MariENB 1.2015.9.16
|
|
@ -10,7 +10,7 @@
|
||||||
Vorontsov and the major breakage of his ENB project.
|
Vorontsov and the major breakage of his ENB project.
|
||||||
|
|
||||||
Lots of blind debugging are necessary to get the goddamn thing to compile,
|
Lots of blind debugging are necessary to get the goddamn thing to compile,
|
||||||
and from the looks of it the filter, which works flawlessly on MariEFX, is
|
and from the looks of it the filter, which worked flawlessly on MariEFX, is
|
||||||
completely unportable to this massive bag of dicks. After DAYS of
|
completely unportable to this massive bag of dicks. After DAYS of
|
||||||
selectively commenting out code, the only way it can compile is if the
|
selectively commenting out code, the only way it can compile is if the
|
||||||
shader does NOTHING. For ever minor change to the code, five minutes of
|
shader does NOTHING. For ever minor change to the code, five minutes of
|
||||||
|
|
|
||||||
|
|
@ -34,7 +34,7 @@ float3 hsv2rgb( float3 c )
|
||||||
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
||||||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||||
}
|
}
|
||||||
/* pre-pass bloom texture preparation, nothing is done */
|
/* pre-pass bloom texture preparation */
|
||||||
float4 PS_BloomPrePass(VS_OUTPUT_POST In) : COLOR
|
float4 PS_BloomPrePass(VS_OUTPUT_POST In) : COLOR
|
||||||
{
|
{
|
||||||
float2 coord = In.txcoord0.xy;
|
float2 coord = In.txcoord0.xy;
|
||||||
|
|
@ -60,7 +60,7 @@ float4 PS_BloomPrePass(VS_OUTPUT_POST In) : COLOR
|
||||||
res.a = 1.0;
|
res.a = 1.0;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
/* Thankfully this allows for separate axis blur */
|
/* Horizontal blur step goes here */
|
||||||
float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
|
float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
|
||||||
{
|
{
|
||||||
float2 coord = In.txcoord0.xy;
|
float2 coord = In.txcoord0.xy;
|
||||||
|
|
@ -72,6 +72,7 @@ float4 PS_BloomTexture1(VS_OUTPUT_POST In) : COLOR
|
||||||
res.a = 1.0;
|
res.a = 1.0;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
/* This is the vertical step */
|
||||||
float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
|
float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
|
||||||
{
|
{
|
||||||
float2 coord = In.txcoord0.xy;
|
float2 coord = In.txcoord0.xy;
|
||||||
|
|
@ -95,7 +96,21 @@ float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
|
||||||
res.a = 1.0;
|
res.a = 1.0;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
/* Anamorphic bloom */
|
/*
|
||||||
|
Horizontal anamorphic bloom step. This is somewhat realistic except that
|
||||||
|
most lenses (e.g.: glasses, both convex and concave) cause VERTICAL
|
||||||
|
anamorphic bloom due to their curvature. However since ENB doesn't let me
|
||||||
|
switch the order of the blurring, it's impossible to do so. I don't really
|
||||||
|
have a problem with that, this also looks nice.
|
||||||
|
|
||||||
|
I've seen that some ENBs do something almost-maybe-possibly-slightly-similar
|
||||||
|
they call "anamorphic lens flare", which has an ass-backwards-retarded
|
||||||
|
implementation, which serves to showcase their incompetence. Rather than use
|
||||||
|
a single-axis massive-scale blur like I do, they simply awkwardly stretch
|
||||||
|
sampling coordinates along one axis, which doesn't even have the same effect
|
||||||
|
as it just makes it so bright areas ONLY at the very middle of the screen
|
||||||
|
produces sharp bright lines extending towards the sides.
|
||||||
|
*/
|
||||||
float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
|
float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
|
||||||
{
|
{
|
||||||
if ( !alfenable ) return float4(0,0,0,1);
|
if ( !alfenable ) return float4(0,0,0,1);
|
||||||
|
|
@ -121,7 +136,7 @@ float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
|
||||||
res.a = 1.0;
|
res.a = 1.0;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
/* end pass */
|
/* end pass, mix it all up */
|
||||||
float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
|
float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
|
||||||
{
|
{
|
||||||
float2 coord = In.txcoord0.xy;
|
float2 coord = In.txcoord0.xy;
|
||||||
|
|
@ -140,7 +155,7 @@ float4 PS_BloomPostPass(VS_OUTPUT_POST In) : COLOR
|
||||||
res.a = 1.0;
|
res.a = 1.0;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
/* crappy lens filter */
|
/* crappy lens filter, useful when playing characters with glasses */
|
||||||
float4 PS_LensDirtPass(VS_OUTPUT_POST In) : COLOR
|
float4 PS_LensDirtPass(VS_OUTPUT_POST In) : COLOR
|
||||||
{
|
{
|
||||||
float4 mud = float4(0,0,0,0);
|
float4 mud = float4(0,0,0,0);
|
||||||
|
|
@ -149,11 +164,6 @@ float4 PS_LensDirtPass(VS_OUTPUT_POST In) : COLOR
|
||||||
float2 ccoord = coord;
|
float2 ccoord = coord;
|
||||||
if ( dirtaspect ) ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
|
if ( dirtaspect ) ccoord.y = (coord.y-0.5)*ScreenSize.w+0.5;
|
||||||
float4 crap = tex2D(SamplerLens,ccoord);
|
float4 crap = tex2D(SamplerLens,ccoord);
|
||||||
float4 crapb = tex2D(SamplerLensbump,ccoord);
|
|
||||||
float craps = tex2D(SamplerLensdiff,coord).x;
|
|
||||||
craps = (1.0-lstarf)+lstarf*craps;
|
|
||||||
float bump = max(crapb.w+1.0-abs(dot(abs(0.5-coord.xy),crapb.xy)),0.0);
|
|
||||||
bump = pow(bump,crapb.w*ldirtbumpx);
|
|
||||||
mud += dirtmix1*tex2D(SamplerBloom1,coord); // P1
|
mud += dirtmix1*tex2D(SamplerBloom1,coord); // P1
|
||||||
mud += dirtmix2*tex2D(SamplerBloom2,coord); // P2
|
mud += dirtmix2*tex2D(SamplerBloom2,coord); // P2
|
||||||
mud += dirtmix3*tex2D(SamplerBloom3,coord); // P3
|
mud += dirtmix3*tex2D(SamplerBloom3,coord); // P3
|
||||||
|
|
@ -168,7 +178,7 @@ float4 PS_LensDirtPass(VS_OUTPUT_POST In) : COLOR
|
||||||
float mudmax = luminance(mud.rgb);
|
float mudmax = luminance(mud.rgb);
|
||||||
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
float mudn = max(mudmax/(1.0+mudmax),0.0);
|
||||||
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
|
mudn = pow(mudn,max(ldirtpow-crap.a,0.0));
|
||||||
mud.rgb *= mudn*ldirtfactor*craps*crap.rgb*bump;
|
mud.rgb *= mudn*ldirtfactor*crap.rgb;
|
||||||
mud.a = 1.0;
|
mud.a = 1.0;
|
||||||
return mud;
|
return mud;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -62,14 +62,6 @@ texture2D texLens
|
||||||
<
|
<
|
||||||
string ResourceName = "menblens.png";
|
string ResourceName = "menblens.png";
|
||||||
>;
|
>;
|
||||||
texture2D texLensbump
|
|
||||||
<
|
|
||||||
string ResourceName = "menblensbump.png";
|
|
||||||
>;
|
|
||||||
texture2D texLensdiff
|
|
||||||
<
|
|
||||||
string ResourceName = "menblensdiff.png";
|
|
||||||
>;
|
|
||||||
sampler2D SamplerBloom1 = sampler_state
|
sampler2D SamplerBloom1 = sampler_state
|
||||||
{
|
{
|
||||||
Texture = <texBloom1>;
|
Texture = <texBloom1>;
|
||||||
|
|
@ -178,30 +170,6 @@ sampler2D SamplerLens = sampler_state
|
||||||
MaxMipLevel = 0;
|
MaxMipLevel = 0;
|
||||||
MipMapLodBias = 0;
|
MipMapLodBias = 0;
|
||||||
};
|
};
|
||||||
sampler2D SamplerLensbump = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texLensbump>;
|
|
||||||
MinFilter = LINEAR;
|
|
||||||
MagFilter = LINEAR;
|
|
||||||
MipFilter = NONE;
|
|
||||||
AddressU = Clamp;
|
|
||||||
AddressV = Clamp;
|
|
||||||
SRGBTexture = FALSE;
|
|
||||||
MaxMipLevel = 0;
|
|
||||||
MipMapLodBias = 0;
|
|
||||||
};
|
|
||||||
sampler2D SamplerLensdiff = sampler_state
|
|
||||||
{
|
|
||||||
Texture = <texLensdiff>;
|
|
||||||
MinFilter = LINEAR;
|
|
||||||
MagFilter = LINEAR;
|
|
||||||
MipFilter = NONE;
|
|
||||||
AddressU = Clamp;
|
|
||||||
AddressV = Clamp;
|
|
||||||
SRGBTexture = FALSE;
|
|
||||||
MaxMipLevel = 0;
|
|
||||||
MipMapLodBias = 0;
|
|
||||||
};
|
|
||||||
/* whatever */
|
/* whatever */
|
||||||
struct VS_OUTPUT_POST
|
struct VS_OUTPUT_POST
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -4,475 +4,470 @@
|
||||||
Part of MariENB, the personal ENB of Marisa.
|
Part of MariENB, the personal ENB of Marisa.
|
||||||
Released under the GNU GPLv3 (or later).
|
Released under the GNU GPLv3 (or later).
|
||||||
*/
|
*/
|
||||||
/* bloom blur radius */
|
string str_bloompre = "Bloom Prepass";
|
||||||
float bloomradius
|
|
||||||
<
|
|
||||||
string UIName = "BloomRadius";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
float UIMin = 0.0;
|
|
||||||
> = {1.0};
|
|
||||||
/* bloom mix factors */
|
|
||||||
float bloommix1
|
|
||||||
<
|
|
||||||
string UIName = "BloomMix1";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.75};
|
|
||||||
float bloommix2
|
|
||||||
<
|
|
||||||
string UIName = "BloomMix2";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.8};
|
|
||||||
float bloommix3
|
|
||||||
<
|
|
||||||
string UIName = "BloomMix3";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.85};
|
|
||||||
float bloommix4
|
|
||||||
<
|
|
||||||
string UIName = "BloomMix4";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.9};
|
|
||||||
float bloommix7
|
|
||||||
<
|
|
||||||
string UIName = "BloomMix7";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.95};
|
|
||||||
float bloommix8
|
|
||||||
<
|
|
||||||
string UIName = "BloomMix8";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.0};
|
|
||||||
float bloommix5
|
|
||||||
<
|
|
||||||
string UIName = "BloomMixNoBlur";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
float bloommix6
|
|
||||||
<
|
|
||||||
string UIName = "BloomMixBaseImage";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.0};
|
|
||||||
/* bloom intensity */
|
/* bloom intensity */
|
||||||
float bloomintensity_n
|
float bloomintensity_n
|
||||||
<
|
<
|
||||||
string UIName = "BloomIntensityNight";
|
string UIName = "Bloom Intensity Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float bloomintensity_d
|
float bloomintensity_d
|
||||||
<
|
<
|
||||||
string UIName = "BloomIntensityDay";
|
string UIName = "Bloom Intensity Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float bloomintensity_in
|
float bloomintensity_in
|
||||||
<
|
<
|
||||||
string UIName = "BloomIntensityInteriorNight";
|
string UIName = "Bloom Intensity Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float bloomintensity_id
|
float bloomintensity_id
|
||||||
<
|
<
|
||||||
string UIName = "BloomIntensityInteriorDay";
|
string UIName = "Bloom Intensity Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* bloom power (contrast) */
|
/* bloom power (contrast) */
|
||||||
float bloompower_n
|
float bloompower_n
|
||||||
<
|
<
|
||||||
string UIName = "BloomPowerNight";
|
string UIName = "Bloom Contrast Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float bloompower_d
|
float bloompower_d
|
||||||
<
|
<
|
||||||
string UIName = "BloomPowerDay";
|
string UIName = "Bloom Contrast Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float bloompower_in
|
float bloompower_in
|
||||||
<
|
<
|
||||||
string UIName = "BloomPowerInteriorNight";
|
string UIName = "Bloom Contrast Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float bloompower_id
|
float bloompower_id
|
||||||
<
|
<
|
||||||
string UIName = "BloomPowerInteriorDay";
|
string UIName = "Bloom Contrast Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* bloom saturation */
|
/* bloom saturation */
|
||||||
float bloomsaturation_n
|
float bloomsaturation_n
|
||||||
<
|
<
|
||||||
string UIName = "BloomSaturationNight";
|
string UIName = "Bloom Saturation Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float bloomsaturation_d
|
float bloomsaturation_d
|
||||||
<
|
<
|
||||||
string UIName = "BloomSaturationDay";
|
string UIName = "Bloom Saturation Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float bloomsaturation_in
|
float bloomsaturation_in
|
||||||
<
|
<
|
||||||
string UIName = "BloomSaturationInteriorNight";
|
string UIName = "Bloom Saturation Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float bloomsaturation_id
|
float bloomsaturation_id
|
||||||
<
|
<
|
||||||
string UIName = "BloomSaturationInteriorDay";
|
string UIName = "Bloom Saturation Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
/* bloom offset (negative values keep dark areas from muddying up) */
|
/* bloom offset (negative values keep dark areas from muddying up) */
|
||||||
float bloombump_n
|
float bloombump_n
|
||||||
<
|
<
|
||||||
string UIName = "BloomBumpNight";
|
string UIName = "Bloom Offset Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {-0.5};
|
> = {-0.5};
|
||||||
float bloombump_d
|
float bloombump_d
|
||||||
<
|
<
|
||||||
string UIName = "BloomBumpDay";
|
string UIName = "Bloom Offset Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {-0.5};
|
> = {-0.5};
|
||||||
float bloombump_in
|
float bloombump_in
|
||||||
<
|
<
|
||||||
string UIName = "BloomBumpInteriorNight";
|
string UIName = "Bloom Offset Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {-0.5};
|
> = {-0.5};
|
||||||
float bloombump_id
|
float bloombump_id
|
||||||
<
|
<
|
||||||
string UIName = "BloomBumpInteriorDay";
|
string UIName = "Bloom Offset Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {-0.5};
|
> = {-0.5};
|
||||||
/* bloom cap (maximum brightness samples can have) */
|
/* bloom cap (maximum brightness samples can have) */
|
||||||
float bloomcap_n
|
float bloomcap_n
|
||||||
<
|
<
|
||||||
string UIName = "BloomCapNight";
|
string UIName = "Bloom Intensity Cap Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {20.0};
|
> = {20.0};
|
||||||
float bloomcap_d
|
float bloomcap_d
|
||||||
<
|
<
|
||||||
string UIName = "BloomCapDay";
|
string UIName = "Bloom Intensity Cap Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {20.0};
|
> = {20.0};
|
||||||
float bloomcap_in
|
float bloomcap_in
|
||||||
<
|
<
|
||||||
string UIName = "BloomCapInteriorNight";
|
string UIName = "Bloom Intensity Cap Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {20.0};
|
> = {20.0};
|
||||||
float bloomcap_id
|
float bloomcap_id
|
||||||
<
|
<
|
||||||
string UIName = "BloomCapInteriorDay";
|
string UIName = "Bloom Intensity Cap Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {20.0};
|
> = {20.0};
|
||||||
|
string str_bloomper = "Bloom Per-pass";
|
||||||
|
/* bloom blur radius */
|
||||||
|
float bloomradius
|
||||||
|
<
|
||||||
|
string UIName = "Bloom Blur Radius";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
> = {1.0};
|
||||||
/* bloom tint/blueshift parameters */
|
/* bloom tint/blueshift parameters */
|
||||||
float blu_n_r
|
float blu_n_r
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorNightRed";
|
string UIName = "Blue Shift Night Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.2};
|
> = {0.2};
|
||||||
float blu_n_g
|
float blu_n_g
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorNightGreen";
|
string UIName = "Blue Shift Night Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.6};
|
> = {0.6};
|
||||||
float blu_n_b
|
float blu_n_b
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorNightBlue";
|
string UIName = "Blue Shift Night Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float blu_d_r
|
float blu_d_r
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorDayRed";
|
string UIName = "Blue Shift Day Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.2};
|
> = {0.2};
|
||||||
float blu_d_g
|
float blu_d_g
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorDayGreen";
|
string UIName = "Blue Shift Day Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.6};
|
> = {0.6};
|
||||||
float blu_d_b
|
float blu_d_b
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorDayBlue";
|
string UIName = "Blue Shift Day Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float blu_in_r
|
float blu_in_r
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorInteriorNightRed";
|
string UIName = "Blue Shift Interior Night Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.2};
|
> = {0.2};
|
||||||
float blu_in_g
|
float blu_in_g
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorInteriorNightGreen";
|
string UIName = "Blue Shift Interior Night Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.6};
|
> = {0.6};
|
||||||
float blu_in_b
|
float blu_in_b
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorInteriorNightBlue";
|
string UIName = "Blue Shift Interior Night Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float blu_id_r
|
float blu_id_r
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorInteriorDayRed";
|
string UIName = "Blue Shift Interior Day Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.2};
|
> = {0.2};
|
||||||
float blu_id_g
|
float blu_id_g
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorInteriorDayGreen";
|
string UIName = "Blue Shift Interior Day Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.6};
|
> = {0.6};
|
||||||
float blu_id_b
|
float blu_id_b
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorInteriorDayBlue";
|
string UIName = "Blue Shift Interior Day Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float bsi_n
|
float bsi_n
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftIntensityNight";
|
string UIName = "Blue Shift Intensity Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float bsi_d
|
float bsi_d
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftIntensityDay";
|
string UIName = "Blue Shift Intensity Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float bsi_in
|
float bsi_in
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftIntensityInteriorNight";
|
string UIName = "Blue Shift Intensity Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float bsi_id
|
float bsi_id
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftIntensityInteriorDay";
|
string UIName = "Blue Shift Intensity Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float bslp
|
float bslp
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftLuminanceFactorPass";
|
string UIName = "Blue Shift Luminance Factor Per-pass";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.22};
|
> = {0.22};
|
||||||
float bsbp
|
float bsbp
|
||||||
<
|
<
|
||||||
string UIName = "BlueShiftColorFactorPass";
|
string UIName = "Blue Shift Color Factor Per-pass";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.33};
|
> = {0.33};
|
||||||
/* anamorphic bloom (very intensive) */
|
/* anamorphic bloom (very intensive) */
|
||||||
|
string str_bloomalf = "Anamorphic Bloom";
|
||||||
bool alfenable
|
bool alfenable
|
||||||
<
|
<
|
||||||
string UIName = "EnableAnamorphicBloom";
|
string UIName = "Enable Anamorphic Bloom";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {true};
|
> = {true};
|
||||||
float fbl_n
|
float fbl_n
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlendNight";
|
string UIName = "Anamorphic Bloom Blend Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float fbl_d
|
float fbl_d
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlendDay";
|
string UIName = "Anamorphic Bloom Blend Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float fbl_in
|
float fbl_in
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlendInteriorNight";
|
string UIName = "Anamorphic Bloom Blend Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float fbl_id
|
float fbl_id
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlendInteriorDay";
|
string UIName = "Anamorphic Bloom Blend Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float flu_n_r
|
float flu_n_r
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorNightRed";
|
string UIName = "Anamorphic Bloom Blue Shift Night Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.4};
|
> = {0.4};
|
||||||
float flu_n_g
|
float flu_n_g
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorNightGreen";
|
string UIName = "Anamorphic Bloom Blue Shift Night Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.1};
|
> = {0.1};
|
||||||
float flu_n_b
|
float flu_n_b
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorNightBlue";
|
string UIName = "Anamorphic Bloom Blue Shift Night Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float flu_d_r
|
float flu_d_r
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorDayRed";
|
string UIName = "Anamorphic Bloom Blue Shift Day Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float flu_d_g
|
float flu_d_g
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorDayGreen";
|
string UIName = "Anamorphic Bloom Blue Shift Day Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.1};
|
> = {0.1};
|
||||||
float flu_d_b
|
float flu_d_b
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorDayBlue";
|
string UIName = "Anamorphic Bloom Blue Shift Day Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float flu_in_r
|
float flu_in_r
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorInteriorNightRed";
|
string UIName = "Anamorphic Bloom Blue Shift Interior Night Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float flu_in_g
|
float flu_in_g
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorInteriorNightGreen";
|
string UIName = "Anamorphic Bloom Blue Shift Interior Night Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.1};
|
> = {0.1};
|
||||||
float flu_in_b
|
float flu_in_b
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorInteriorNightBlue";
|
string UIName = "Anamorphic Bloom Blue Shift Interior Night Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float flu_id_r
|
float flu_id_r
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorInteriorDayRed";
|
string UIName = "Anamorphic Bloom Blue Shift Interior Day Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float flu_id_g
|
float flu_id_g
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorInteriorDayGreen";
|
