}
technique11 PrepassB1
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurH()));
}
}
technique11 PrepassB2 <string RenderTarget="RenderTargetR16F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOBlurV()));
}
}
technique11 PrepassB3 <string RenderTarget="RenderTargetR32F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass()));
}
}
technique11 PrepassB4
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_SSAOApply()));
}
}
technique11 PrepassB5
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Edge()));
}
}
technique11 PrepassB6
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Distortion()));
}
}
technique11 PrepassB7
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFBorkeh()));
}
}
technique11 PrepassB8
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFBorkehB()));
}
}
technique11 PrepassB9
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
}
}

View file

@ -1,18 +1,18 @@
[ENBDEPTHOFFIELD.FX]
TECHNIQUE=2
TECHNIQUE=1
Fixed Resolution Width=1920
Fixed Resolution Height=1080
Depth Cutoff=999998.0
Near Z=0.05
Far Z=3098.0
Distortion Chromatic Aberration=27.4
Distortion Chromatic Aberration=9.5
Enable Underwater=false
Underwater Frequency=2.36, 3.39, 2.72
Underwater Speed=24.3, 21.9, 26.5
Underwater Amplitude=0.1, 0.11, 0.07
Underwater Zoom=0.15
Always Underwater=false
Enable Hot Air Refraction=true
Enable Hot Air Refraction=false
Heat Texture Size=6.4
Heat Speed=0.45
Heat Fade Contrast=235.0
@ -22,15 +22,15 @@ Heat Intensity=0.6
Heat Contrast=0.95
Heat Time-of-day Contrast=0.5
Heat Always Enable=true
Enable Screen Frost=false
Frost Contrast=1.1
Frost Strength=0.05
Frost Radial Contrast=0.8
Frost Radial Intensity=1.2
Frost Radial Offset=-0.9
Frost Texture Blend=3.72
Frost Texture Blend Contrast=4.52
Frost Texture Size=1.0
Enable Screen Frost=true
Frost Contrast=1.26
Frost Strength=0.03
Frost Radial Contrast=1.69
Frost Radial Intensity=0.83
Frost Radial Offset=-0.67
Frost Texture Blend=0.97
Frost Texture Blend Contrast=2.42
Frost Texture Size=0.8
Frost Indoor Factor=0.0
Frost Night Factor=0.0
Frost Always Enable=true
@ -40,9 +40,9 @@ Enable Manual Focus=false
Manual Focus Depth=0.8
Focus Point Center=0.5, 0.48, 0
Focus Triangle Angle=0.5
Focus Triangle Radius Night=7.0
Focus Triangle Radius Night=9.0
Focus Triangle Radius Day=12.0
Focus Triangle Radius Interior=9.0
Focus Triangle Radius Interior=10.5
Focus Triangle Blending Night=0.6
Focus Triangle Blending Day=0.7
Focus Triangle Blending Interior=0.6
@ -70,19 +70,19 @@ DOF Fixed Focus Shift Interior=-0.01
DOF Fixed Focus Blend Night=1.0
DOF Fixed Focus Blend Day=1.0
DOF Fixed Focus Blend Interior=1.0
DOF Fixed Unfocus Intensity Night=1.5
DOF Fixed Unfocus Intensity Day=1.6
DOF Fixed Unfocus Intensity Interior=1.5
DOF Fixed Unfocus Contrast Night=480.0
DOF Fixed Unfocus Contrast Day=450.0
DOF Fixed Unfocus Contrast Interior=350.0
DOF Fixed Unfocus Shift Night=-1.1
DOF Fixed Unfocus Shift Day=-1.25
DOF Fixed Unfocus Shift Interior=-1.0
DOF Fixed Unfocus Intensity Night=1.2
DOF Fixed Unfocus Intensity Day=1.4
DOF Fixed Unfocus Intensity Interior=1.3
DOF Fixed Unfocus Contrast Night=125.0
DOF Fixed Unfocus Contrast Day=220.0
DOF Fixed Unfocus Contrast Interior=165.0
DOF Fixed Unfocus Shift Night=-0.6
DOF Fixed Unfocus Shift Day=-0.9
DOF Fixed Unfocus Shift Interior=-0.75
DOF Fixed Unfocus Blend Night=1.0
DOF Fixed Unfocus Blend Day=1.0
DOF Fixed Unfocus Blend Interior=1.0
DOF Fixed Use Cutoff=true
DOF Fixed Use Cutoff=false
Disable DOF=false
DOF Gather Blur Radius=8.0
Debug Depth=false
@ -97,8 +97,8 @@ Edgevision Fade Intensity Interior=600.0
Edgevision Contrast=0.25
Edgevision Intensity=1.0
Edgevision Radius=1.0
Enable SSAO=true
SSAO Radius=0.15
Enable SSAO=false
SSAO Radius=0.05
SSAO Noise=0
SSAO Fade Contrast Night=0.9
SSAO Fade Contrast Day=0.8
@ -106,8 +106,8 @@ SSAO Fade Contrast Interior=0.85
SSAO Fade Intensity Night=10.5
SSAO Fade Intensity Day=12.5
SSAO Fade Intensity Interior=11.5
SSAO Intensity=1.2
SSAO Contrast=0.65
SSAO Intensity=3.0
SSAO Contrast=1.5
SSAO Blending=0.8
SSAO Blur=true
SSAO Bilateral Factor=1500.0
@ -168,19 +168,25 @@ SSAO Fade Intensity Interior Day=11.5
Fixed ResolutionX=1920
Fixed ResolutionY=1080
DOF Minimum Blur=0.01
Heat Factor Dawn=0.15
Heat Factor Sunrise=0.59
Heat Factor Day=0.89
Heat Factor Sunset=0.67
Heat Factor Dusk=0.13
Heat Factor Dawn=0.32
Heat Factor Sunrise=0.83
Heat Factor Day=1.06
Heat Factor Sunset=0.85
Heat Factor Dusk=0.38
Heat Factor Night=0.0
Heat Factor Interior=0.0
Frost Factor Dawn=0.0
Frost Factor Sunrise=0.0
Frost Factor Day=0.0
Frost Factor Sunset=0.0
Frost Factor Dusk=0.0
Frost Factor Night=1.0
Frost Factor Interior=0.0
Frost Factor Dawn=0.93
Frost Factor Sunrise=0.74
Frost Factor Day=0.62
Frost Factor Sunset=0.77
Frost Factor Dusk=0.94
Frost Factor Night=1.16
Frost Factor Interior=0.27
DOF Bilateral Factor=20.0
DOF Bilateral Radius=1.0
DOF Blur Radius=6.0
DOF Blur Chromatic Aberration=1.5
Focus Plane Horizontal Tilt Center=0.5
Focus Plane Vertical Tilt Center=0.5
Focus Plane Horizontal Tilt=0.0
Focus Plane Vertical Tilt=0.0