string UIName = "Anamorphic Bloom Blue Shift Interior Day Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.1};
|
> = {0.1};
|
||||||
float flu_id_b
|
float flu_id_b
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftColorInteriorDayBlue";
|
string UIName = "Anamorphic Bloom Blue Shift Interior Day Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float fsi_n
|
float fsi_n
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftIntensityNight";
|
string UIName = "Anamorphic Bloom Blue Shift Intensity Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float fsi_d
|
float fsi_d
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftIntensityDay";
|
string UIName = "Anamorphic Bloom Blue Shift Intensity Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float fsi_in
|
float fsi_in
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftIntensityInteriorNight";
|
string UIName = "Anamorphic Bloom Blue Shift Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float fsi_id
|
float fsi_id
|
||||||
<
|
<
|
||||||
string UIName = "AnamBlueShiftIntensityInteriorDay";
|
string UIName = "Anamorphic Bloom Blue Shift Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float fpw_n
|
float fpw_n
|
||||||
<
|
<
|
||||||
string UIName = "AnamPowerNight";
|
string UIName = "Anamorphic Bloom Contrast Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float fpw_d
|
float fpw_d
|
||||||
<
|
<
|
||||||
string UIName = "AnamPowerDay";
|
string UIName = "Anamorphic Bloom Contrast Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float fpw_in
|
float fpw_in
|
||||||
<
|
<
|
||||||
string UIName = "AnamPowerInteriorNight";
|
string UIName = "Anamorphic Bloom Contrast Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float fpw_id
|
float fpw_id
|
||||||
<
|
<
|
||||||
string UIName = "AnamPowerInteriorDay";
|
string UIName = "Anamorphic Bloom Contrast Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float flen
|
float flen
|
||||||
<
|
<
|
||||||
string UIName = "AnamLengthMultiplier";
|
string UIName = "Anamorphic Bloom Radius Multiplier";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {4.0};
|
> = {4.0};
|
||||||
|
string str_bloompost = "Bloom Post-pass";
|
||||||
|
/* bloom mix factors */
|
||||||
|
float bloommix1
|
||||||
|
<
|
||||||
|
string UIName = "Bloom Pass 1 Blend";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.75};
|
||||||
|
float bloommix2
|
||||||
|
<
|
||||||
|
string UIName = "Bloom Pass 2 Blend";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.8};
|
||||||
|
float bloommix3
|
||||||
|
<
|
||||||
|
string UIName = "Bloom Pass 3 Blend";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.85};
|
||||||
|
float bloommix4
|
||||||
|
<
|
||||||
|
string UIName = "Bloom Pass 4 Blend";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.9};
|
||||||
|
float bloommix7
|
||||||
|
<
|
||||||
|
string UIName = "Bloom Pass 7 Blend";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.95};
|
||||||
|
float bloommix8
|
||||||
|
<
|
||||||
|
string UIName = "Bloom Pass 8 Blend";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {1.0};
|
||||||
|
float bloommix5
|
||||||
|
<
|
||||||
|
string UIName = "Bloom Prepass Blend";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.0};
|
||||||
|
float bloommix6
|
||||||
|
<
|
||||||
|
string UIName = "Bloom Base Blend";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.0};
|
||||||
|
string str_bloomdirt = "Lens Dirt";
|
||||||
bool dirtenable
|
bool dirtenable
|
||||||
<
|
<
|
||||||
string UIName = "EnableLensDirt";
|
string UIName = "Enable Lens Dirt";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
float dirtmix1
|
float dirtmix1
|
||||||
<
|
<
|
||||||
string UIName = "DirtMix1";
|
string UIName = "Dirt Pass 1 Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float dirtmix2
|
float dirtmix2
|
||||||
<
|
<
|
||||||
string UIName = "DirtMix2";
|
string UIName = "Dirt Pass 2 Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.1};
|
> = {0.1};
|
||||||
float dirtmix3
|
float dirtmix3
|
||||||
<
|
<
|
||||||
string UIName = "DirtMix3";
|
string UIName = "Dirt Pass 3 Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.2};
|
> = {1.2};
|
||||||
float dirtmix4
|
float dirtmix4
|
||||||
<
|
<
|
||||||
string UIName = "DirtMix4";
|
string UIName = "Dirt Pass 4 Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float dirtmix7
|
float dirtmix7
|
||||||
<
|
<
|
||||||
string UIName = "DirtMix7";
|
string UIName = "Dirt Pass 7 Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float dirtmix8
|
float dirtmix8
|
||||||
<
|
<
|
||||||
string UIName = "DirtMix8";
|
string UIName = "Dirt Pass 8 Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {3.0};
|
> = {3.0};
|
||||||
float dirtmix5
|
float dirtmix5
|
||||||
<
|
<
|
||||||
string UIName = "DirtMixNoBlur";
|
string UIName = "Dirt Prepass Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float dirtmix6
|
float dirtmix6
|
||||||
<
|
<
|
||||||
string UIName = "DirtMixBaseImage";
|
string UIName = "Dirt Base Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
bool dirtaspect
|
bool dirtaspect
|
||||||
<
|
<
|
||||||
string UIName = "DirtPreserveAspect";
|
string UIName = "Dirt Texture Preserve Aspect";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {true};
|
> = {true};
|
||||||
float lstarf
|
|
||||||
<
|
|
||||||
string UIName = "DirtDiffraction";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {0.25};
|
|
||||||
float ldirtbumpx
|
|
||||||
<
|
|
||||||
string UIName = "DirtBumpPower";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.25};
|
|
||||||
float ldirtpow
|
float ldirtpow
|
||||||
<
|
<
|
||||||
string UIName = "DirtPower";
|
string UIName = "Dirt Contrast";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.25};
|
> = {1.25};
|
||||||
float ldirtfactor
|
float ldirtfactor
|
||||||
<
|
<
|
||||||
string UIName = "DirtFactor";
|
string UIName = "Dirt Factor";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.5};
|
> = {1.5};
|
||||||
|
Before Width: | Height: | Size: 3.9 KiB After Width: | Height: | Size: 2.4 KiB |
BIN
enbseries/menbdots.png
Normal file
|
After Width: | Height: | Size: 2.4 KiB |
|
|
@ -93,7 +93,7 @@ float3 hsv2rgb( float3 c )
|
||||||
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
|
||||||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||||
}
|
}
|
||||||
/* adaptation */
|
/* "eye adaptation" */
|
||||||
float3 Adaptation( float3 res )
|
float3 Adaptation( float3 res )
|
||||||
{
|
{
|
||||||
float4 adapt = tex2D(_s4,0.5);
|
float4 adapt = tex2D(_s4,0.5);
|
||||||
|
|
@ -121,7 +121,7 @@ float3 Tonemap( float3 res )
|
||||||
float3 uwhite = Uch(W);
|
float3 uwhite = Uch(W);
|
||||||
return ucol/uwhite;
|
return ucol/uwhite;
|
||||||
}
|
}
|
||||||
/* overbright compensation pre-pass */
|
/* overbright compensation pre-pass, kinda pointless now that I have tonemap */
|
||||||
float3 Compensate( float3 res )
|
float3 Compensate( float3 res )
|
||||||
{
|
{
|
||||||
float comppow = lerp(lerp(comppow_n,comppow_d,tod),lerp(comppow_in,
|
float comppow = lerp(lerp(comppow_n,comppow_d,tod),lerp(comppow_in,
|
||||||
|
|
@ -135,7 +135,7 @@ float3 Compensate( float3 res )
|
||||||
ovr = ovr*compsat+ovrs*(1.0-compsat);
|
ovr = ovr*compsat+ovrs*(1.0-compsat);
|
||||||
return res-ovr*compfactor;
|
return res-ovr*compfactor;
|
||||||
}
|
}
|
||||||
/* color grading */
|
/* colour grading passes */
|
||||||
float3 GradingRGB( float3 res )
|
float3 GradingRGB( float3 res )
|
||||||
{
|
{
|
||||||
float grademul_r = lerp(lerp(grademul_r_n,grademul_r_d,tod),
|
float grademul_r = lerp(lerp(grademul_r_n,grademul_r_d,tod),
|
||||||
|
|
@ -197,7 +197,7 @@ float3 GradingGame( float3 res )
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
Skyrim method is slightly different, but it depends explicitly on
|
Skyrim method is slightly different, but it depends explicitly on
|
||||||
vanilla eye adaption which is ass.
|
vanilla eye adaptation which is ass.
|
||||||
*/
|
*/
|
||||||
float3 tgray = luminance(res);
|
float3 tgray = luminance(res);
|
||||||
float3 tcol = res*_r3.x + tgray*(1.0-_r3.x);
|
float3 tcol = res*_r3.x + tgray*(1.0-_r3.x);
|
||||||
|
|
@ -229,7 +229,7 @@ float3 GradingLUT( float3 res )
|
||||||
lutblend_id,tod),ind);
|
lutblend_id,tod),ind);
|
||||||
return lerp(res,tcol,lutblend);
|
return lerp(res,tcol,lutblend);
|
||||||
}
|
}
|
||||||
/* classic ENB palette colour grading */
|
/* classic ENB palette colour grading, seems to kill dark and light values */
|
||||||
float3 GradingPal( float3 res )
|
float3 GradingPal( float3 res )
|
||||||
{
|
{
|
||||||
float4 adapt = tex2D(_s4,0.5);
|
float4 adapt = tex2D(_s4,0.5);
|
||||||
|
|
@ -246,7 +246,7 @@ float3 GradingPal( float3 res )
|
||||||
palt.b = tex2D(_s7,coord).b;
|
palt.b = tex2D(_s7,coord).b;
|
||||||
return lerp(res,palt,palblend);
|
return lerp(res,palt,palblend);
|
||||||
}
|
}
|
||||||
/* post-pass dithering */
|
/* post-pass dithering, something apparently only my ENB does */
|
||||||
float3 Dither( float3 res, float2 coord )
|
float3 Dither( float3 res, float2 coord )
|
||||||
{
|
{
|
||||||
float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||||
|
|
@ -274,6 +274,13 @@ float3 FilmGrain( float3 res, float2 coord )
|
||||||
float2 s3 = tcs+float2(ts,ts);
|
float2 s3 = tcs+float2(ts,ts);
|
||||||
float n1, n2, n3;
|
float n1, n2, n3;
|
||||||
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
|
float2 nr = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w)/256.0;
|
||||||
|
/*
|
||||||
|
There are two methods of making noise here:
|
||||||
|
1. two-pass algorithm that produces a particular fuzz complete with a
|
||||||
|
soft horizontal tear, reminiscent of old TV static.
|
||||||
|
2. simple version that has very noticeable tiling and visible scrolling
|
||||||
|
at low speeds
|
||||||
|
*/
|
||||||
if ( np )
|
if ( np )
|
||||||
{
|
{
|
||||||
n1 = tex2D(SamplerNoise2,s1*nm11*nr).r;
|
n1 = tex2D(SamplerNoise2,s1*nm11*nr).r;
|
||||||
|
|
|
||||||
|
|
@ -5,33 +5,34 @@
|
||||||
Released under the GNU GPLv3 (or later).
|
Released under the GNU GPLv3 (or later).
|
||||||
*/
|
*/
|
||||||
/* film grain */
|
/* film grain */
|
||||||
|
string str_noise = "Film Grain";
|
||||||
bool ne
|
bool ne
|
||||||
<
|
<
|
||||||
string UIName = "UseGrain";
|
string UIName = "Enable Grain";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
/* speed of grain */
|
/* speed of grain */
|
||||||
float nf
|
float nf
|
||||||
<
|
<
|
||||||
string UIName = "GrainFrequency";
|
string UIName = "Grain Speed";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {2500.0};
|
> = {2500.0};
|
||||||
/* intensity of grain */
|
/* intensity of grain */
|
||||||
float ni
|
float ni
|
||||||
<
|
<
|
||||||
string UIName = "GrainIntensity";
|
string UIName = "Grain Intensity";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.05};
|
> = {0.05};
|
||||||
/* saturation of grain */
|
/* saturation of grain */
|
||||||
float ns
|
float ns
|
||||||
<
|
<
|
||||||
string UIName = "GrainSaturation";
|
string UIName = "Grain Saturation";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
/* use two-pass grain (double the texture fetches, but looks less uniform) */
|
/* use two-pass grain (double the texture fetches, but looks less uniform) */
|
||||||
bool np
|
bool np
|
||||||
<
|
<
|
||||||
string UIName = "GrainTwoPass";
|
string UIName = "Grain Two-Pass";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {true};
|
> = {true};
|
||||||
/*
|
/*
|
||||||
|
|
@ -43,7 +44,7 @@ bool np
|
||||||
*/
|
*/
|
||||||
int nb
|
int nb
|
||||||
<
|
<
|
||||||
string UIName = "GrainBlend";
|
string UIName = "Grain Blending Mode";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
int UIMin = 0;
|
int UIMin = 0;
|
||||||
int UIMax = 3;
|
int UIMax = 3;
|
||||||
|
|
@ -51,755 +52,764 @@ int nb
|
||||||
/* dark mask blend mode contrast for mask image */
|
/* dark mask blend mode contrast for mask image */
|
||||||
float bnp
|
float bnp
|
||||||
<
|
<
|
||||||
string UIName = "GrainDarkMaskPower";
|
string UIName = "Grain Dark Mask Contrast";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {2.5};
|
> = {2.5};
|
||||||
/* two-pass distortion factor (0 = look just like one-pass grain) */
|
/* two-pass distortion factor (0 = look just like one-pass grain) */
|
||||||
float nk
|
float nk
|
||||||
<
|
<
|
||||||
string UIName = "GrainTwoPassFactor";
|
string UIName = "Grain Two-Pass Factor";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.04};
|
> = {0.04};
|
||||||
/* zoom factors for each component of each noise texture */
|
/* zoom factors for each component of each noise texture */
|
||||||
float nm1
|
float nm1
|
||||||
<
|
<
|
||||||
string UIName = "GrainMagnification1";
|
string UIName = "Grain Magnification 1";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {13.25};
|
> = {13.25};
|
||||||
float nm2
|
float nm2
|
||||||
<
|
<
|
||||||
string UIName = "GrainMagnification2";
|
string UIName = "Grain Magnification 2";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {19.64};
|
> = {19.64};
|
||||||
float nm3
|
float nm3
|
||||||
<
|
<
|
||||||
string UIName = "GrainMagnification3";
|
string UIName = "Grain Magnification 3";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {17.35};
|
> = {17.35};
|
||||||
float nm11
|
float nm11
|
||||||
<
|
<
|
||||||
string UIName = "GrainPass1Magnification1";
|
string UIName = "Grain Pass 1 Magnification 1";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {2.05};
|
> = {2.05};
|
||||||
float nm12
|
float nm12
|
||||||
<
|
<
|
||||||
string UIName = "GrainPass1Magnification2";
|
string UIName = "Grain Pass 1 Magnification 2";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {3.11};
|
> = {3.11};
|
||||||
float nm13
|
float nm13
|
||||||
<
|
<
|
||||||
string UIName = "GrainPass1Magnification3";
|
string UIName = "Grain Pass 1 Magnification 3";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {2.22};
|
> = {2.22};
|
||||||
float nm21
|
float nm21
|
||||||
<
|
<
|
||||||
string UIName = "GrainPass2Magnification1";
|
string UIName = "Grain Pass 2 Magnification 1";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {4.25};
|
> = {4.25};
|
||||||
float nm22
|
float nm22
|
||||||
<
|
<
|
||||||
string UIName = "GrainPass2Magnification2";
|
string UIName = "Grain Pass 2 Magnification 2";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.42};
|
> = {0.42};
|
||||||
float nm23
|
float nm23
|
||||||
<
|
<
|
||||||
string UIName = "GrainPass2Magnification3";
|
string UIName = "Grain Pass 2 Magnification 3";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {6.29};
|
> = {6.29};
|
||||||
/* contrast of grain */
|
/* contrast of grain */
|
||||||
float nj
|
float nj
|
||||||
<
|
<
|
||||||
string UIName = "GrainPower";
|
string UIName = "Grain Contrast";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {2.0};
|
> = {2.0};
|
||||||
/* "adaptation" factors */
|
/* "adaptation" factors */
|
||||||
|
string str_adaptation = "Eye Adaptation";
|
||||||
bool aenable
|
bool aenable
|
||||||
<
|
<
|
||||||
string UIName = "UseAdaptation";
|
string UIName = "Enable Adaptation";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
float amin_n
|
float amin_n
|
||||||
<
|
<
|
||||||
string UIName = "AdaptationMinNight";
|
string UIName = "Adaptation Min Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float amin_d
|
float amin_d
|
||||||
<
|
<
|
||||||
string UIName = "AdaptationMinDay";
|
string UIName = "Adaptation Min Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float amin_in
|
float amin_in
|
||||||
<
|
<
|
||||||
string UIName = "AdaptationMinInteriorNight";
|
string UIName = "Adaptation Min Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float amin_id
|
float amin_id
|
||||||
<
|
<
|
||||||
string UIName = "AdaptationMinInteriorDay";
|
string UIName = "Adaptation Min Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float amax_n
|
float amax_n
|
||||||
<
|
<
|
||||||
string UIName = "AdaptationMaxNight";
|
string UIName = "Adaptation Max Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float amax_d
|
float amax_d
|
||||||
<
|
<
|
||||||
string UIName = "AdaptationMaxDay";
|
string UIName = "Adaptation Max Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float amax_in
|
float amax_in
|
||||||
<
|
<
|
||||||
string UIName = "AdaptationMaxInteriorNight";
|
string UIName = "Adaptation Max Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float amax_id
|
float amax_id
|
||||||
<
|
<
|
||||||
string UIName = "AdaptationMaxInteriorDay";
|
string UIName = "Adaptation Max Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* tone mapping */
|
/* tone mapping */
|
||||||
|
string str_tonemap = "Filmic Tone Mapping";
|
||||||
bool tmapenable
|
bool tmapenable
|
||||||
<
|
<
|
||||||
string UIName = "UseTonemapping";
|
string UIName = "Enable Tonemapping";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
float unA_n
|
float unA_n
|
||||||
<
|
<
|
||||||
string UIName = "TonemapHighlightStrengthNight";
|
string UIName = "Tonemap Shoulder Strength Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float unA_d
|
float unA_d
|
||||||
<
|
<
|
||||||
string UIName = "TonemapHighlightStrengthDay";
|
string UIName = "Tonemap Shoulder Strength Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float unA_in
|
float unA_in
|
||||||
<
|
<
|
||||||
string UIName = "TonemapHighlightStrengthInteriorNight";
|
string UIName = "Tonemap Shoulder Strength Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float unA_id
|
float unA_id
|
||||||
<
|
<
|
||||||
string UIName = "TonemapHighlightStrengthInteriorDay";
|
string UIName = "Tonemap Shoulder Strength Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float unB_n
|
float unB_n
|
||||||
<
|
<
|
||||||
string UIName = "TonemapHighlightGammaNight";
|
string UIName = "Tonemap Linear Strength Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float unB_d
|
float unB_d
|
||||||
<
|
<
|
||||||
string UIName = "TonemapHighlightGammaDay";
|
string UIName = "Tonemap Linear Strength Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float unB_in
|
float unB_in
|
||||||
<
|
<
|
||||||
string UIName = "TonemapHighlightGammaInteriorNight";
|
string UIName = "Tonemap Linear Strength Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float unB_id
|
float unB_id
|
||||||
<
|
<
|
||||||
string UIName = "TonemapHighlightGammaInteriorDay";
|
string UIName = "Tonemap Linear Strength Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float unC_n
|
float unC_n
|
||||||
<
|
<
|
||||||
string UIName = "TonemapMidtoneStrengthNight";
|
string UIName = "Tonemap Linear Angle Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.2};
|
> = {0.2};
|
||||||
float unC_d
|
float unC_d
|
||||||
<
|
<
|
||||||
string UIName = "TonemapMidtoneStrengthDay";
|
string UIName = "Tonemap Linear Angle Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.2};
|
> = {0.2};
|
||||||
float unC_in
|
float unC_in
|
||||||
<
|
<
|
||||||
string UIName = "TonemapMidtoneStrengthInteriorNight";
|
string UIName = "Tonemap Linear Angle Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.2};
|
> = {0.2};
|
||||||
float unC_id
|
float unC_id
|
||||||
<
|
<
|
||||||
string UIName = "TonemapMidtoneStrengthInteriorDay";
|
string UIName = "Tonemap Linear Angle Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.2};
|
> = {0.2};
|
||||||
float unD_n
|
float unD_n
|
||||||
<
|
<
|
||||||
string UIName = "TonemapMidtoneGammaNight";
|
string UIName = "Tonemap Toe Strength Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float unD_d
|
float unD_d
|
||||||
<
|
<
|
||||||
string UIName = "TonemapMidtoneGammaDay";
|
string UIName = "Tonemap Toe Strength Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float unD_in
|
float unD_in
|
||||||
<
|
<
|
||||||
string UIName = "TonemapMidtoneGammaInteriorNight";
|
string UIName = "Tonemap Toe Strength Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float unD_id
|
float unD_id
|
||||||
<
|
<
|
||||||
string UIName = "TonemapMidtoneGammaInteriorDay";
|
string UIName = "Tonemap Toe Strength Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.75};
|
> = {0.75};
|
||||||
float unE_n
|
float unE_n
|
||||||
<
|
<
|
||||||
string UIName = "TonemapShadowStrengthNight";
|
string UIName = "Tonemap Toe Numerator Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.02};
|
> = {0.02};
|
||||||
float unE_d
|
float unE_d
|
||||||
<
|
<
|
||||||
string UIName = "TonemapShadowStrengthDay";
|
string UIName = "Tonemap Toe Numerator Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.02};
|
> = {0.02};
|
||||||
float unE_in
|
float unE_in
|
||||||
<
|
<
|
||||||
string UIName = "TonemapShadowStrengthInteriorNight";
|
string UIName = "Tonemap Toe Numerator Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.02};
|
> = {0.02};
|
||||||
float unE_id
|
float unE_id
|
||||||
<
|
<
|
||||||
string UIName = "TonemapShadowStrengthInteriorDay";
|
string UIName = "Tonemap Toe Numerator Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.02};
|
> = {0.02};
|
||||||
float unF_n
|
float unF_n
|
||||||
<
|
<
|
||||||
string UIName = "TonemapShadowGammaNight";
|
string UIName = "Tonemap Toe Denominator Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.30};
|
> = {0.30};
|
||||||
float unF_d
|
float unF_d
|
||||||
<
|
<
|
||||||
string UIName = "TonemapShadowGammaDay";
|
string UIName = "Tonemap Toe Denominator Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.30};
|
> = {0.30};
|
||||||
float unF_in
|
float unF_in
|
||||||
<
|
<
|
||||||
string UIName = "TonemapShadowGammaInteriorNight";
|
string UIName = "Tonemap Toe Denominator Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.30};
|
> = {0.30};
|
||||||
float unF_id
|
float unF_id
|
||||||
<
|
<
|
||||||
string UIName = "TonemapShadowGammaInteriorDay";
|
string UIName = "Tonemap Toe Denominator Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.30};
|
> = {0.30};
|
||||||
float unW_n
|
float unW_n
|
||||||
<
|
<
|
||||||
string UIName = "TonemapWhiteNight";
|
string UIName = "Tonemap Linear White Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {10.0};
|
> = {10.0};
|
||||||
float unW_d
|
float unW_d
|
||||||
<
|
<
|
||||||
string UIName = "TonemapWhiteDay";
|
string UIName = "Tonemap Linear White Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {10.0};
|
> = {10.0};
|
||||||
float unW_in
|
float unW_in
|
||||||
<
|
<
|
||||||
string UIName = "TonemapWhiteInteriorNight";
|
string UIName = "Tonemap Linear White Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {10.0};
|
> = {10.0};
|
||||||
float unW_id
|
float unW_id
|
||||||
<
|
<
|
||||||
string UIName = "TonemapWhiteInteriorDay";
|
string UIName = "Tonemap Linear White Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {10.0};
|
> = {10.0};
|
||||||
bool tmapbeforecomp
|
bool tmapbeforecomp
|
||||||
<
|
<
|
||||||
string UIName = "TonemapBeforeCompensate";
|
string UIName = "Tonemap Before Compensate";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
/* overshine/bloom compensation */
|
/* overshine/bloom compensation */
|
||||||
|
string str_comp = "Overbright Compensation";
|
||||||
bool compenable
|
bool compenable
|
||||||
<
|
<
|
||||||
string UIName = "UseCompensate";
|
string UIName = "Enable Compensate";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
/* compensation factor */
|
/* compensation factor */
|
||||||
float compfactor_n
|
float compfactor_n
|
||||||
<
|
<
|
||||||
string UIName = "CompensateFactorNight";
|
string UIName = "Compensate Factor Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float compfactor_d
|
float compfactor_d
|
||||||
<
|
<
|
||||||
string UIName = "CompensateFactorDay";
|
string UIName = "Compensate Factor Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float compfactor_in
|
float compfactor_in
|
||||||
<
|
<
|
||||||
string UIName = "CompensateFactorInteriorNight";
|
string UIName = "Compensate Factor Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float compfactor_id
|
float compfactor_id
|
||||||
<
|
<
|
||||||
string UIName = "CompensateFactorInteriorDay";
|
string UIName = "Compensate Factor Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
/* compensation power (contrast) */
|
/* compensation power (contrast) */
|
||||||
float comppow_n
|
float comppow_n
|
||||||
<
|
<
|
||||||
string UIName = "CompensatePowerNight";
|
string UIName = "Compensate Contrast Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float comppow_d
|
float comppow_d
|
||||||
<
|
<
|
||||||
string UIName = "CompensatePowerDay";
|
string UIName = "Compensate Contrast Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float comppow_in
|
float comppow_in
|
||||||
<
|
<
|
||||||
string UIName = "CompensatePowerInteriorNight";
|
string UIName = "Compensate Contrast Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float comppow_id
|
float comppow_id
|
||||||
<
|
<
|
||||||
string UIName = "CompensatePowerInteriorDay";
|
string UIName = "Compensate Contrast Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* compensation saturation (higher values desaturate highlights) */
|
/* compensation saturation (higher values desaturate highlights) */
|
||||||
float compsat_n
|
float compsat_n
|
||||||
<
|
<
|
||||||
string UIName = "CompensateSaturationNight";
|
string UIName = "Compensate Saturation Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float compsat_d
|
float compsat_d
|
||||||
<
|
<
|
||||||
string UIName = "CompensateSaturationDay";
|
string UIName = "Compensate Saturation Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float compsat_in
|
float compsat_in
|
||||||
<
|
<
|
||||||
string UIName = "CompensateSaturationInteriorNight";
|
string UIName = "Compensate Saturation Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float compsat_id
|
float compsat_id
|
||||||
<
|
<
|
||||||
string UIName = "CompensateSaturationInteriorDay";
|
string UIName = "Compensate Saturation Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* Color grading */
|
/* Color grading */
|
||||||
|
string str_grade = "Color Grading Suite";
|
||||||
bool gradeenable1
|
bool gradeenable1
|
||||||
<
|
<
|
||||||
string UIName = "UseRGBGrading";
|
string UIName = "Enable RGB Grading";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
/* color component multipliers */
|
/* color component multipliers */
|
||||||
float grademul_r_n
|
float grademul_r_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulRNight";
|
string UIName = "Grading Intensity Night Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_g_n
|
float grademul_g_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulGNight";
|
string UIName = "Grading Intensity Night Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_b_n
|
float grademul_b_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulBNight";
|
string UIName = "Grading Intensity Night Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_r_d
|
float grademul_r_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulRDay";
|
string UIName = "Grading Intensity Day Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_g_d
|
float grademul_g_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulGDay";
|
string UIName = "Grading Intensity Day Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_b_d
|
float grademul_b_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulBDay";
|
string UIName = "Grading Intensity Day Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_r_in
|
float grademul_r_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulRInteriorNight";
|
string UIName = "Grading Intensity Interior Night Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_g_in
|
float grademul_g_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulGInteriorNight";
|
string UIName = "Grading Intensity Interior Night Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_b_in
|
float grademul_b_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulBInteriorNight";
|
string UIName = "Grading Intensity Interior Night Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_r_id
|
float grademul_r_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulRInteriorDay";
|
string UIName = "Grading Intensity Interior Day Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_g_id
|
float grademul_g_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulGInteriorDay";
|
string UIName = "Grading Intensity Interior Day Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float grademul_b_id
|
float grademul_b_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingMulBInteriorDay";
|
string UIName = "Grading Intensity Interior Day Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* color component contrasts */
|
/* color component contrasts */
|
||||||
float gradepow_r_n
|
float gradepow_r_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowRNight";
|
string UIName = "Grading Contrast Night Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_g_n
|
float gradepow_g_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowGNight";
|
string UIName = "Grading Contrast Night Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_b_n
|
float gradepow_b_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowBNight";
|
string UIName = "Grading Contrast Night Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_r_d
|
float gradepow_r_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowRDay";
|
string UIName = "Grading Contrast Day Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_g_d
|
float gradepow_g_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowGDay";
|
string UIName = "Grading Contrast Day Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_b_d
|
float gradepow_b_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowBDay";
|
string UIName = "Grading Contrast Day Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_r_in
|
float gradepow_r_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowRInteriorNight";
|
string UIName = "Grading Contrast Interior Night Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_g_in
|
float gradepow_g_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowGInteriorNight";
|
string UIName = "Grading Contrast Interior Night Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_b_in
|
float gradepow_b_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowBInteriorNight";
|
string UIName = "Grading Contrast Interior Night Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_r_id
|
float gradepow_r_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowRInteriorDay";
|
string UIName = "Grading Contrast Interior Day Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_g_id
|
float gradepow_g_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowGInteriorDay";
|
string UIName = "Grading Contrast Interior Day Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradepow_b_id
|
float gradepow_b_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingPowBInteriorDay";
|
string UIName = "Grading Contrast Interior Day Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* colorization factors */
|
/* colorization factors */
|
||||||
bool gradeenable2
|
bool gradeenable2
|
||||||
<
|
<
|
||||||
string UIName = "UseColorizeGrading";
|
string UIName = "Enable Vibrance Grading";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
float gradecol_r_n
|
float gradecol_r_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingColRNight";
|
string UIName = "Grading Color Night Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_g_n
|
float gradecol_g_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingColGNight";
|
string UIName = "Grading Color Night Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_b_n
|
float gradecol_b_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingColBNight";
|
string UIName = "Grading Color Night Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_r_d
|
float gradecol_r_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingColRDay";
|
string UIName = "Grading Color Day Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_g_d
|
float gradecol_g_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingColGDay";
|
string UIName = "Grading Color Day Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_b_d
|
float gradecol_b_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingColBDay";
|
string UIName = "Grading Color Day Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_r_in
|
float gradecol_r_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingColRInteriorNight";
|
string UIName = "Grading Color Interior Night Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_g_in
|
float gradecol_g_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingColGInteriorNight";
|
string UIName = "Grading Color Interior Night Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_b_in
|
float gradecol_b_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingColBInteriorNight";
|
string UIName = "Grading Color Interior Night Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_r_id
|
float gradecol_r_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingColRInteriorDay";
|
string UIName = "Grading Color Interior Day Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_g_id
|
float gradecol_g_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingColGInteriorDay";
|
string UIName = "Grading Color Interior Day Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradecol_b_id
|
float gradecol_b_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingColBInteriorDay";
|
string UIName = "Grading Color Interior Day Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* blend factor for colorization (negative values are quite fancy) */
|
/* blend factor for colorization (negative values are quite fancy) */
|
||||||
float gradecolfact_n
|
float gradecolfact_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingColFactorNight";
|
string UIName = "Grading Color Factor Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float gradecolfact_d
|
float gradecolfact_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingColFactorDay";
|
string UIName = "Grading Color Factor Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float gradecolfact_in
|
float gradecolfact_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingColFactorInteriorNight";
|
string UIName = "Grading Color Factor Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float gradecolfact_id
|
float gradecolfact_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingColFactorInteriorDay";
|
string UIName = "Grading Color Factor Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
/* HSV grading */
|
/* HSV grading */
|
||||||
bool gradeenable3
|
bool gradeenable3
|
||||||
<
|
<
|
||||||
string UIName = "UseHSVGrading";
|
string UIName = "Enable HSV Grading";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
/* saturation multiplier */
|
/* saturation multiplier */
|
||||||
float gradesatmul_n
|
float gradesatmul_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingSatMulNight";
|
string UIName = "Grading Saturation Intensity Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradesatmul_d
|
float gradesatmul_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingSatMulDay";
|
string UIName = "Grading Saturation Intensity Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradesatmul_in
|
float gradesatmul_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingSatMulInteriorNight";
|
string UIName = "Grading Saturation Intensity Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradesatmul_id
|
float gradesatmul_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingSatMulInteriorDay";
|
string UIName = "Grading Saturation Intensity Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* saturation power */
|
/* saturation power */
|
||||||
float gradesatpow_n
|
float gradesatpow_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingSatPowNight";
|
string UIName = "Grading Saturation Contrast Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradesatpow_d
|
float gradesatpow_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingSatPowDay";
|
string UIName = "Grading Saturation Contrast Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradesatpow_in
|
float gradesatpow_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingSatPowInteriorNight";
|
string UIName = "Grading Saturation Contrast Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradesatpow_id
|
float gradesatpow_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingSatPowInteriorDay";
|
string UIName = "Grading Saturation Contrast Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* value multiplier */
|
/* value multiplier */
|
||||||
float gradevalmul_n
|
float gradevalmul_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingValMulNight";
|
string UIName = "Grading Value Intensity Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradevalmul_d
|
float gradevalmul_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingValMulDay";
|
string UIName = "Grading Value Intensity Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradevalmul_in
|
float gradevalmul_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingValMulInteriorNight";
|
string UIName = "Grading Value Intensity Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradevalmul_id
|
float gradevalmul_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingValMulInteriorDay";
|
string UIName = "Grading Value Intensity Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
/* value power */
|
/* value power */
|
||||||
float gradevalpow_n
|
float gradevalpow_n
|
||||||
<
|
<
|
||||||
string UIName = "GradingValPowNight";
|
string UIName = "Grading Value Contrast Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradevalpow_d
|
float gradevalpow_d
|
||||||
<
|
<
|
||||||
string UIName = "GradingValPowDay";
|
string UIName = "Grading Value Contrast Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradevalpow_in
|
float gradevalpow_in
|
||||||
<
|
<
|
||||||
string UIName = "GradingValPowInteriorNight";
|
string UIName = "Grading Value Contrast Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float gradevalpow_id
|
float gradevalpow_id
|
||||||
<
|
<
|
||||||
string UIName = "GradingValPowInteriorDay";
|
string UIName = "Grading Value Contrast Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
bool colorizeafterhsv
|
bool colorizeafterhsv
|
||||||
<
|
<
|
||||||
string UIName = "ColorizeAfterHSV";
|
string UIName = "Colorize After HSV";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {true};
|
> = {true};
|
||||||
/* game tinting support */
|
/* game tinting support */
|
||||||
|
string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade";
|
||||||
bool tintenable
|
bool tintenable
|
||||||
<
|
<
|
||||||
string UIName = "UseTint";
|
string UIName = "Enable Vanilla Tint";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {true};
|
> = {true};
|
||||||
float tintblend
|
float tintblend
|
||||||
<
|
<
|
||||||
string UIName = "TintingBlend";
|
string UIName = "Vanilla Tint Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
float UIMax = 1.0;
|
float UIMax = 1.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
bool tintbeforegrade
|
bool tintbeforegrade
|
||||||
<
|
<
|
||||||
string UIName = "TintingBeforeGrading";
|
string UIName = "Use Tinting Before Grading";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
/* vanilla grading */
|
/* vanilla grading */
|
||||||
bool vgradeenable
|
bool vgradeenable
|
||||||
<
|
<
|
||||||
string UIName = "EnableVanillaGrading";
|
string UIName = "Enable Vanilla Grading";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {true};
|
> = {true};
|
||||||
float vgradeblend
|
float vgradeblend
|
||||||
<
|
<
|
||||||
string UIName = "VanillaGradingBlend";
|
string UIName = "Vanilla Grading Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
float UIMax = 1.0;
|
float UIMax = 1.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
|
bool fadebeforefilm
|
||||||
|
<
|
||||||
|
string UIName = "Fade Before Film Filters";
|
||||||
|
string UIWidget = "Checkbox";
|
||||||
|
> = {false};
|
||||||
/* LUT grading */
|
/* LUT grading */
|
||||||
|
string str_lut = "RGB Lookup Table Grading";
|
||||||
bool lutenable
|
bool lutenable
|
||||||
<
|
<
|
||||||
string UIName = "EnableLUTGrading";
|
string UIName = "Enable LUT Grading";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
float lutblend_n
|
float lutblend_n
|
||||||
<
|
<
|
||||||
string UIName = "LUTBlendNight";
|
string UIName = "LUT Blend Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float lutblend_d
|
float lutblend_d
|
||||||
<
|
<
|
||||||
string UIName = "LUTBlendDay";
|
string UIName = "LUT Blend Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float lutblend_in
|
float lutblend_in
|
||||||
<
|
<
|
||||||
string UIName = "LUTBlendInteriorNight";
|
string UIName = "LUT Blend Interior Night";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float lutblend_id
|
float lutblend_id
|
||||||
<
|
<
|
||||||
string UIName = "LUTBlendInteriorDay";
|
string UIName = "LUT Blend Interior Day";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
int clut
|
int clut
|
||||||
<
|
<
|
||||||
string UIName = "LUTPreset";
|
string UIName = "LUT Preset";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
int UIMin = 0;
|
int UIMin = 0;
|
||||||
int UIMax = 63;
|
int UIMax = 63;
|
||||||
> = {1};
|
> = {1};
|
||||||
/* not using ENB's own variables, sorry */
|
/* not using ENB's own variables, sorry */
|
||||||
|
string str_enbpal = "ENB Palette";
|
||||||
bool palenable
|
bool palenable
|
||||||
<
|
<
|
||||||
string UIName = "EnableENBPalette";
|
string UIName = "Enable ENB Palette";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
float palblend
|
float palblend
|
||||||
<
|
<
|
||||||
string UIName = "PaletteBlend";
|
string UIName = "Palette Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
bool fadebeforefilm
|
string str_dither = "Dithering";
|
||||||
<
|
|
||||||
string UIName = "FadeBeforeFilmFilters";
|
|
||||||
string UIWidget = "Checkbox";
|
|
||||||
> = {false};
|
|
||||||
bool dodither
|
bool dodither
|
||||||
<
|
<
|
||||||
string UIName = "EnablePostDither";
|
string UIName = "Enable Post Dither";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {true};
|
> = {true};
|
||||||
int dither
|
int dither
|
||||||
<
|
<
|
||||||
string UIName = "DitherPattern";
|
string UIName = "Dither Pattern";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
int UIMin = 0;
|
int UIMin = 0;
|
||||||
int UIMax = 4;
|
int UIMax = 4;
|
||||||
> = {4};
|
> = {4};
|
||||||
|
string str_debug = "Debugging";
|
||||||
bool bloomdebug
|
bool bloomdebug
|
||||||
<
|
<
|
||||||
string UIName = "DebugBloom";
|
string UIName = "Display Bloom";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
|
|
|
||||||
|
|
@ -51,6 +51,14 @@ float4 ReducePrepass( in float4 col, in float2 coord )
|
||||||
col = saturate(col);
|
col = saturate(col);
|
||||||
return col;
|
return col;
|
||||||
}
|
}
|
||||||
|
/*
|
||||||
|
CGA had seven graphic modes (320x200 modes have low/high contrast versions):
|
||||||
|
- 640x200 monochrome, which doesn't really need a palette here, as it can
|
||||||
|
be done procedurally with minimum effort.