View file

@ -1,6 +1,6 @@
/*
enbeffect.fx : MariENB3 base shader.
(C)2016 Marisa Kirisame, UnSX Team.
(C)2016-2017 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
@ -348,7 +348,8 @@ bool colorizeafterhsv
<
string UIName = "Colorize After HSV";
string UIWidget = "Checkbox";
> = {true};/* LUT grading */
> = {true};
/* LUT grading */
string str_lut = "RGB Lookup Table Grading";
bool lutenable
<
@ -379,6 +380,20 @@ int clut
int UIMax = 63;
> = {1};
#endif
/* technicolor shader */
string str_tech = "Technicolor";
bool techenable
<
string UIName = "Enable Technicolor";
string UIWidget = "Checkbox";
> = {false};
float techblend
<
string UIName = "Technicolor Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
string str_dither = "Dithering";
bool dodither
<
@ -458,7 +473,11 @@ float EInteriorFactor;
float4 TimeOfDay1;
float4 TimeOfDay2;
#ifdef SKYRIMSE
float4 Params01[7];
#else
float4 Params01[6];
#endif
float4 ENBParams01;
Texture2D TextureColor;
Texture2D TextureBloom;
@ -645,6 +664,16 @@ float3 GradingLUT( float3 res )
float lutblend = tod_ind(lutblend);
return lerp(res,tcol,lutblend);
}
/* I think this Technicolor implementation is correct... maybe */
float3 Technicolor( float3 res )
{
res = clamp(res,0.0,1.0);
float red = 1.0-(res.r-(res.g+res.b)*0.5);
float green = 1.0-(res.g-(res.r+res.b)*0.5);
float blue = 1.0-(res.b-(res.r+res.g)*0.5);
float3 tint = float3(green*blue,red*blue,red*green)*res;
return lerp(res,res+0.5*(tint-res),techblend);
}
/* post-pass dithering, something apparently only my ENB does */
float3 Dither( float3 res, float2 coord )
{
@ -716,7 +745,24 @@ float3 FilmGrain( float3 res, float2 coord )
float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float4 res;
#ifdef SKYRIMSE
res = TextureColor.Sample(Sampler0,coord)
+TextureBloom.Sample(Sampler1,coord)*ENBParams01.x;
/* Luckily I could sort of interpret some of the vanilla grading */
float val = luminance(res.rgb);
float adapt = TextureAdaptation.Sample(Sampler1,coord).x;
float4 tint;
res -= val;
res = Params01[3].x*res+val;
tint = Params01[4]*val-res;
res = Params01[4].w*tint+res;
res = Params01[3].w*res-adapt;
res = Params01[3].z*res+adapt;
if ( bloomdebug ) res = TextureBloom.Sample(Sampler1,coord)
*ENBParams01.x;
#else
float4 color;
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
float4 r0, r1, r2, r3;
@ -754,10 +800,10 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
color.xyz = pow(color.xyz,1.0/2.2);
res.xyz = max(0,color.xyz);
res.w = 1.0;
/* Insert MariENB filters here */
float2 coord = IN.txcoord0.xy;
if ( bloomdebug ) res = TextureBloom.Sample(Sampler1,Params01[4].zw
*coord)*ENBParams01.x;
#endif
/* Insert MariENB filters here */
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