|
||||||
|
- 320x200 black/cyan/magenta/white
|
||||||
|
- 320x200 black/green/red/brown
|
||||||
|
- 320x200 black/cyan/red/white
|
||||||
|
*/
|
||||||
float4 ReduceCGA( in float4 color, in float2 coord )
|
float4 ReduceCGA( in float4 color, in float2 coord )
|
||||||
{
|
{
|
||||||
float4 dac = ReducePrepass(color,coord);
|
float4 dac = ReducePrepass(color,coord);
|
||||||
|
|
@ -123,6 +131,12 @@ float4 ReduceCGA( in float4 color, in float2 coord )
|
||||||
}
|
}
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
/*
|
||||||
|
EGA technically only had the 320x200 16-colour graphic mode, but when VGA
|
||||||
|
came out, it was possible to tweak the DAC, allowing for custom palettes.
|
||||||
|
AOS EGA is a palette based on my terminal colour scheme on Linux, which I
|
||||||
|
also use for AliceOS.
|
||||||
|
*/
|
||||||
float4 ReduceEGA( in float4 color, in float2 coord )
|
float4 ReduceEGA( in float4 color, in float2 coord )
|
||||||
{
|
{
|
||||||
float4 dac = ReducePrepass(color,coord);
|
float4 dac = ReducePrepass(color,coord);
|
||||||
|
|
@ -150,24 +164,32 @@ float4 ReduceEGA( in float4 color, in float2 coord )
|
||||||
}
|
}
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
/* A two bits per channel mode that can usually fit VGA mode 13h and mode x */
|
||||||
float4 ReduceRGB2( in float4 color, in float2 coord )
|
float4 ReduceRGB2( in float4 color, in float2 coord )
|
||||||
{
|
{
|
||||||
float4 dac = ReducePrepass(color,coord);
|
float4 dac = ReducePrepass(color,coord);
|
||||||
color.rgb = trunc(dac.rgb*4.0)/4.0;
|
color.rgb = trunc(dac.rgb*4.0)/4.0;
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
/* Effectively has 256 colours, with a magenta tint due to precision loss */
|
||||||
float4 ReduceRGB323( in float4 color, in float2 coord )
|
float4 ReduceRGB323( in float4 color, in float2 coord )
|
||||||
{
|
{
|
||||||
float4 dac = ReducePrepass(color,coord);
|
float4 dac = ReducePrepass(color,coord);
|
||||||
color.rgb = trunc(dac.rgb*float3(8.0,4.0,8.0))/float3(8.0,4.0,8.0);
|
color.rgb = trunc(dac.rgb*float3(8.0,4.0,8.0))/float3(8.0,4.0,8.0);
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
/* 4096 colours, no actual graphics hardware existed that used 4bpc, though */
|
||||||
float4 ReduceRGB4( in float4 color, in float2 coord )
|
float4 ReduceRGB4( in float4 color, in float2 coord )
|
||||||
{
|
{
|
||||||
float4 dac = ReducePrepass(color,coord);
|
float4 dac = ReducePrepass(color,coord);
|
||||||
color.rgb = trunc(dac.rgb*16.0)/16.0;
|
color.rgb = trunc(dac.rgb*16.0)/16.0;
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
/*
|
||||||
|
The classic 16-bit colour mode everyone from my generation would remember,
|
||||||
|
especially that subtle green tint and the banding due to lack of dithering
|
||||||
|
in most games and GPUs at that time.
|
||||||
|
*/
|
||||||
float4 ReduceRGB565( in float4 color, in float2 coord )
|
float4 ReduceRGB565( in float4 color, in float2 coord )
|
||||||
{
|
{
|
||||||
float4 dac = ReducePrepass(color,coord);
|
float4 dac = ReducePrepass(color,coord);
|
||||||
|
|
@ -175,12 +197,26 @@ float4 ReduceRGB565( in float4 color, in float2 coord )
|
||||||
/float3(32.0,64.0,32.0);
|
/float3(32.0,64.0,32.0);
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
/*
|
||||||
|
If you see no difference when using this, then it could be because your
|
||||||
|
own screen is already 6bpc. This is the case for a lot of LCDs, both old
|
||||||
|
and modern. 8bpc tends to be the norm on IPS, though. 10bpc is the next
|
||||||
|
step, but for now it's only used internally in video codecs for more
|
||||||
|
efficient compression with lower quality loss. I seem to recall that in
|
||||||
|
most *nix systems such as Linux it's possible to have 10bpc already with
|
||||||
|
NVIDIA, but it causes compatibility issues with a lot of programs.
|
||||||
|
*/
|
||||||
float4 ReduceRGB6( in float4 color, in float2 coord )
|
float4 ReduceRGB6( in float4 color, in float2 coord )
|
||||||
{
|
{
|
||||||
float4 dac = ReducePrepass(color,coord);
|
float4 dac = ReducePrepass(color,coord);
|
||||||
color.rgb = trunc(dac.rgb*64.0)/64.0;
|
color.rgb = trunc(dac.rgb*64.0)/64.0;
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
/* TODO this will use Doom's 256-colour palette, just for the heck of it */
|
||||||
|
float4 ReduceRGBDoom( in float4 color, in float2 coord )
|
||||||
|
{
|
||||||
|
return color;
|
||||||
|
}
|
||||||
/* Retro rockets */
|
/* Retro rockets */
|
||||||
float4 PS_Retro( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
float4 PS_Retro( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
{
|
{
|
||||||
|
|
@ -229,6 +265,14 @@ float4 PS_ASCII( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
float2 fresl = float2(FONT_WIDTH,FONT_HEIGHT);
|
float2 fresl = float2(FONT_WIDTH,FONT_HEIGHT);
|
||||||
float2 cresl = float2(GLYPH_WIDTH,GLYPH_HEIGHT);
|
float2 cresl = float2(GLYPH_WIDTH,GLYPH_HEIGHT);
|
||||||
float2 bscl = floor(bresl/cresl);
|
float2 bscl = floor(bresl/cresl);
|
||||||
|
/*
|
||||||
|
Here I use the "cheap" method, based on the overall luminance of each
|
||||||
|
glyph, rather than attempt to search for the best fitting glyph for
|
||||||
|
each cell. If you want to know why, take a look at the ASCII filter
|
||||||
|
bundled with the Dolphin emulator, and be prepared for the resulting
|
||||||
|
seconds per frame it runs at. The calculations needed for such a filter
|
||||||
|
are completely insane even for the highest-end GPUs.
|
||||||
|
*/
|
||||||
float3 col = tex2D(SamplerColor,floor(bscl*coord)/bscl).rgb;
|
float3 col = tex2D(SamplerColor,floor(bscl*coord)/bscl).rgb;
|
||||||
int lum = luminance(col)*FONT_LEVELS;
|
int lum = luminance(col)*FONT_LEVELS;
|
||||||
float2 itx = floor(coord*bresl);
|
float2 itx = floor(coord*bresl);
|
||||||
|
|
@ -254,6 +298,81 @@ float4 PS_ChromaKey( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
return float4(maskr,maskg,maskb,1.0);
|
return float4(maskr,maskg,maskb,1.0);
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
/* 2x2 RGBI dot matrix, not even close to anything that exists IRL but meh */
|
||||||
|
float4 PS_DotMatrix( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
|
{
|
||||||
|
float2 coord = IN.txcoord.xy;
|
||||||
|
float4 res = tex2D(SamplerColor,coord);
|
||||||
|
if ( !dotenable ) return res;
|
||||||
|
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||||
|
bresl.xy *= 1.0/(dotsize*2.0);
|
||||||
|
float4 dac = float4(res.r*0.5,res.g*0.5,res.b*0.5,(res.r+res.g+res.b)/6.0);
|
||||||
|
/*
|
||||||
|
There are two types of CRTs: aperture grille and shadow mask.
|
||||||
|
The former is blurry and has scanlines (rather big ones, even), but is
|
||||||
|
cheap to emulate; while the latter is the one most known for its crisp,
|
||||||
|
square pixels with minimal distortion. Most individuals into this whole
|
||||||
|
"retro graphics" stuff prefer aperture grille, which looks like shit,
|
||||||
|
then again, that's the sort of visual quality they want. The main issue
|
||||||
|
with shadow mask CRTs is that it's impossible to accurately emulate them
|
||||||
|
unless done on a screen with a HUGE resolution. After all, the subpixels
|
||||||
|
need to be clearly visible, and if on top of it you add curvature
|
||||||
|
distortion, you need to reduce moire patterns that will inevitably show
|
||||||
|
up at low resolutions.
|
||||||
|
|
||||||
|
It would be more desirable to eventually have flat panels that can
|
||||||
|
display arbitrary resolutions using a form of scaling that preserves
|
||||||
|
square pixels with unnoticeable distortion (typically, with nearest
|
||||||
|
neighbour you'd get some pixels that are bigger/smaller than others if
|
||||||
|
the upscale resolution isn't an integer multiple of the real resolution.
|
||||||
|
|
||||||
|
This 2x2 RGBI thing is a rather naïve filter I made many years ago, it
|
||||||
|
looks unlike any real CRT, but scales well. Its only problem is moire
|
||||||
|
patterns when using the default size of 2x2.
|
||||||
|
*/
|
||||||
|
float4 dots = tex2D(SamplerDots,coord*bresl)*dac;
|
||||||
|
float3 tcol = pow((dots.rgb+dots.a),dotpow)*dotmult;
|
||||||
|
res.rgb = res.rgb*(1-dotblend)+tcol*dotblend;
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
/* that's right, CRT curvature */
|
||||||
|
float4 PS_Curvature( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
|
{
|
||||||
|
float2 coord = IN.txcoord.xy;
|
||||||
|
float4 res = tex2D(SamplerColor,coord);
|
||||||
|
if ( !curveenable ) return res;
|
||||||
|
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||||
|
float2 bof = (1.0/bresl)*curvesoft;
|
||||||
|
float3 eta = float3(1+chromaab*0.009,1+chromaab*0.006,1+chromaab*0.003);
|
||||||
|
float2 center = float2(coord.x-0.5,coord.y-0.5);
|
||||||
|
float zfact = 100.0/lenszoom;
|
||||||
|
float r2 = center.x*center.x+center.y*center.y;
|
||||||
|
float f = 1+r2*lensdist*0.01;
|
||||||
|
float x = f*zfact*center.x+0.5;
|
||||||
|
float y = f*zfact*center.y+0.5;
|
||||||
|
float2 rcoord = (f*eta.r)*zfact*(center.xy*0.5)+0.5;
|
||||||
|
float2 gcoord = (f*eta.g)*zfact*(center.xy*0.5)+0.5;
|
||||||
|
float2 bcoord = (f*eta.b)*zfact*(center.xy*0.5)+0.5;
|
||||||
|
int i,j;
|
||||||
|
float4 idist = float4(0,0,0,0);
|
||||||
|
/*
|
||||||
|
sticking a 5x5 gaussian blur with a tweakable radius in here to attempt
|
||||||
|
to reduce moire patterns in some cases. Supersampling would be more
|
||||||
|
useful for that, but ENB sucks ass through a crazy straw in that aspect,
|
||||||
|
so it would be more desirable to use GeDoSaTo (I sure hope I can port
|
||||||
|
all my stuff to it one day, at least the damn thing is FOSS).
|
||||||
|
*/
|
||||||
|
[unroll] for ( i=-2; i<=2; i++ ) [unroll] for ( j=-2; j<=2; j++ )
|
||||||
|
{
|
||||||
|
idist += gauss3[abs(i)]*gauss3[abs(j)]
|
||||||
|
*float4(tex2D(SamplerColorb,rcoord+bof*float2(i,j)).r,
|
||||||
|
tex2D(SamplerColorb,gcoord+bof*float2(i,j)).g,
|
||||||
|
tex2D(SamplerColorb,bcoord+bof*float2(i,j)).b,
|
||||||
|
tex2D(SamplerColorb,float2(x,y)+bof*float2(i,j)).a);
|
||||||
|
}
|
||||||
|
res.rgb = idist.rgb;
|
||||||
|
return res;
|
||||||
|
}
|
||||||
technique PostProcess
|
technique PostProcess
|
||||||
{
|
{
|
||||||
pass p0
|
pass p0
|
||||||
|
|
@ -305,3 +424,37 @@ technique PostProcess3
|
||||||
SRGBWRITEENABLE = FALSE;
|
SRGBWRITEENABLE = FALSE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
technique PostProcess4
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
VertexShader = compile vs_3_0 VS_Pass();
|
||||||
|
PixelShader = compile ps_3_0 PS_DotMatrix();
|
||||||
|
DitherEnable = FALSE;
|
||||||
|
ZEnable = FALSE;
|
||||||
|
CullMode = NONE;
|
||||||
|
ALPHATESTENABLE = FALSE;
|
||||||
|
SEPARATEALPHABLENDENABLE = FALSE;
|
||||||
|
AlphaBlendEnable = FALSE;
|
||||||
|
StencilEnable = FALSE;
|
||||||
|
FogEnable = FALSE;
|
||||||
|
SRGBWRITEENABLE = FALSE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
technique PostProcess5
|
||||||
|
{
|
||||||
|
pass p0
|
||||||
|
{
|
||||||
|
VertexShader = compile vs_3_0 VS_Pass();
|
||||||
|
PixelShader = compile ps_3_0 PS_Curvature();
|
||||||
|
DitherEnable = FALSE;
|
||||||
|
ZEnable = FALSE;
|
||||||
|
CullMode = NONE;
|
||||||
|
ALPHATESTENABLE = FALSE;
|
||||||
|
SEPARATEALPHABLENDENABLE = FALSE;
|
||||||
|
AlphaBlendEnable = FALSE;
|
||||||
|
StencilEnable = FALSE;
|
||||||
|
FogEnable = FALSE;
|
||||||
|
SRGBWRITEENABLE = FALSE;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
|
||||||
|
|
@ -144,6 +144,11 @@ static const float3 aosega[16] =
|
||||||
#define GLYPH_WIDTH 8
|
#define GLYPH_WIDTH 8
|
||||||
#define GLYPH_HEIGHT 16
|
#define GLYPH_HEIGHT 16
|
||||||
#define FONT_LEVELS 255
|
#define FONT_LEVELS 255
|
||||||
|
/* gauss stuff */
|
||||||
|
float gauss3[3] =
|
||||||
|
{
|
||||||
|
0.444814, 0.239936, 0.037657
|
||||||
|
};
|
||||||
/* standard stuff */
|
/* standard stuff */
|
||||||
float4 ScreenSize;
|
float4 ScreenSize;
|
||||||
float ENightDayFactor;
|
float ENightDayFactor;
|
||||||
|
|
@ -155,7 +160,23 @@ texture2D texFont
|
||||||
<
|
<
|
||||||
string ResourceName = "menbvgaluma.png";
|
string ResourceName = "menbvgaluma.png";
|
||||||
>;
|
>;
|
||||||
|
texture2D texDots
|
||||||
|
<
|
||||||
|
string ResourceName = "menbdots.png";
|
||||||
|
>;
|
||||||
sampler2D SamplerColor = sampler_state
|
sampler2D SamplerColor = sampler_state
|
||||||
|
{
|
||||||
|
Texture = <texColor>;
|
||||||
|
MinFilter = LINEAR;
|
||||||
|
MagFilter = LINEAR;
|
||||||
|
MipFilter = NONE;
|
||||||
|
AddressU = Clamp;
|
||||||
|
AddressV = Clamp;
|
||||||
|
SRGBTexture = FALSE;
|
||||||
|
MaxMipLevel = 0;
|
||||||
|
MipMapLodBias = 0;
|
||||||
|
};
|
||||||
|
sampler2D SamplerColorb = sampler_state
|
||||||
{
|
{
|
||||||
Texture = <texColor>;
|
Texture = <texColor>;
|
||||||
MinFilter = LINEAR;
|
MinFilter = LINEAR;
|
||||||
|
|
@ -173,8 +194,8 @@ sampler2D SamplerDepth = sampler_state
|
||||||
MinFilter = LINEAR;
|
MinFilter = LINEAR;
|
||||||
MagFilter = LINEAR;
|
MagFilter = LINEAR;
|
||||||
MipFilter = NONE;
|
MipFilter = NONE;
|
||||||
AddressU = Border;
|
AddressU = Clamp;
|
||||||
AddressV = Border;
|
AddressV = Clamp;
|
||||||
SRGBTexture = FALSE;
|
SRGBTexture = FALSE;
|
||||||
MaxMipLevel = 0;
|
MaxMipLevel = 0;
|
||||||
MipMapLodBias = 0;
|
MipMapLodBias = 0;
|
||||||
|
|
@ -191,6 +212,18 @@ sampler2D SamplerFont = sampler_state
|
||||||
MaxMipLevel = 0;
|
MaxMipLevel = 0;
|
||||||
MipMapLodBias = 0;
|
MipMapLodBias = 0;
|
||||||
};
|
};
|
||||||
|
sampler2D SamplerDots = sampler_state
|
||||||
|
{
|
||||||
|
Texture = <texDots>;
|
||||||
|
MinFilter = LINEAR;
|
||||||
|
MagFilter = LINEAR;
|
||||||
|
MipFilter = NONE;
|
||||||
|
AddressU = Wrap;
|
||||||
|
AddressV = Wrap;
|
||||||
|
SRGBTexture = FALSE;
|
||||||
|
MaxMipLevel = 0;
|
||||||
|
MipMapLodBias = 0;
|
||||||
|
};
|
||||||
/* whatever */
|
/* whatever */
|
||||||
struct VS_OUTPUT_POST
|
struct VS_OUTPUT_POST
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -5,9 +5,10 @@
|
||||||
Released under the GNU GPLv3 (or later).