if ( colorizeafterhsv )
@ -771,6 +817,7 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
}
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
if ( techenable ) res.rgb = Technicolor(res.rgb);
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
if ( adaptdebug ) res.rgb = TextureAdaptation.Sample(Sampler1,coord).x;
if ( dodither ) res.rgb = Dither(res.rgb,coord);
@ -785,6 +832,57 @@ float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Targe
float4 color;
color = TextureColor.Sample(Sampler0,IN.txcoord0.xy);
float4 r0, r1, r2, r3;
#ifdef SKYRIMSE
/*
You won't believe how HARD Boris has mangled this code.
After fixing the horrid code style and the unnecessary scientific
notation on floats, it's still unreadable.
It's also completely broken and results in a black screen.
*/
float2 scaleduv=Params01[6].xy*IN.txcoord0.xy;
scaleduv = max(scaleduv, 0.0);
scaleduv = min(scaleduv, Params01[6].zy);
r1.xy = scaleduv;
r0.xyz = color.xyz;
if ( Params01[0].x > 0.5 ) r1.xy = IN.txcoord0.xy;
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
r2.xy = TextureAdaptation.Sample(Sampler1,IN.txcoord0.xy).xy;
r0.w = dot(float3(0.2125,0.7154,0.0721),r0.xyz);
r0.w = max(r0.w,0.00001);
r1.w = r2.y/r2.x;
r2.y = r0.w*r1.w;
if ( Params01[2].z >= 0.5 ) r2.z = 0xffffffff;
else r2.z = 0;
r3.xy = r1.w*r0.w+float2(-0.004,1.0);
r1.w = max(r3.x, 0.0);
r3.xz = r1.w*6.2+float2(0.5,1.7);
r2.w = r1.w*r3.x;
r1.w = r1.w*r3.z+0.06;
r1.w = r2.w/r1.w;
r1.w = pow(r1.w,2.2);
r1.w = r1.w*Params01[2].y;
r2.w = r2.y*Params01[2].y+1.0;
r2.y = r2.w*r2.y;
r2.y = r2.y/r3.y;
if (r2.z == 0) r1.w = r2.y;
else r1.w = r1.w;
r0.w = r1.w/r0.w;
r1.w = saturate(Params01[2].x-r1.w);
r1.xyz = r1*r1.w;
r0.xyz = r0*r0.w+r1;
r1.x = dot(r0.xyz,float3(0.2125,0.7154,0.0721));
r0.w = 1.0;
r0 = r0-r1.x;
r0 = Params01[3].x*r0+r1.x;
r1 = Params01[4]*r1.x-r0;
r0 = Params01[4].w*r1+r0;
r0 = Params01[3].w*r0-r2.x;
r0 = Params01[3].z*r0+r2.x;
r0.xyz = saturate(r0);
r1.xyz = pow(r1.xyz,Params01[6].w);
r1 = Params01[5]-r0;
res = Params01[5].w*r1+r0;
#else
r0.xyz = color.xyz;
r1.xy = Params01[4].zw*IN.txcoord0.xy;
r1.xyz = TextureBloom.Sample(Sampler1,r1.xy).xyz;
@ -808,7 +906,7 @@ float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Targe
r1.x = r1.x*0.0408564-r3.y;
r1.xyz = r0.xyz/r1.x;
r0.x = dot(r1.xyz,float3(0.2125,0.7154,0.0721));
r1.xyz = r1.xyz-r0.x;
r1.xyz = r1.xyz-r0.x;
r1.xyz = Params01[2].x*r1.xyz+r0.x;
r2.xyz = r0.x*Params01[3].xyz-r1.xyz;
r1.xyz = Params01[3].w*r2.xyz+r1.xyz;
@ -816,6 +914,7 @@ float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Targe
r0.xyz = Params01[2].z*r1.xyz+r0.w;
res.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
res.xyz = pow(max(0,res.xyz),1.0/2.2);
#endif
res.w = 1.0;
return res;
}

View file

@ -1,71 +1,71 @@
[ENBEFFECT.FX]
TECHNIQUE=1
Enable Grain=true
Enable Grain=false
Grain Speed=2500.0
Grain Intensity=0.03
Grain Saturation=-0.23
Grain Two-Pass=true
Grain Blending Mode=3
Grain Dark Mask Contrast=2.43
Grain Dark Mask Contrast=0.74
Grain Two-Pass Factor=0.04
Grain Magnification=13.3, 19.6, 17.4
Grain Pass 1 Magnification=2.05, 3.11, 2.22
Grain Pass 2 Magnification=4.25, 0.42, 6.29
Grain Contrast=4.73
Grain Contrast=3.54
Enable Tonemapping=true
Tonemap Shoulder Strength Night=1.12
Tonemap Shoulder Strength Day=1.22
Tonemap Shoulder Strength Interior=1.22
Tonemap Linear Strength Night=0.67
Tonemap Linear Strength Day=0.87
Tonemap Linear Strength Interior=0.64
Tonemap Linear Angle Night=0.85
Tonemap Linear Angle Day=0.73
Tonemap Linear Angle Interior=0.87
Tonemap Toe Strength Night=0.93
Tonemap Toe Strength Day=0.81
Tonemap Toe Strength Interior=0.83
Tonemap Shoulder Strength Night=0.83
Tonemap Shoulder Strength Day=0.94
Tonemap Shoulder Strength Interior=0.88
Tonemap Linear Strength Night=0.59
Tonemap Linear Strength Day=0.46
Tonemap Linear Strength Interior=0.51
Tonemap Linear Angle Night=0.25
Tonemap Linear Angle Day=0.41
Tonemap Linear Angle Interior=0.35
Tonemap Toe Strength Night=2.46
Tonemap Toe Strength Day=2.59
Tonemap Toe Strength Interior=2.54
Tonemap Toe Numerator Night=3.74
Tonemap Toe Numerator Day=3.93
Tonemap Toe Numerator Interior=3.56
Tonemap Toe Denominator Night=1.33
Tonemap Toe Denominator Day=1.14
Tonemap Toe Denominator Interior=1.25
Tonemap Linear White Night=1.28
Tonemap Linear White Day=1.39
Tonemap Linear White Interior=1.32
Tonemap Toe Numerator Day=3.92
Tonemap Toe Numerator Interior=3.52
Tonemap Toe Denominator Night=1.51
Tonemap Toe Denominator Day=1.41
Tonemap Toe Denominator Interior=1.49
Tonemap Linear White Night=1.15
Tonemap Linear White Day=1.2
Tonemap Linear White Interior=1.17
Enable RGB Grading=true
Grading Intensity Night=1.04, 1.08, 1.07
Grading Intensity Day=1.06, 1.01, 1.06
Grading Intensity Interior=1.06, 1.02, 1.05
Grading Intensity Night=0.97, 1.01, 1
Grading Intensity Day=0.97, 1.01, 1
Grading Intensity Interior=1.02, 0.98, 1.01
Grading Contrast Night=0.97, 0.94, 0.95
Grading Contrast Day=0.96, 0.97, 0.93
Grading Contrast Day=0.97, 1.02, 0.91
Grading Contrast Interior=0.95, 0.99, 0.96
Enable Vibrance Grading=true
Grading Color Night=-0.34, -0.6, -0.94
Grading Color Day=-0.28, -0.19, -0.82
Grading Color Interior=-0.39, -0.63, -0.37
Grading Color Factor Night=-0.14
Grading Color Factor Day=-0.12
Grading Color Factor Interior=-0.15
Grading Color Day=0.23, 0.24, -0.92
Grading Color Interior=-0.76, -0.4, -0.4
Grading Color Factor Night=-0.2
Grading Color Factor Day=-0.14
Grading Color Factor Interior=-0.17
Enable HSV Grading=true
Grading Saturation Intensity Night=1.42
Grading Saturation Intensity Day=1.51
Grading Saturation Intensity Interior=1.39
Grading Saturation Contrast Night=1.21
Grading Saturation Contrast Day=1.07
Grading Saturation Contrast Interior=1.25
Grading Saturation Intensity Night=1.13
Grading Saturation Intensity Day=1.1
Grading Saturation Intensity Interior=1.11
Grading Saturation Contrast Night=1.13
Grading Saturation Contrast Day=1.06
Grading Saturation Contrast Interior=1.03
Grading Value Intensity Night=1.03
Grading Value Intensity Day=1.11
Grading Value Intensity Day=1.04
Grading Value Intensity Interior=1.08
Grading Value Contrast Night=1.67
Grading Value Contrast Day=1.48
Grading Value Contrast Interior=1.62
Grading Value Contrast Night=1.24
Grading Value Contrast Day=1.25
Grading Value Contrast Interior=1.26
Colorize After HSV=true
Enable LUT Grading=true
LUT Blend Night=0.26
LUT Blend Day=0.53
LUT Blend Interior=0.38
LUT Blend Night=0.16
LUT Blend Day=0.33
LUT Blend Interior=0.24
Enable Post Dither=false
Dither Pattern=4
Display Bloom=false
@ -141,3 +141,5 @@ Grading Value Contrast Interior Day=1.62
LUT Blend Interior Night=0.39
LUT Blend Interior Day=0.45
Display Adaptation=false
Enable Technicolor=true
Technicolor Blend=1.0