|
Released under the GNU GPLv3 (or later).
|
||||||
*/
|
*/
|
||||||
/* BlockGFX filter, I'm proud of it */
|
/* BlockGFX filter, I'm proud of it */
|
||||||
|
string str_block = "BlockGFX Suite";
|
||||||
bool useblock
|
bool useblock
|
||||||
<
|
<
|
||||||
string UIName = "UseBlockGFX";
|
string UIName = "Enable Block GFX";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
/*
|
/*
|
||||||
|
|
@ -18,26 +19,26 @@ bool useblock
|
||||||
*/
|
*/
|
||||||
float bresx
|
float bresx
|
||||||
<
|
<
|
||||||
string UIName = "EmulatedResX";
|
string UIName = "Emulated Resolution Width";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
float bresy
|
float bresy
|
||||||
<
|
<
|
||||||
string UIName = "EmulatedResY";
|
string UIName = "Emulated Resolution Height";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
/* zooming factors (<=0 for stretch) */
|
/* zooming factors (<=0 for stretch) */
|
||||||
float sresx
|
float sresx
|
||||||
<
|
<
|
||||||
string UIName = "ZoomedResX";
|
string UIName = "Zoom Factor X";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float sresy
|
float sresy
|
||||||
<
|
<
|
||||||
string UIName = "ZoomedResY";
|
string UIName = "Zoom Factor Y";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
|
|
@ -54,7 +55,7 @@ float sresy
|
||||||
*/
|
*/
|
||||||
int paltype
|
int paltype
|
||||||
<
|
<
|
||||||
string UIName = "PaletteType";
|
string UIName = "Palette Type";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
int UIMin = -1;
|
int UIMin = -1;
|
||||||
int UIMax = 6;
|
int UIMax = 6;
|
||||||
|
|
@ -71,7 +72,7 @@ int paltype
|
||||||
*/
|
*/
|
||||||
int cgapal
|
int cgapal
|
||||||
<
|
<
|
||||||
string UIName = "CGAPalette";
|
string UIName = "CGA Palette";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
int UIMin = 0;
|
int UIMin = 0;
|
||||||
int UIMax = 6;
|
int UIMax = 6;
|
||||||
|
|
@ -83,7 +84,7 @@ int cgapal
|
||||||
*/
|
*/
|
||||||
int egapal
|
int egapal
|
||||||
<
|
<
|
||||||
string UIName = "EGAPalette";
|
string UIName = "EGA Palette";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
int UIMin = 0;
|
int UIMin = 0;
|
||||||
int UIMax = 1;
|
int UIMax = 1;
|
||||||
|
|
@ -99,7 +100,7 @@ int egapal
|
||||||
*/
|
*/
|
||||||
int dither
|
int dither
|
||||||
<
|
<
|
||||||
string UIName = "DitherMode";
|
string UIName = "Dithering Pattern";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
int UIMin = -1;
|
int UIMin = -1;
|
||||||
int UIMax = 4;
|
int UIMax = 4;
|
||||||
|
|
@ -107,77 +108,137 @@ int dither
|
||||||
/* gamma modifier for base color, lower values raise midtones and viceversa */
|
/* gamma modifier for base color, lower values raise midtones and viceversa */
|
||||||
float bgamma
|
float bgamma
|
||||||
<
|
<
|
||||||
string UIName = "GammaMod";
|
string UIName = "Contrast Modifier";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.35};
|
> = {0.35};
|
||||||
|
/* saturation modifier for base color, helps with limited palettes */
|
||||||
|
float bsaturation
|
||||||
|
<
|
||||||
|
string UIName = "Saturation Modifier";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {1.1};
|
||||||
/* base brightness bump for the dither grid */
|
/* base brightness bump for the dither grid */
|
||||||
float bdbump
|
float bdbump
|
||||||
<
|
<
|
||||||
string UIName = "DitherBump";
|
string UIName = "Dither Offset";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
> = {-0.1};
|
> = {-0.1};
|
||||||
/* range multiplier for the dither grid */
|
/* range multiplier for the dither grid */
|
||||||
float bdmult
|
float bdmult
|
||||||
<
|
<
|
||||||
string UIName = "DitherMultiplier";
|
string UIName = "Dither Range";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
> = {0.25};
|
> = {0.25};
|
||||||
/* saturation modifier for base color, helps with limited palettes */
|
|
||||||
float bsaturation
|
|
||||||
<
|
|
||||||
string UIName = "SaturationMod";
|
|
||||||
string UIWidget = "Spinner";
|
|
||||||
> = {1.1};
|
|
||||||
/* ASCII art filter */
|
/* ASCII art filter */
|
||||||
|
string str_ascii = "Luma ASCII Art Filter";
|
||||||
bool asciienable
|
bool asciienable
|
||||||
<
|
<
|
||||||
string UIName = "EnableASCII";
|
string UIName = "Enable ASCII";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
bool asciimono
|
bool asciimono
|
||||||
<
|
<
|
||||||
string UIName = "ASCIIMonochrome";
|
string UIName = "ASCII Monochrome";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {true};
|
> = {true};
|
||||||
float asciiblend
|
float asciiblend
|
||||||
<
|
<
|
||||||
string UIName = "ASCIIBlend";
|
string UIName = "ASCII Blend";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
float UIMax = 1.0;
|
float UIMax = 1.0;
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
|
string str_mask = "Depth Chroma Key";
|
||||||
bool maskenable
|
bool maskenable
|
||||||
<
|
<
|
||||||
string UIName = "EnableChromaKey";
|
string UIName = "Enable Chroma Key";
|
||||||
string UIWidget = "Checkbox";
|
string UIWidget = "Checkbox";
|
||||||
> = {false};
|
> = {false};
|
||||||
float maskr
|
float maskr
|
||||||
<
|
<
|
||||||
string UIName = "ChromaKeyRed";
|
string UIName = "Chroma Key Red";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
float UIMax = 1.0;
|
float UIMax = 1.0;
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float maskg
|
float maskg
|
||||||
<
|
<
|
||||||
string UIName = "ChromaKeyGreen";
|
string UIName = "Chroma Key Green";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
float UIMax = 1.0;
|
float UIMax = 1.0;
|
||||||
> = {1.0};
|
> = {1.0};
|
||||||
float maskb
|
float maskb
|
||||||
<
|
<
|
||||||
string UIName = "ChromaKeyBlue";
|
string UIName = "Chroma Key Blue";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
float UIMax = 1.0;
|
float UIMax = 1.0;
|
||||||
> = {0.0};
|
> = {0.0};
|
||||||
float maskd
|
float maskd
|
||||||
<
|
<
|
||||||
string UIName = "ChromaKeyDepth";
|
string UIName = "Chroma Key Depth";
|
||||||
string UIWidget = "Spinner";
|
string UIWidget = "Spinner";
|
||||||
float UIMin = 0.0;
|
float UIMin = 0.0;
|
||||||
float UIMax = 1.0;
|
float UIMax = 1.0;
|
||||||
> = {0.5};
|
> = {0.5};
|
||||||
|
string str_dot = "RGBI Dot Matrix";
|
||||||
|
bool dotenable
|
||||||
|
<
|
||||||
|
string UIName = "Enable Dot Matrix";
|
||||||
|
string UIWidget = "Checkbox";
|
||||||
|
> = {false};
|
||||||
|
int dotsize
|
||||||
|
<
|
||||||
|
string UIName = "Dot Size";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
int UIMin = 1;
|
||||||
|
> = {1};
|
||||||
|
float dotblend
|
||||||
|
<
|
||||||
|
string UIName = "Dot Blend";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
float UIMax = 1.0;
|
||||||
|
> = {0.4};
|
||||||
|
float dotmult
|
||||||
|
<
|
||||||
|
string UIName = "Dot Intensity";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
> = {1.0};
|
||||||
|
float dotpow
|
||||||
|
<
|
||||||
|
string UIName = "Dot Contrast";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
> = {1.0};
|
||||||
|
string str_curve = "Lens Curvature";
|
||||||
|
bool curveenable
|
||||||
|
<
|
||||||
|
string UIName = "Enable Curvature";
|
||||||
|
string UIWidget = "Checkbox";
|
||||||
|
> = {false};
|
||||||
|
float chromaab
|
||||||
|
<
|
||||||
|
string UIName = "Curve Chromatic Aberration";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.0};
|
||||||
|
float lenszoom
|
||||||
|
<
|
||||||
|
string UIName = "Curve Zooming";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {50.0};
|
||||||
|
float lensdist
|
||||||
|
<
|
||||||
|
string UIName = "Curve Distortion";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
> = {0.0};
|
||||||
|
float curvesoft
|
||||||
|
<
|
||||||
|
string UIName = "Curve Sampling Soften";
|
||||||
|
string UIWidget = "Spinner";
|
||||||
|
float UIMin = 0.0;
|
||||||
|
> = {0.0};
|
||||||
|
|
|
||||||
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 2.2 MiB After Width: | Height: | Size: 2.2 MiB |
|
Before Width: | Height: | Size: 2.3 MiB After Width: | Height: | Size: 2.3 MiB |
|
Before Width: | Height: | Size: 483 KiB After Width: | Height: | Size: 470 KiB |
|
Before Width: | Height: | Size: 231 KiB After Width: | Height: | Size: 230 KiB |
|
Before Width: | Height: | Size: 108 KiB After Width: | Height: | Size: 108 KiB |
|
Before Width: | Height: | Size: 193 KiB After Width: | Height: | Size: 192 KiB |
|
|
@ -21,6 +21,11 @@ VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
|
||||||
/* these are znear/zfar values for Skyrim, but MAY match Fallout too */
|
/* these are znear/zfar values for Skyrim, but MAY match Fallout too */
|
||||||
float depthlinear( float2 coord )
|
float depthlinear( float2 coord )
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
|
These values seem to be used by pretty much all Skyrim ENB presets.
|
||||||
|
Since it's practically impossible for me to know the real znear and
|
||||||
|
zfar values for each game, I'll just use these and hope it all goes well
|
||||||
|
*/
|
||||||
float zNear = 0.0509804;
|
float zNear = 0.0509804;
|
||||||
float zFar = 3098.0392;
|
float zFar = 3098.0392;
|
||||||
float z = tex2D(SamplerDepth,coord).x;
|
float z = tex2D(SamplerDepth,coord).x;
|
||||||
|
|
@ -60,12 +65,11 @@ float3 Edge( float3 res, float2 coord )
|
||||||
cont += depthlinear(coord+float2(0,-1)*bof);
|
cont += depthlinear(coord+float2(0,-1)*bof);
|
||||||
cont += depthlinear(coord+float2(1,-1)*bof);
|
cont += depthlinear(coord+float2(1,-1)*bof);
|
||||||
cont += depthlinear(coord+float2(-1,0)*bof);
|
cont += depthlinear(coord+float2(-1,0)*bof);
|
||||||
cont += depthlinear(coord+float2(0,0)*bof);
|
|
||||||
cont += depthlinear(coord+float2(1,0)*bof);
|
cont += depthlinear(coord+float2(1,0)*bof);
|
||||||
cont += depthlinear(coord+float2(-1,1)*bof);
|
cont += depthlinear(coord+float2(-1,1)*bof);
|
||||||
cont += depthlinear(coord+float2(0,1)*bof);
|
cont += depthlinear(coord+float2(0,1)*bof);
|
||||||
cont += depthlinear(coord+float2(1,1)*bof);
|
cont += depthlinear(coord+float2(1,1)*bof);
|
||||||
cont /= 9.0;
|
cont /= 8.0;
|
||||||
float mud = 0.0;
|
float mud = 0.0;
|
||||||
if ( abs(cont-dep) > (edgethreshold*0.00001) ) mud = 1.0;
|
if ( abs(cont-dep) > (edgethreshold*0.00001) ) mud = 1.0;
|
||||||
float fade = 1.0-tex2D(SamplerDepth,coord).x;
|
float fade = 1.0-tex2D(SamplerDepth,coord).x;
|
||||||
|
|
@ -87,12 +91,11 @@ float3 EdgeColor( float3 res, float2 coord )
|
||||||
ccol += tex2D(SamplerColor,coord+float2(0,-1)*bof).rgb;
|
ccol += tex2D(SamplerColor,coord+float2(0,-1)*bof).rgb;
|
||||||
ccol += tex2D(SamplerColor,coord+float2(1,-1)*bof).rgb;
|
ccol += tex2D(SamplerColor,coord+float2(1,-1)*bof).rgb;
|
||||||
ccol += tex2D(SamplerColor,coord+float2(-1,0)*bof).rgb;
|
ccol += tex2D(SamplerColor,coord+float2(-1,0)*bof).rgb;
|
||||||
ccol += tex2D(SamplerColor,coord+float2(0,0)*bof).rgb;
|
|
||||||
ccol += tex2D(SamplerColor,coord+float2(1,0)*bof).rgb;
|
ccol += tex2D(SamplerColor,coord+float2(1,0)*bof).rgb;
|
||||||
ccol += tex2D(SamplerColor,coord+float2(-1,1)*bof).rgb;
|
ccol += tex2D(SamplerColor,coord+float2(-1,1)*bof).rgb;
|
||||||
ccol += tex2D(SamplerColor,coord+float2(0,1)*bof).rgb;
|
ccol += tex2D(SamplerColor,coord+float2(0,1)*bof).rgb;
|
||||||
ccol += tex2D(SamplerColor,coord+float2(1,1)*bof).rgb;
|
ccol += tex2D(SamplerColor,coord+float2(1,1)*bof).rgb;
|
||||||
ccol /= 9.0;
|
ccol /= 8.0;
|
||||||
float clum = luminance(ccol);
|
float clum = luminance(ccol);
|
||||||
float mud = abs(clum-lum);
|
float mud = abs(clum-lum);
|
||||||
mud = saturate(pow(mud,celpow)*celmult);
|
mud = saturate(pow(mud,celpow)*celmult);
|
||||||
|
|
@ -157,7 +160,10 @@ float4 PS_FirstPass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
|
if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
/* Crappy SSAO */
|
/*
|
||||||
|
Thank you Boris for not providing access to a normal buffer. Guesswork using
|
||||||
|
the depth buffer results in imprecise normals that aren't smoothed.
|
||||||
|
*/
|
||||||
float3 pseudonormal( float dep, float2 coord )
|
float3 pseudonormal( float dep, float2 coord )
|
||||||
{
|
{
|
||||||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||||
|
|
@ -171,6 +177,7 @@ float3 pseudonormal( float dep, float2 coord )
|
||||||
normal.z = -normal.z;
|
normal.z = -normal.z;
|
||||||
return normalize(normal);
|
return normalize(normal);
|
||||||
}
|
}
|
||||||
|
/* get occlusion using single-pass single-step Ray Marching with 64 samples */
|
||||||
float4 PS_SSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
float4 PS_SSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
{
|
{
|
||||||
float2 coord = IN.txcoord.xy;
|
float2 coord = IN.txcoord.xy;
|
||||||
|
|
@ -219,6 +226,7 @@ float4 PS_SSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
res.a = saturate(1.0-(uocc*ssaoblend));
|
res.a = saturate(1.0-(uocc*ssaoblend));
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
/* the blur passes use bilateral filtering to mostly preserve borders */
|
||||||
float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
float4 PS_SSAOBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
{
|
{
|
||||||
float2 coord = IN.txcoord.xy;
|
float2 coord = IN.txcoord.xy;
|
||||||
|
|
@ -283,6 +291,7 @@ float4 PS_ReadFocus( VS_OUTPUT_POST IN ) : COLOR
|
||||||
float2 fcenter = float2(focuscenter_x,focuscenter_y);
|
float2 fcenter = float2(focuscenter_x,focuscenter_y);
|
||||||
float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001);
|
float cfocus = min(tex2D(SamplerDepth,fcenter).x,focusmax*0.001);
|
||||||
if ( !focuscircle ) return cfocus;
|
if ( !focuscircle ) return cfocus;
|
||||||
|
/* using polygons inscribed into a circle, in this case a triangle */
|
||||||
float focusradius = lerp(lerp(focusradius_n,focusradius_d,tod),
|
float focusradius = lerp(lerp(focusradius_n,focusradius_d,tod),
|
||||||
lerp(focusradius_in,focusradius_id,tod),ind);
|
lerp(focusradius_in,focusradius_id,tod),ind);
|
||||||
float focusmix = lerp(lerp(focusmix_n,focusmix_d,tod),lerp(focusmix_in,
|
float focusmix = lerp(lerp(focusmix_n,focusmix_d,tod),lerp(focusmix_in,
|
||||||
|
|
@ -358,7 +367,10 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
Change power of dof based on field of view. Works only in Skyrim,
|
Change power of dof based on field of view. Works only in Skyrim,
|
||||||
Boris is just such a fucking assbutt that he doesn't update the
|
Boris is just such a fucking assbutt that he doesn't update the
|
||||||
FO3/FNV version to be feature-equal to this, inventing pathetic
|
FO3/FNV version to be feature-equal to this, inventing pathetic
|
||||||
excuses.
|
excuses. The FieldOfView variable seems to hold bogus values in Fallout
|
||||||
|
completely unrelated to actual FOV (yes, I checked if it's in radians,
|
||||||
|
and no, it isn't). The value appears to be 1.134452. I'll try to
|
||||||
|
investigate its origins someday.