View file

@ -1,6 +1,6 @@
/*
enbeffectpostpass.fx : MariENB3 extra shader.
(C)2016 Marisa Kirisame, UnSX Team.
(C)2016-2017 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/

View file

@ -27,11 +27,11 @@ Curve Chromatic Aberration=0.7
Curve Zooming=50.200008
Curve Distortion=0.0
Curve Sampling Soften=0.0
Enable Blur=true
Enable Blur=false
Blur Sampling Range=0.15
Enable Sharp=true
Enable Sharp=false
Sharp Sampling Range=0.35
Sharpening Amount=2.0
Sharpening Amount=3.0
Enable Shift=false
Shift Sampling Range=0.6
Luma Sharpen Enable=true

View file

@ -1,9 +1,11 @@
/*
menbglobaldefs.fx : MariENB3 global shared code.
(C)2016 Marisa Kirisame, UnSX Team.
(C)2016-2017 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
/* are we running on skyrim special edition or on fallout 4? */
//#define SKYRIMSE
/* 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)

View file

@ -87,12 +87,4 @@ DLCCoast
54132 DLC03VirtualWeather01OriginalFog .
56378 FXWthrWindowNoGlow01 .
56638 DLC03_ClearWeatherFastBackup WARM
5D0C4 dlc03_radmistweatherFast COLD
TrueStormsFO4
859 TrueStormsRadStormRainHeavy COLD
85A TrueStormsRadStormRainLight COLD
862 TrueStormsRainLight COLD
864 TrueStormsMistyRainyLight COLD
865 TrueStormsFoggyLight COLD
5D0C4 dlc03_radmistweatherFast COLD