|
||||||
*/
|
*/
|
||||||
if ( dofrelfov )
|
if ( dofrelfov )
|
||||||
{
|
{
|
||||||
|
|
@ -379,6 +391,12 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
|
||||||
res.a = dfc;
|
res.a = dfc;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
|
/*
|
||||||
|
This method skips blurring areas that are perfectly in focus. The
|
||||||
|
performance gain is negligible in most cases, though. It also provides the
|
||||||
|
option to use or NOT use bilateral filtering. Which I'll probably remove
|
||||||
|
soon because no bilateral filtering is pointless.
|
||||||
|
*/
|
||||||
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
||||||
{
|
{
|
||||||
float2 coord = IN.txcoord.xy;
|
float2 coord = IN.txcoord.xy;
|
||||||
|
|
@ -463,7 +481,10 @@ float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
|
||||||
res.a = 1.0;
|
res.a = 1.0;
|
||||||
return res;
|
return res;
|
||||||
}
|
}
|
||||||
/* Underwater distortion */
|
/*
|
||||||
|
Underwater distortion, which currently has no real use due to Boris being
|
||||||
|
lazy. fWaterLevel doesn't yet provide any usable values.
|
||||||
|
*/
|
||||||
float2 UnderwaterDistort( float2 coord )
|
float2 UnderwaterDistort( float2 coord )
|
||||||
{
|
{
|
||||||
float2 ofs = float2(0.0,0.0);
|
float2 ofs = float2(0.0,0.0);
|
||||||
|
|
@ -473,7 +494,11 @@ float2 UnderwaterDistort( float2 coord )
|
||||||
ofs -= (coord-0.5)*2.0*uwz;
|
ofs -= (coord-0.5)*2.0*uwz;
|
||||||
return coord+ofs*0.01;
|
return coord+ofs*0.01;
|
||||||
}
|
}
|
||||||
/* Distant hot air refraction */
|
/*
|
||||||
|
Distant hot air refraction. Not very realistic, but does the job. Currently
|
||||||
|
it isn't fully depth-aware, so you'll see that close objects get distorted
|
||||||
|
around their borders.
|
||||||
|
*/
|
||||||
float2 DistantHeat( float2 coord )
|
float2 DistantHeat( float2 coord )
|
||||||
{
|
{
|
||||||
float2 bresl;
|
float2 bresl;
|
||||||
|
|
|
||||||
|
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 1.6 KiB |
|
Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 1.6 KiB |
|
|
@ -23,14 +23,14 @@ GammaCurve=1.0
|
||||||
DetectorDefaultDay=false
|
DetectorDefaultDay=false
|
||||||
DetectorLevelDay=0.5
|
DetectorLevelDay=0.5
|
||||||
DetectorLevelNight=0.15
|
DetectorLevelNight=0.15
|
||||||
DetectorLevelCurve=0.6
|
DetectorLevelCurve=0.5
|
||||||
|
|
||||||
[ADAPTATION]
|
[ADAPTATION]
|
||||||
ForceMinMaxValues=true
|
ForceMinMaxValues=true
|
||||||
AdaptationSensitivity=0.34
|
AdaptationSensitivity=0.34
|
||||||
AdaptationTime=1.44
|
AdaptationTime=1.44
|
||||||
AdaptationMin=0.41
|
AdaptationMin=0.44
|
||||||
AdaptationMax=1.16
|
AdaptationMax=1.29
|
||||||
|
|
||||||
[BLOOM]
|
[BLOOM]
|
||||||
Quality=1
|
Quality=1
|
||||||
|
|
@ -78,22 +78,22 @@ AOMixingTypeInterior=0
|
||||||
EnableDenoiser=true
|
EnableDenoiser=true
|
||||||
|
|
||||||
[ENVIRONMENT]
|
[ENVIRONMENT]
|
||||||
LightingIntensityDay=0.9
|
LightingIntensityDay=1.0
|
||||||
LightingIntensityNight=0.8
|
LightingIntensityNight=1.0
|
||||||
LightingIntensityInterior=0.9
|
LightingIntensityInterior=1.0
|
||||||
LightingCurveDay=0.9
|
LightingCurveDay=1.0
|
||||||
LightingCurveNight=0.8
|
LightingCurveNight=1.0
|
||||||
LightingCurveInterior=0.9
|
LightingCurveInterior=1.0
|
||||||
LightingDesaturationDay=0.0
|
LightingDesaturationDay=0.0
|
||||||
LightingDesaturationNight=0.0
|
LightingDesaturationNight=0.0
|
||||||
LightingDesaturationInterior=0.0
|
LightingDesaturationInterior=0.0
|
||||||
|
|
||||||
AmbientLightingIntensityDay=1.0
|
AmbientLightingIntensityDay=0.75
|
||||||
AmbientLightingIntensityNight=1.0
|
AmbientLightingIntensityNight=0.75
|
||||||
AmbientLightingIntensityInterior=1.0
|
AmbientLightingIntensityInterior=0.75
|
||||||
AmbientLightingCurveDay=1.0
|
AmbientLightingCurveDay=1.5
|
||||||
AmbientLightingCurveNight=1.0
|
AmbientLightingCurveNight=1.5
|
||||||
AmbientLightingCurveInterior=1.0
|
AmbientLightingCurveInterior=1.5
|
||||||
AmbientLightingDesaturationDay=0.0
|
AmbientLightingDesaturationDay=0.0
|
||||||
AmbientLightingDesaturationNight=0.0
|
AmbientLightingDesaturationNight=0.0
|
||||||
AmbientLightingDesaturationInterior=0.0
|
AmbientLightingDesaturationInterior=0.0
|
||||||
|
|
|
||||||
|
|
@ -1,27 +1,33 @@
|
||||||
[EFFECT.TXT]
|
[EFFECT.TXT]
|
||||||
TECHNIQUE=0
|
TECHNIQUE=0
|
||||||
UseBlockGFX=false
|
Enable Block GFX=false
|
||||||
EmulatedResX=0.0
|
Emulated Resolution Width=0.5
|
||||||
EmulatedResY=0.0
|
Emulated Resolution Height=0.5
|
||||||
ZoomedResX=0.0
|
Zoom Factor X=0.0
|
||||||
ZoomedResY=0.0
|
Zoom Factor Y=0.0
|
||||||
PaletteType=1
|
Palette Type=4
|
||||||
CGAPalette=4
|
CGA Palette=4
|
||||||
EGAPalette=0
|
EGA Palette=0
|
||||||
DitherMode=4
|
Dithering Pattern=4
|
||||||
GammaMod=1.0
|
Contrast Modifier=0.8
|
||||||
DitherBump=-0.2
|
Saturation Modifier=1.0
|
||||||
DitherMultiplier=0.4
|
Dither Offset=-0.1
|
||||||
SaturationMod=1.0
|
Dither Range=0.25
|
||||||
EnablePainting=false
|
Enable ASCII=false
|
||||||
PaintingRadius=0.5
|
ASCII Monochrome=false
|
||||||
PaintingMedianRadius=1.0
|
ASCII Blend=0.0
|
||||||
EnableASCII=false
|
Enable Chroma Key=false
|
||||||
ASCIIMonochrome=false
|
Chroma Key Red=0.0
|
||||||
ASCIIScaling=1.0
|
Chroma Key Green=0.25
|
||||||
ASCIIBlend=0.0
|
Chroma Key Blue=0.0
|
||||||
EnableChromaKey=false
|
Chroma Key Depth=0.98
|
||||||
ChromaKeyRed=0.0
|
Enable Dot Matrix=false
|
||||||
ChromaKeyGreen=0.25
|
Dot Size=1
|
||||||
ChromaKeyBlue=0.0
|
Dot Blend=0.1
|
||||||
ChromaKeyDepth=0.96
|
Dot Intensity=2.4
|
||||||
|
Dot Contrast=0.8
|
||||||
|
Enable Curvature=false
|
||||||
|
Curve Chromatic Aberration=0.65
|
||||||
|
Curve Zooming=54.0
|
||||||
|
Curve Distortion=42.0
|
||||||
|
Curve Sampling Soften=0.25
|
||||||
|
|
|
||||||
|
|
@ -1,92 +1,87 @@
|
||||||
[ENBBLOOM.FX]
|
[ENBBLOOM.FX]
|
||||||
TECHNIQUE=0
|
TECHNIQUE=0
|
||||||
BloomRadius=1.0
|
Bloom Intensity Night=1.28
|
||||||
BloomMix1=0.89
|
Bloom Intensity Day=1.09
|
||||||
BloomMix2=0.75
|
Bloom Intensity Interior Night=1.39
|
||||||
BloomMix3=0.66
|
Bloom Intensity Interior Day=1.14
|
||||||
BloomMix4=0.51
|
Bloom Contrast Night=0.93
|
||||||
BloomMix7=0.45
|
Bloom Contrast Day=0.83
|
||||||
BloomMix8=0.36
|
Bloom Contrast Interior Night=0.91
|
||||||
BloomMixNoBlur=0.0
|
Bloom Contrast Interior Day=0.79
|
||||||
BloomMixBaseImage=0.0
|
Bloom Saturation Night=1.05
|
||||||
BloomIntensityNight=1.12
|
Bloom Saturation Day=1.03
|
||||||
BloomIntensityDay=1.09
|
Bloom Saturation Interior Night=1.07
|
||||||
BloomIntensityInteriorNight=1.15
|
Bloom Saturation Interior Day=1.04
|
||||||
BloomIntensityInteriorDay=1.13
|
Bloom Offset Night=-0.18
|
||||||
BloomPowerNight=0.73
|
Bloom Offset Day=-0.23
|
||||||
BloomPowerDay=0.83
|
Bloom Offset Interior Night=-0.12
|
||||||
BloomPowerInteriorNight=0.72
|
Bloom Offset Interior Day=-0.17
|
||||||
BloomPowerInteriorDay=0.78
|
Bloom Intensity Cap Night=100.0
|
||||||
BloomSaturationNight=1.05
|
Bloom Intensity Cap Day=100.0
|
||||||
BloomSaturationDay=1.03
|
Bloom Intensity Cap Interior Night=100.0
|
||||||
BloomSaturationInteriorNight=1.07
|
Bloom Intensity Cap Interior Day=100.0
|
||||||
BloomSaturationInteriorDay=1.04
|
Bloom Blur Radius=1.0
|
||||||
BloomBumpNight=-0.13
|
Blue Shift Night Red=0.7
|
||||||
BloomBumpDay=-0.23
|
Blue Shift Night Green=0.4
|
||||||
BloomBumpInteriorNight=-0.09
|
Blue Shift Night Blue=1.0
|
||||||
BloomBumpInteriorDay=-0.12
|
Blue Shift Day Red=0.2
|
||||||
BloomCapNight=100.0
|
Blue Shift Day Green=0.6
|
||||||
BloomCapDay=100.0
|
Blue Shift Day Blue=1.0
|
||||||
BloomCapInteriorNight=100.0
|
Blue Shift Interior Night Red=0.6
|
||||||
BloomCapInteriorDay=100.0
|
Blue Shift Interior Night Green=0.3
|
||||||
BlueShiftColorNightRed=0.7
|
Blue Shift Interior Night Blue=1.0
|
||||||
BlueShiftColorNightGreen=0.4
|
Blue Shift Interior Day Red=0.3
|
||||||
BlueShiftColorNightBlue=1.0
|
Blue Shift Interior Day Green=0.7
|
||||||
BlueShiftColorDayRed=0.2
|
Blue Shift Interior Day Blue=1.0
|
||||||
BlueShiftColorDayGreen=0.6
|
Blue Shift Intensity Night=0.44
|
||||||
BlueShiftColorDayBlue=1.0
|
Blue Shift Intensity Day=0.34
|
||||||
BlueShiftColorInteriorNightRed=0.6
|
Blue Shift Intensity Interior Night=0.48
|
||||||
BlueShiftColorInteriorNightGreen=0.3
|
Blue Shift Intensity Interior Day=0.38
|
||||||
BlueShiftColorInteriorNightBlue=1.0
|
Blue Shift Luminance Factor Per-pass=0.44
|
||||||
BlueShiftColorInteriorDayRed=0.3
|
Blue Shift Color Factor Per-pass=0.83
|
||||||
BlueShiftColorInteriorDayGreen=0.7
|
Enable Anamorphic Bloom=true
|
||||||
BlueShiftColorInteriorDayBlue=1.0
|
Anamorphic Bloom Blend Night=0.45
|
||||||
BlueShiftIntensityNight=0.44
|
Anamorphic Bloom Blend Day=0.38
|
||||||
BlueShiftIntensityDay=0.34
|
Anamorphic Bloom Blend Interior Night=0.56
|
||||||
BlueShiftIntensityInteriorNight=0.48
|
Anamorphic Bloom Blend Interior Day=0.42
|
||||||
BlueShiftIntensityInteriorDay=0.38
|
Anamorphic Bloom Blue Shift Night Red=0.35
|
||||||
EnableAnamorphicBloom=true
|
Anamorphic Bloom Blue Shift Night Green=0.08
|
||||||
AnamBlendNight=0.45
|
Anamorphic Bloom Blue Shift Night Blue=1.0
|
||||||
AnamBlendDay=0.38
|
Anamorphic Bloom Blue Shift Day Red=0.35
|
||||||
AnamBlendInteriorNight=0.53
|
Anamorphic Bloom Blue Shift Day Green=0.57
|
||||||
AnamBlendInteriorDay=0.42
|
Anamorphic Bloom Blue Shift Day Blue=1.0
|
||||||
AnamBlueShiftColorNightRed=0.35
|
Anamorphic Bloom Blue Shift Interior Night Red=0.42
|
||||||
AnamBlueShiftColorNightGreen=0.08
|
Anamorphic Bloom Blue Shift Interior Night Green=0.21
|
||||||
AnamBlueShiftColorNightBlue=1.0
|
Anamorphic Bloom Blue Shift Interior Night Blue=1.0
|
||||||
AnamBlueShiftColorDayRed=0.35
|
Anamorphic Bloom Blue Shift Interior Day Red=0.21
|
||||||
AnamBlueShiftColorDayGreen=0.57
|
Anamorphic Bloom Blue Shift Interior Day Green=0.42
|
||||||
AnamBlueShiftColorDayBlue=1.0
|
Anamorphic Bloom Blue Shift Interior Day Blue=1.0
|
||||||
AnamBlueShiftColorInteriorNightRed=0.42
|
Anamorphic Bloom Blue Shift Intensity Night=1.22
|
||||||
AnamBlueShiftColorInteriorNightGreen=0.21
|
Anamorphic Bloom Blue Shift Intensity Day=1.13
|
||||||
AnamBlueShiftColorInteriorNightBlue=1.0
|
Anamorphic Bloom Blue Shift Interior Night=1.57
|
||||||
AnamBlueShiftColorInteriorDayRed=0.21
|
Anamorphic Bloom Blue Shift Interior Day=1.34
|
||||||
AnamBlueShiftColorInteriorDayGreen=0.42
|
Anamorphic Bloom Contrast Night=1.19
|
||||||
AnamBlueShiftColorInteriorDayBlue=1.0
|
Anamorphic Bloom Contrast Day=1.28
|
||||||
AnamBlueShiftIntensityNight=1.22
|
Anamorphic Bloom Contrast Interior Night=1.19
|
||||||
AnamBlueShiftIntensityDay=1.13
|
Anamorphic Bloom Contrast Interior Day=1.23
|
||||||
AnamBlueShiftIntensityInteriorNight=1.57
|
Anamorphic Bloom Radius Multiplier=4.0
|
||||||
AnamBlueShiftIntensityInteriorDay=1.34
|
Bloom Pass 1 Blend=1.32
|
||||||
AnamPowerNight=1.19
|
Bloom Pass 2 Blend=0.87
|
||||||
AnamPowerDay=1.28
|
Bloom Pass 3 Blend=0.74
|
||||||
AnamPowerInteriorNight=1.17
|
Bloom Pass 4 Blend=0.56
|
||||||
AnamPowerInteriorDay=1.23
|
Bloom Pass 7 Blend=0.47
|
||||||
AnamLengthMultiplier=4.0
|
Bloom Pass 8 Blend=0.33
|
||||||
BloomAngle=0.0
|
Bloom Prepass Blend=0.0
|
||||||
BloomVertical=false
|
Bloom Base Blend=0.0
|
||||||
BloomHQBlur=false
|
Enable Lens Dirt=true
|
||||||
EnableLensDirt=true
|
Dirt Pass 1 Blend=0.16
|
||||||
DirtMix1=0.16
|
Dirt Pass 2 Blend=0.29
|
||||||
DirtMix2=0.29
|
Dirt Pass 3 Blend=0.66
|
||||||
DirtMix3=0.66
|
Dirt Pass 4 Blend=0.86
|
||||||
DirtMix4=0.86
|
Dirt Pass 7 Blend=1.51
|
||||||
DirtMix7=1.51
|
Dirt Pass 8 Blend=7.06
|
||||||
DirtMix8=7.06
|
Dirt Prepass Blend=0.0
|
||||||
DirtMixNoBlur=0.0
|
Dirt Base Blend=0.0
|
||||||
DirtMixBaseImage=0.0
|
Dirt Texture Preserve Aspect=true
|
||||||
DirtPreserveAspect=true
|
Dirt Contrast=0.94
|
||||||
DirtDiffraction=0.69
|
Dirt Factor=0.57
|
||||||
DirtBumpPower=1.47
|
|
||||||
DirtPower=0.57
|
|
||||||
DirtFactor=0.519999
|
|
||||||
BlueShiftLuminanceFactorPass=0.44
|
|
||||||
BlueShiftColorFactorPass=0.83
|
|
||||||
|
|
|
||||||
|
|
@ -1,178 +1,149 @@
|
||||||
[ENBEFFECT.FX]
|
[ENBEFFECT.FX]
|
||||||
TECHNIQUE=0
|
TECHNIQUE=0
|
||||||
UseDark=false
|
Enable Grain=true
|
||||||
DarkRadiusNight=0.24
|
Grain Speed=2500.0
|
||||||
DarkRadiusDay=0.13
|
Grain Intensity=0.03
|
||||||
DarkRadiusInteriorNight=0.21
|
Grain Saturation=0.33
|
||||||
DarkRadiusInteriorDay=0.19
|
Grain Two-Pass=true
|
||||||
DarkCurveNight=1.08
|
Grain Blending Mode=3
|
||||||
DarkCurveDay=1.25
|
Grain Dark Mask Contrast=2.43
|
||||||
DarkCurveInteriorNight=1.11
|
Grain Two-Pass Factor=0.04
|
||||||
DarkCurveInteriorDay=1.28
|
Grain Magnification 1=13.25
|
||||||
DarkBumpNight=-0.74
|
Grain Magnification 2=19.639999
|
||||||
DarkBumpDay=-0.82
|
Grain Magnification 3=17.35
|
||||||
DarkBumpInteriorNight=-0.78
|
Grain Pass 1 Magnification 1=2.05
|
||||||
DarkBumpInteriorDay=-0.92
|
Grain Pass 1 Magnification 2=3.11
|
||||||
UseBox=false
|
Grain Pass 1 Magnification 3=2.22
|
||||||
BoxVertical=0.8
|
Grain Pass 2 Magnification 1=4.25
|
||||||
UseGrain=true
|
Grain Pass 2 Magnification 2=0.42
|
||||||
GrainFrequency=2500.0
|
Grain Pass 2 Magnification 3=6.29
|
||||||
GrainIntensity=0.05
|
Grain Contrast=1.74
|
||||||
GrainSaturation=0.33
|
Enable Adaptation=true
|
||||||
GrainTwoPass=true
|
Adaptation Min Night=0.38
|
||||||
GrainBlend=3
|
Adaptation Min Day=0.53
|
||||||
GrainDarkMaskPower=2.43
|
Adaptation Min Interior Night=0.37
|
||||||
GrainTwoPassFactor=0.04
|
Adaptation Min Interior Day=0.41
|
||||||
GrainMagnification1=13.25
|
Adaptation Max Night=1.08
|
||||||
GrainMagnification2=19.639999
|
Adaptation Max Day=1.19
|
||||||
GrainMagnification3=17.35
|
Adaptation Max Interior Night=1.04
|
||||||
GrainPass1Magnification1=2.05
|
Adaptation Max Interior Day=1.08
|
||||||
GrainPass1Magnification2=3.11
|
Enable Tonemapping=true
|
||||||
GrainPass1Magnification3=2.22
|
Tonemap Shoulder Strength Night=0.65
|
||||||
GrainPass2Magnification1=4.25
|
Tonemap Shoulder Strength Day=0.52
|
||||||
GrainPass2Magnification2=0.42
|
Tonemap Shoulder Strength Interior Night=0.66
|
||||||
GrainPass2Magnification3=6.29
|
Tonemap Shoulder Strength Interior Day=0.54
|
||||||
GrainPower=1.74
|
Tonemap Linear Strength Night=1.11
|
||||||
UseCurve=false
|
Tonemap Linear Strength Day=1.13
|
||||||
CurveChromaAberration=0.03
|
Tonemap Linear Strength Interior Night=1.1
|
||||||
UseAdaptation=true
|
Tonemap Linear Strength Interior Day=1.04
|
||||||
AdaptationMinNight=0.37
|
Tonemap Linear Angle Night=0.65
|
||||||
AdaptationMinDay=0.54
|
Tonemap Linear Angle Day=0.69
|
||||||
AdaptationMinInteriorNight=0.37
|
Tonemap Linear Angle Interior Night=0.78
|
||||||
AdaptationMinInteriorDay=0.41
|
Tonemap Linear Angle Interior Day=0.85
|
||||||
AdaptationMaxNight=1.08
|
Tonemap Toe Strength Night=1.12
|
||||||
AdaptationMaxDay=1.19
|
Tonemap Toe Strength Day=1.36
|
||||||
AdaptationMaxInteriorNight=1.04
|
Tonemap Toe Strength Interior Night=1.15
|
||||||
AdaptationMaxInteriorDay=1.08
|
Tonemap Toe Strength Interior Day=1.28
|
||||||
UseTonemapping=true
|
Tonemap Toe Numerator Night=4.17
|
||||||
TonemapHighlightStrengthNight=0.91
|
Tonemap Toe Numerator Day=4.59
|
||||||
TonemapHighlightStrengthDay=0.89
|
Tonemap Toe Numerator Interior Night=3.95
|
||||||
TonemapHighlightStrengthInteriorNight=0.93
|
Tonemap Toe Numerator Interior Day=4.3
|
||||||
TonemapHighlightStrengthInteriorDay=0.88
|
Tonemap Toe Denominator Night=3.43
|
||||||
TonemapHighlightGammaNight=0.58
|
Tonemap Toe Denominator Day=3.17
|
||||||
TonemapHighlightGammaDay=0.52
|
Tonemap Toe Denominator Interior Night=2.42
|
||||||
TonemapHighlightGammaInteriorNight=0.5
|
Tonemap Toe Denominator Interior Day=2.76
|
||||||
TonemapHighlightGammaInteriorDay=0.49
|
Tonemap Linear White Night=5.59
|
||||||
TonemapMidtoneStrengthNight=0.19
|
Tonemap Linear White Day=7.28
|
||||||
TonemapMidtoneStrengthDay=0.17
|
Tonemap Linear White Interior Night=4.22
|
||||||
TonemapMidtoneStrengthInteriorNight=0.19
|
Tonemap Linear White Interior Day=5.96
|
||||||
TonemapMidtoneStrengthInteriorDay=0.17
|
Tonemap Before Compensate=true
|
||||||
TonemapMidtoneGammaNight=0.62
|
Enable Compensate=true
|
||||||
TonemapMidtoneGammaDay=0.64
|
Compensate Factor Night=0.18
|
||||||
TonemapMidtoneGammaInteriorNight=0.64
|
Compensate Factor Day=0.14
|
||||||
TonemapMidtoneGammaInteriorDay=0.68
|
Compensate Factor Interior Night=0.15
|
||||||
TonemapShadowStrengthNight=0.02
|
Compensate Factor Interior Day=0.13
|
||||||
TonemapShadowStrengthDay=0.03
|
Compensate Contrast Night=1.26
|
||||||
TonemapShadowStrengthInteriorNight=0.04
|
Compensate Contrast Day=1.21
|
||||||
TonemapShadowStrengthInteriorDay=0.03
|
Compensate Contrast Interior Night=1.27
|
||||||
TonemapShadowGammaNight=0.65
|
Compensate Contrast Interior Day=1.25
|
||||||
TonemapShadowGammaDay=0.6
|
Compensate Saturation Night=1.22
|
||||||
TonemapShadowGammaInteriorNight=0.68
|
Compensate Saturation Day=1.23
|
||||||
TonemapShadowGammaInteriorDay=0.63
|
Compensate Saturation Interior Night=1.21
|
||||||
TonemapWhiteNight=7.579999
|
Compensate Saturation Interior Day=1.18
|
||||||
TonemapWhiteDay=10.26
|
Enable RGB Grading=true
|
||||||
TonemapWhiteInteriorNight=4.79
|
Grading Intensity Night Red=1.17
|
||||||
TonemapWhiteInteriorDay=7.57
|
Grading Intensity Night Green=1.08
|
||||||
TonemapBeforeCompensate=true
|
Grading Intensity Night Blue=1.02
|
||||||
UseCompensate=true
|
Grading Intensity Day Red=1.17
|
||||||
CompensateFactorNight=0.18
|
Grading Intensity Day Green=1.09
|
||||||
CompensateFactorDay=0.14
|
Grading Intensity Day Blue=1.02
|
||||||
CompensateFactorInteriorNight=0.15
|
Grading Intensity Interior Night Red=1.12
|
||||||
CompensateFactorInteriorDay=0.13
|
Grading Intensity Interior Night Green=1.07
|
||||||
CompensatePowerNight=1.26
|
Grading Intensity Interior Night Blue=1.04
|
||||||
CompensatePowerDay=1.21
|
Grading Intensity Interior Day Red=1.16
|
||||||
CompensatePowerInteriorNight=1.27
|
Grading Intensity Interior Day Green=1.08
|
||||||
CompensatePowerInteriorDay=1.25
|
Grading Intensity Interior Day Blue=1.05
|
||||||
CompensateSaturationNight=1.22
|
Grading Contrast Night Red=1.03
|
||||||
CompensateSaturationDay=1.23
|
Grading Contrast Night Green=0.96
|
||||||
CompensateSaturationInteriorNight=1.21
|
Grading Contrast Night Blue=0.92
|
||||||
CompensateSaturationInteriorDay=1.18
|
Grading Contrast Day Red=1.0
|
||||||
UseRGBGrading=true
|
Grading Contrast Day Green=0.98
|
||||||
GradingMulRNight=1.17
|
Grading Contrast Day Blue=0.87
|
||||||
GradingMulGNight=1.08
|
Grading Contrast Interior Night Red=1.02
|
||||||
GradingMulBNight=1.02
|
Grading Contrast Interior Night Green=0.96
|
||||||
GradingMulRDay=1.17
|
Grading Contrast Interior Night Blue=0.81
|
||||||
GradingMulGDay=1.09
|
Grading Contrast Interior Day Red=1.01
|
||||||
GradingMulBDay=1.02
|
Grading Contrast Interior Day Green=0.95
|
||||||
GradingMulRInteriorNight=1.12
|
Grading Contrast Interior Day Blue=0.89
|
||||||
GradingMulGInteriorNight=1.07
|
Enable Vibrance Grading=true
|
||||||
GradingMulBInteriorNight=1.04
|
Grading Color Night Red=-0.87
|
||||||
GradingMulRInteriorDay=1.16
|
Grading Color Night Green=-0.28
|
||||||
GradingMulGInteriorDay=1.08
|
Grading Color Night Blue=-0.2
|
||||||
GradingMulBInteriorDay=1.05
|
Grading Color Day Red=-0.75
|
||||||
GradingPowRNight=1.03
|
Grading Color Day Green=-0.23
|
||||||
GradingPowGNight=0.96
|
Grading Color Day Blue=-0.13
|
||||||
GradingPowBNight=0.92
|
Grading Color Interior Night Red=-0.91
|
||||||
GradingPowRDay=1.0
|
Grading Color Interior Night Green=-0.19
|
||||||
GradingPowGDay=0.98
|
Grading Color Interior Night Blue=-0.37
|
||||||
GradingPowBDay=0.87
|
Grading Color Interior Day Red=-0.84
|
||||||
GradingPowRInteriorNight=1.02
|
Grading Color Interior Day Green=-0.26
|
||||||
GradingPowGInteriorNight=0.96
|
Grading Color Interior Day Blue=-0.17
|
||||||
GradingPowBInteriorNight=0.81
|
Grading Color Factor Night=-0.15
|
||||||
GradingPowRInteriorDay=1.01
|
Grading Color Factor Day=-0.21
|
||||||
GradingPowGInteriorDay=0.95
|
Grading Color Factor Interior Night=-0.15
|
||||||
GradingPowBInteriorDay=0.89
|
Grading Color Factor Interior Day=-0.19
|
||||||
UseColorizeGrading=true
|
Enable HSV Grading=true
|
||||||
GradingColRNight=-0.9
|
Grading Saturation Intensity Night=1.1
|
||||||
GradingColGNight=-0.28
|
Grading Saturation Intensity Day=1.13
|
||||||
GradingColBNight=-0.2
|
Grading Saturation Intensity Interior Night=1.13
|
||||||
GradingColRDay=-0.74
|
Grading Saturation Intensity Interior Day=1.1
|
||||||
GradingColGDay=-0.23
|
Grading Saturation Contrast Night=1.22
|
||||||
GradingColBDay=-0.13
|
Grading Saturation Contrast Day=1.14
|
||||||
GradingColRInteriorNight=-0.91
|
Grading Saturation Contrast Interior Night=1.22
|
||||||
GradingColGInteriorNight=-0.19
|
Grading Saturation Contrast Interior Day=1.18
|
||||||
GradingColBInteriorNight=-0.37
|
Grading Value Intensity Night=1.17
|
||||||
GradingColRInteriorDay=-0.84
|
Grading Value Intensity Day=1.09
|
||||||
GradingColGInteriorDay=-0.26
|
Grading Value Intensity Interior Night=1.12
|
||||||
GradingColBInteriorDay=-0.17
|
Grading Value Intensity Interior Day=1.1
|
||||||
GradingColFactorNight=-0.15
|
Grading Value Contrast Night=1.05
|
||||||
GradingColFactorDay=-0.19
|
Grading Value Contrast Day=1.09
|
||||||
GradingColFactorInteriorNight=-0.15
|
Grading Value Contrast Interior Night=1.07
|
||||||
GradingColFactorInteriorDay=-0.19
|
Grading Value Contrast Interior Day=1.14
|
||||||
UseHSVGrading=true
|
Colorize After HSV=true
|
||||||
GradingSatMulNight=1.32
|
Enable Vanilla Tint=true
|
||||||
GradingSatMulDay=1.24
|
Vanilla Tint Blend=1.0
|
||||||
GradingSatMulInteriorNight=1.43
|
Use Tinting Before Grading=true
|
||||||
GradingSatMulInteriorDay=1.45
|
Enable Vanilla Grading=true
|
||||||
GradingSatPowNight=1.18
|
Vanilla Grading Blend=1.0
|
||||||
GradingSatPowDay=1.09
|
Fade Before Film Filters=false
|
||||||
GradingSatPowInteriorNight=1.11
|
Enable LUT Grading=true
|
||||||
GradingSatPowInteriorDay=1.07
|
LUT Blend Night=0.27
|
||||||
GradingValMulNight=1.17
|
LUT Blend Day=0.37
|
||||||
GradingValMulDay=1.09
|
LUT Blend Interior Night=0.14
|
||||||
GradingValMulInteriorNight=1.12
|
LUT Blend Interior Day=0.2
|
||||||
GradingValMulInteriorDay=1.1
|
LUT Preset=60
|
||||||
GradingValPowNight=1.05
|
Enable ENB Palette=false
|
||||||
GradingValPowDay=1.09
|
Palette Blend=1.0
|
||||||
GradingValPowInteriorNight=1.07
|
Enable Post Dither=true
|
||||||
GradingValPowInteriorDay=1.14
|
Dither Pattern=4
|
||||||
ColorizeAfterHSV=true
|
Display Bloom=false
|
||||||
UseTint=true
|
|
||||||
TintingBlend=1.0
|
|
||||||
TintingBeforeGrading=true
|
|
||||||
EnableVanillaGrading=true
|
|
||||||
VanillaGradingBlend=1.0
|
|
||||||
FadeBeforeFilmFilters=false
|
|
||||||
EnablePostDither=true
|
|
||||||
DitherPattern=4
|
|
||||||
DebugRegisters=false
|
|
||||||
DebugRegistersScale=8.0
|
|
||||||
DebugBloom=false
|
|
||||||
UseChromaAberration=false
|
|
||||||
ChromaAberration=0.01
|
|
||||||
ChromaAberrationOverbright=0.0
|
|
||||||
ChromaAberrationOverbrightMax=4.0
|
|
||||||
ChromaAberrationOverbrightMin=0.8
|
|
||||||
EnableLUTGrading=true
|
|
||||||
LUTBlendNight=0.3
|
|
||||||
LUTBlendDay=0.45
|
|
||||||
LUTBlendInteriorNight=0.25
|
|
||||||
LUTBlendInteriorDay=0.35
|
|
||||||
LUTNight=1
|
|
||||||
LUTDay=1
|
|
||||||
LUTInteriorNight=1
|
|
||||||
LUTInteriorDay=1
|
|
||||||
LUTBlend=0.35
|
|
||||||
LUTPreset=60
|
|
||||||
EnableENBPalette=false
|
|
||||||
PaletteBlend=1.0
|
|
||||||
|
|
|
||||||
|
|
@ -1,166 +1,156 @@
|
||||||
[ENBEFFECTPREPASS.FX]
|
[ENBEFFECTPREPASS.FX]
|
||||||
TECHNIQUE=0
|
TECHNIQUE=0
|
||||||
_FixedResolutionX=1920
|
Fixed Resolution Width=1920
|
||||||
_FixedResolutionY=1080
|
Fixed Resolution Height=1080
|
||||||
DepthCutoff=999998.0
|
Depth Cutoff=999998.0
|
||||||
FocusCircleEnable=true
|
Distortion Chromatic Aberration=22.92
|
||||||
FocusCircleRadiusNight=15.0
|
Enable Underwater=false
|
||||||
FocusCircleRadiusDay=20.0
|
Underwater Frequency 1=1.44
|
||||||
FocusCircleRadiusInteriorNight=10.0
|
Underwater Frequency 2=1.64
|
||||||
FocusCircleRadiusInteriorDay=15.0
|
Underwater Frequency 3=1.5
|
||||||
FocusCircleMixNight=0.6
|
Underwater Speed 1=23.450001
|
||||||
FocusCircleMixDay=0.5
|
Underwater Speed 2=31.799999
|
||||||
FocusCircleMixInteriorNight=0.6
|
Underwater Speed 3=25.379999
|
||||||
FocusCircleMixInteriorDay=0.5
|
Underwater Amplitude 1=0.25
|
||||||
FocusMaxNight=990.350037
|
Underwater Amplitude 2=0.27
|
||||||
FocusMaxDay=994.340027
|
Underwater Amplitude 3=0.29
|
||||||
FocusMaxInteriorNight=984.919983
|
Underwater Zoom=1.28
|
||||||
FocusMaxInteriorDay=989.539978
|
Enable Hot Air Refraction=true
|
||||||
DoFMultNight=475.899994
|
Heat Texture Size=1.27
|
||||||
DoFMultDay=294.299988
|
Heat Speed=1.2
|
||||||
DoFMultInteriorNight=480.799988
|
Heat Fade Contrast=319.76001
|
||||||
DoFMultInteriorDay=242.300003
|
Heat Fade Intensity=1.16
|
||||||
DoFPowNight=2.75
|
Heat Fade Offset=-0.56
|
||||||
DoFPowDay=3.18
|
Heat Intensity=0.85
|
||||||
DoFPowInteriorNight=2.51
|
Heat Contrast=1.64
|
||||||
DoFPowInteriorDay=2.94
|
Heat Time-of-day Contrast=1.25
|
||||||
DoFFixedFocusedMultNight=1.0
|
Heat Always Enable=false
|
||||||
DoFFixedFocusedMultDay=1.0
|
Enable Focus Triangle=true
|
||||||
DoFFixedFocusedMultInteriorNight=1.0
|
Display Focus Points=false
|
||||||
DoFFixedFocusedMultInteriorDay=1.0
|
Enable Manual Focus=false
|
||||||
DoFFixedFocusedPowNight=1.0
|
Manual Focus Depth=0.75
|
||||||
DoFFixedFocusedPowDay=1.0
|
Focus Point Center X=0.5
|
||||||
DoFFixedFocusedPowInteriorNight=1.0
|
Focus Point Center Y=0.5
|
||||||
DoFFixedFocusedPowInteriorDay=1.0
|
Focus Triangle Angle=0.5
|
||||||
DoFFixedFocusedBlendNight=0.0
|
Focus Triangle Radius Night=15.0
|
||||||
DoFFixedFocusedBlendDay=0.0
|
Focus Triangle Radius Day=20.0
|
||||||
DoFFixedFocusedBlendInteriorNight=0.0
|
Focus Triangle Radius Interior Night=10.0
|
||||||
DoFFixedFocusedBlendInteriorDay=0.0
|
Focus Triangle Radius Interior Day=15.0
|
||||||
DoFFixedUnfocusedMultNight=2.87
|
Focus Triangle Blending Night=0.6
|
||||||
DoFFixedUnfocusedMultDay=1.47
|
Focus Triangle Blending Day=0.5
|
||||||
DoFFixedUnfocusedMultInteriorNight=2.139999
|
Focus Triangle Blending Interior Night=0.6
|
||||||
DoFFixedUnfocusedMultInteriorDay=1.27
|
Focus Triangle Blending Interior Day=0.5
|
||||||
DoFFixedUnfocusedPowNight=956.559998
|
Focus Maximum Depth Night=990.349976
|
||||||
DoFFixedUnfocusedPowDay=983.109985
|
Focus Maximum Depth Day=994.340027
|
||||||
DoFFixedUnfocusedPowInteriorNight=935.840027
|
Focus Maximum Depth Interior Night=984.919983
|
||||||
DoFFixedUnfocusedPowInteriorDay=968.080017
|
Focus Maximum Depth Interior Day=989.539978
|
||||||
DoFFixedUnfocusedBlendNight=0.4
|
DOF Intensity Night=475.899994
|
||||||
DoFFixedUnfocusedBlendDay=0.6
|
DOF Intensity Day=294.299988
|
||||||
DoFFixedUnfocusedBlendInteriorNight=0.5
|
DOF Intensity Interior Night=480.799988
|
||||||
DoFFixedUnfocusedBlendInteriorDay=0.5
|
DOF Intensity Interior Day=242.300003
|
||||||
DoFDisable=false
|
DOF Contrast Night=2.75
|
||||||
DoFBilateral=true
|
DOF Contrast Day=3.18
|
||||||
DoFBilateralFactor=20.0
|
DOF Contrast Interior Night=2.0
|
||||||
DoFBlurRadius=1.0
|
DOF Contrast Interior Day=2.94
|
||||||
DoFRelativeToFoV=false
|
DOF Shift Night=0.0
|
||||||
DoFRelativeDefaultFOV=75.0
|
DOF Shift Day=0.0
|
||||||
DoFRelativeFactorNight=2.25
|
DOF Shift Interior Night=0.0
|
||||||
DoFRelativeFactorDay=1.95
|
DOF Shift Interior Day=0.0
|
||||||
DoFRelativeFactorInteriorNight=2.4
|
DOF Fixed Focus Intensity Night=1.0
|
||||||
DoFRelativeFactorInteriorDay=2.1
|
DOF Fixed Focus Intensity Day=1.0
|
||||||
DebugDepth=false
|
DOF Fixed Focus Intensity Interior Night=1.0
|
||||||
EdgeEnable=false
|
DOF Fixed Focus Intensity Interior Day=1.0
|
||||||
EdgeView=true
|
DOF Fixed Focus Contrast Night=1.0
|
||||||
EdgeFadePowerNight=1.82
|
DOF Fixed Focus Contrast Day=1.0
|
||||||
EdgeFadePowerDay=1.86
|
DOF Fixed Focus Contrast Interior Night=1.0
|
||||||
EdgeFadePowerInteriorNight=1.86
|
DOF Fixed Focus Contrast Interior Day=1.0
|
||||||
EdgeFadePowerInteriorDay=1.93
|
DOF Fixed Focus Shift Night=0.0
|
||||||
EdgeFadeMultiplierNight=700.0
|
DOF Fixed Focus Shift Day=0.0
|
||||||
EdgeFadeMultiplierDay=800.0
|
DOF Fixed Focus Shift Interior Night=0.0
|
||||||
EdgeFadeMultiplierInteriorNight=700.0
|
DOF Fixed Focus Shift Interior Day=0.0
|
||||||
EdgeFadeMultiplierInteriorDay=800.0
|
DOF Fixed Focus Blend Night=0.0
|
||||||
EdgePower=0.5
|
DOF Fixed Focus Blend Day=0.0
|
||||||
EdgeMultiplier=2.0
|
DOF Fixed Focus Blend Interior Night=0.0
|
||||||
SSAOEnable=false
|
DOF Fixed Focus Blend Interior Day=0.0
|
||||||
SSAORadius=0.25
|
DOF Fixed Unfocus Intensity Night=2.87
|
||||||
SSAONoise=0
|
DOF Fixed Unfocus Intensity Day=1.47
|
||||||
SSAOFadePowerNight=0.17
|
DOF Fixed Unfocus Intensity Interior Night=2.14
|
||||||
SSAOFadePowerDay=0.28
|
DOF Fixed Unfocus Intensity Interior Day=1.27
|
||||||
SSAOFadePowerInteriorNight=0.12
|
DOF Fixed Unfocus Contrast Night=956.559998
|
||||||
SSAOFadePowerInteriorDay=0.18
|
DOF Fixed Unfocus Contrast Day=983.109985
|
||||||
SSAOFadeMultiplierNight=2.12
|
DOF Fixed Unfocus Contrast Interior Night=935.840027
|
||||||
SSAOFadeMultiplierDay=2.29
|
DOF Fixed Unfocus Contrast Interior Day=968.080017
|
||||||
SSAOFadeMultiplierInteriorNight=2.08
|
DOF Fixed Unfocus Shift Night=0.0
|
||||||
SSAOFadeMultiplierInteriorDay=2.15
|
DOF Fixed Unfocus Shift Day=0.0
|
||||||
SSAOMultiplier=1.0
|
DOF Fixed Unfocus Shift Interior Night=0.0
|
||||||
SSAOPower=1.5
|
DOF Fixed Unfocus Shift Interior Day=0.0
|
||||||
SSAOBlend=1.0
|
DOF Fixed Unfocus Blend Night=0.25
|
||||||
SSAOBlurEnable=true
|
DOF Fixed Unfocus Blend Day=0.25
|
||||||
SSAOBilateralFactor=10000.0
|
DOF Fixed Unfocus Blend Interior Night=0.25
|
||||||
SSAOClampFactor=0.1
|
DOF Fixed Unfocus Blend Interior Day=0.25
|
||||||
SSAOBlurRadius=1.0
|
Disable DOF=false
|
||||||
DebugSSAO=false
|
DOF Bilateral Blur=true
|
||||||
SharpenEnable=true
|
DOF Bilateral Factor=5.0
|
||||||
SharpenRadius=1.0
|
DOF Blur Radius=1.0
|
||||||
SharpenClamp=0.15
|
DOF Relative to FOV=false
|
||||||
SharpenBlending=4.0
|
Default FOV=75.0
|
||||||
SSAORadiusFade=0.0
|
DOF Relative Factor Night=2.0
|
||||||
SSAORadiusFadeCurve=1.0
|
DOF Relative Factor Day=2.0
|
||||||
UnderwaterEnable=false
|
DOF Relative Factor Interior Night=2.0
|
||||||
HeatEnable=true
|
DOF Relative Factor Interior Day=2.0
|
||||||
HeatSize=1.27
|
Debug Depth=false
|
||||||
HeatSpeed=1.2
|
Debug Focus=false
|
||||||
HeatFadePower=319.76001
|
Enable Depth Edge Detect=false
|
||||||
HeatFadeMultiplier=1.16
|
Edge Fade Contrast Night=1.82
|
||||||
HeatStrength=0.85
|
Edge Fade Contrast Day=1.86
|
||||||
HeatAlways=false
|
Edge Fade Contrast Interior Night=1.86
|
||||||
HeatPower=1.64
|
Edge Fade Contrast Interior Day=1.93
|
||||||
UnderwaterMult1=1.44
|
Edge Fade Intensity Night=700.0
|
||||||
UnderwaterMult2=1.64
|
Edge Fade Intensity Day=800.0
|
||||||
UnderwaterMult3=1.5
|
Edge Fade Intensity Interior Night=700.0
|
||||||
UnderwaterFreq1=23.449999
|
Edge Fade Intensity Interior Day=800.0
|
||||||
UnderwaterFreq2=31.799997
|
Edge Contrast=0.25
|
||||||
UnderwaterFreq3=25.379999
|
Edge Intensity=2.0
|
||||||
UnderwaterStr1=0.25
|
Edge Radius=1.0
|
||||||
UnderwaterStr2=0.27
|
Edge Threshold=1.0
|
||||||
UnderwaterStr3=0.29
|
Debug Edge=false
|
||||||
UnderwaterZoom=1.28
|
Enable Luma Edge Detect=false
|
||||||
UnderwaterFadePower=8.6
|
Cel Radius=1.0
|
||||||
UnderwaterFadeMultiplier=1.14
|
Cel Intensity=4.0
|
||||||
HeatTODPower=1.25
|
Cel Contrast=0.5
|
||||||
FocusCenterX=0.5
|
Debug Cel=false
|
||||||
FocusCenterY=0.5
|
Enable Edgevision=false
|
||||||
FocusCircleAngle=0.5
|
Edgevision Fade Contrast Night=1.82
|
||||||
FocusManual=false
|
Edgevision Fade Contrast Day=1.0
|
||||||
FocusManualValue=0.75
|
Edgevision Fade Contrast Interior Night=1.86
|
||||||
DistortionChromaticAberration=22.920002
|
Edgevision Fade Contrast Interior Day=1.93
|
||||||
FocusPointDisplay=false
|
Edgevision Fade Intensity Night=700.0
|
||||||
NormalGrossHack=0.05
|
Edgevision Fade Intensity Day=800.0
|
||||||
SSAOGrossHack=0.01
|
Edgevision Fade Intensity Interior Night=700.0
|
||||||
HeatFadeBump=-0.56
|
Edgevision Fade Intensity Interior Day=800.0
|
||||||
DoFBumpNight=0.0
|
Edgevision Contrast=0.25
|
||||||
DoFBumpDay=0.0
|
Edgevision Intensity=8.0
|
||||||
DoFBumpInteriorNight=0.0
|
Edgevision Radius=1.0
|
||||||
DoFBumpInteriorDay=0.0
|
Enable SSAO=false
|
||||||
DoFFixedFocusedBumpNight=0.0
|
SSAO Radius=0.25
|
||||||
DoFFixedFocusedBumpDay=0.0
|
SSAO Noise=0
|
||||||
DoFFixedFocusedBumpInteriorNight=0.0
|
SSAO Fade Contrast Night=0.11
|
||||||
DoFFixedFocusedBumpInteriorDay=0.0
|
SSAO Fade Contrast Day=0.19
|
||||||
DoFFixedUnfocusedBumpNight=0.0
|
SSAO Fade Contrast Interior Night=0.12
|
||||||
DoFFixedUnfocusedBumpDay=0.0
|
SSAO Fade Contrast Interior Day=0.18
|
||||||
DoFFixedUnfocusedBumpInteriorNight=0.0
|
SSAO Fade Intensity Night=2.12
|
||||||
DoFFixedUnfocusedBumpInteriorDay=0.0
|
SSAO Fade Intensity Day=2.29
|
||||||
EdgeRadius=1.0
|
SSAO Fade Intensity Interior Night=2.08
|
||||||
SSAOMinDepth=0.0
|
SSAO Fade Intensity Interior Day=2.15
|
||||||
SSAOMaxDepth=0.5
|
SSAO Intensity=1.0
|
||||||
SSAOClamp=0.5
|
SSAO Contrast=1.5
|
||||||
DebugFocus=false
|
SSAO Blending=1.0
|
||||||
EdgeThreshold=1.0
|
SSAO Blur=true
|
||||||
DebugEdge=false
|
SSAO Bilateral Factor=10000.0
|
||||||
CelEnable=false
|
SSAO Range=1.0
|
||||||
CelRadius=1.0
|
SSAO Blur Radius=1.0
|
||||||
CelMultiplier=1.5
|
Debug SSAO=false
|
||||||
CelPower=0.5
|
Sharpen Enable=true
|
||||||
DebugCel=false
|
Sharpen Radius=1.0
|
||||||
EdgeViewEnable=false
|
Sharpen Clamp=0.1
|
||||||
EdgeViewFadePowerNight=1.82
|
Sharpen Blending=4.0
|
||||||
EdgeViewFadePowerDay=1.86
|
|
||||||
EdgeViewFadePowerInteriorNight=1.86
|
|
||||||
EdgeViewFadePowerInteriorDay=1.93
|
|
||||||
EdgeViewFadeMultiplierNight=700.0
|
|
||||||
EdgeViewFadeMultiplierDay=800.0
|
|
||||||
EdgeViewFadeMultiplierInteriorNight=700.0
|
|
||||||
EdgeViewFadeMultiplierInteriorDay=800.0
|
|
||||||
EdgeViewPower=0.25
|
|
||||||
EdgeViewMultiplier=4.0
|
|
||||||
EdgeViewRadius=1.0
|
|
||||||
|
|
|
||||||
|
|
@ -1,2 +0,0 @@
|
||||||
[ENBLENS.FX]
|
|
||||||
TECHNIQUE=0
|
|
||||||
|
|
@ -1,2 +0,0 @@
|
||||||
[ENBSUNSPRITE.FX]
|
|
||||||
TECHNIQUE=0
|
|
||||||
|
|
@ -100,18 +100,18 @@ DetectorOldVersion=false
|
||||||
ForceMinMaxValues=true
|
ForceMinMaxValues=true
|
||||||
AdaptationSensitivity=0.56
|
AdaptationSensitivity=0.56
|
||||||
AdaptationTime=2.32
|
AdaptationTime=2.32
|
||||||
AdaptationMin=0.55
|
AdaptationMin=0.32
|
||||||
AdaptationMax=1.16
|
AdaptationMax=1.18
|
||||||
|
|
||||||
[ENVIRONMENT]
|
[ENVIRONMENT]
|
||||||
DirectLightingIntensityDay=1.9
|
DirectLightingIntensityDay=1.9
|
||||||
DirectLightingIntensityNight=1.2
|
DirectLightingIntensityNight=1.7
|
||||||
DirectLightingIntensityInterior=1.014688
|
DirectLightingIntensityInterior=1.014688
|
||||||
DirectLightingCurveDay=1.5
|
DirectLightingCurveDay=1.5
|
||||||
DirectLightingCurveNight=1.39
|
DirectLightingCurveNight=1.4
|
||||||
DirectLightingCurveInterior=1.25
|
DirectLightingCurveInterior=1.25
|
||||||
DirectLightingDesaturationDay=0.04
|
DirectLightingDesaturationDay=0.04
|
||||||
DirectLightingDesaturationNight=0.3
|
DirectLightingDesaturationNight=0.15
|
||||||
DirectLightingDesaturationInterior=0.0
|
DirectLightingDesaturationInterior=0.0
|
||||||
SpecularAmountMultiplierDay=1.21
|
SpecularAmountMultiplierDay=1.21
|
||||||
SpecularAmountMultiplierNight=1.43
|
SpecularAmountMultiplierNight=1.43
|
||||||
|
|
@ -122,11 +122,11 @@ SpecularPowerMultiplierInterior=1.0
|
||||||
SpecularFromLightDay=0.0
|
SpecularFromLightDay=0.0
|
||||||
SpecularFromLightNight=0.0
|
SpecularFromLightNight=0.0
|
||||||
SpecularFromLightInterior=0.0
|
SpecularFromLightInterior=0.0
|
||||||
AmbientLightingIntensityDay=0.31
|
AmbientLightingIntensityDay=0.47
|
||||||
AmbientLightingIntensityNight=0.26
|
AmbientLightingIntensityNight=0.47
|
||||||
AmbientLightingIntensityInterior=0.914
|
AmbientLightingIntensityInterior=0.914
|
||||||
AmbientLightingCurveDay=0.97
|
AmbientLightingCurveDay=0.97
|
||||||
AmbientLightingCurveNight=1.08
|
AmbientLightingCurveNight=1.09
|
||||||
AmbientLightingCurveInterior=0.75
|
AmbientLightingCurveInterior=0.75
|
||||||
AmbientLightingDesaturationDay=0.09
|
AmbientLightingDesaturationDay=0.09
|
||||||
AmbientLightingDesaturationNight=0.16
|
AmbientLightingDesaturationNight=0.16
|
||||||
|
|
@ -151,7 +151,7 @@ ColorPowNight=1.0
|
||||||
ColorPowInterior=0.9
|
ColorPowInterior=0.9
|
||||||
DirectLightingIntensitySunrise=2.16
|
DirectLightingIntensitySunrise=2.16
|
||||||
DirectLightingIntensitySunset=2.38
|
DirectLightingIntensitySunset=2.38
|
||||||
DirectLightingIntensityInteriorDay=1.25
|
DirectLightingIntensityInteriorDay=1.21
|
||||||
DirectLightingIntensityInteriorNight=1.14
|
DirectLightingIntensityInteriorNight=1.14
|
||||||
DirectLightingCurveSunrise=1.58
|
DirectLightingCurveSunrise=1.58
|
||||||
DirectLightingCurveSunset=1.730001
|
DirectLightingCurveSunset=1.730001
|
||||||
|
|
@ -160,7 +160,7 @@ DirectLightingCurveInteriorNight=1.38
|
||||||
DirectLightingDesaturationSunrise=0.02
|
DirectLightingDesaturationSunrise=0.02
|
||||||
DirectLightingDesaturationSunset=0.02
|
DirectLightingDesaturationSunset=0.02
|
||||||
DirectLightingDesaturationInteriorDay=0.08
|
DirectLightingDesaturationInteriorDay=0.08
|
||||||
DirectLightingDesaturationInteriorNight=0.24
|
DirectLightingDesaturationInteriorNight=0.14
|
||||||
SpecularAmountMultiplierSunrise=1.31
|
SpecularAmountMultiplierSunrise=1.31
|
||||||
SpecularAmountMultiplierSunset=1.36
|
SpecularAmountMultiplierSunset=1.36
|
||||||
SpecularAmountMultiplierInteriorDay=1.31
|
SpecularAmountMultiplierInteriorDay=1.31
|
||||||
|
|
@ -173,10 +173,10 @@ SpecularFromLightSunrise=0.0
|
||||||
SpecularFromLightSunset=0.0
|
SpecularFromLightSunset=0.0
|
||||||
SpecularFromLightInteriorDay=0.0
|
SpecularFromLightInteriorDay=0.0
|
||||||
SpecularFromLightInteriorNight=0.0
|
SpecularFromLightInteriorNight=0.0
|
||||||
AmbientLightingIntensitySunrise=0.23
|
AmbientLightingIntensitySunrise=0.33
|
||||||
AmbientLightingIntensitySunset=0.26
|
AmbientLightingIntensitySunset=0.38
|
||||||
AmbientLightingIntensityInteriorDay=0.25
|
AmbientLightingIntensityInteriorDay=0.3
|
||||||
AmbientLightingIntensityInteriorNight=0.22
|
AmbientLightingIntensityInteriorNight=0.27
|
||||||
AmbientLightingCurveSunrise=1.18
|
AmbientLightingCurveSunrise=1.18
|
||||||
AmbientLightingCurveSunset=1.28
|
AmbientLightingCurveSunset=1.28
|
||||||
AmbientLightingCurveInteriorDay=1.11
|
AmbientLightingCurveInteriorDay=1.11
|
||||||
|
|
@ -188,7 +188,7 @@ AmbientLightingDesaturationInteriorNight=0.15
|
||||||
AmbientColorFilterAmountSunrise=0.32
|
AmbientColorFilterAmountSunrise=0.32
|
||||||
AmbientColorFilterAmountDay=0.43
|
AmbientColorFilterAmountDay=0.43
|
||||||
AmbientColorFilterAmountSunset=0.34
|
AmbientColorFilterAmountSunset=0.34
|
||||||
AmbientColorFilterAmountNight=0.29
|
AmbientColorFilterAmountNight=0.31
|
||||||
AmbientColorFilterAmountInteriorDay=0.28
|
AmbientColorFilterAmountInteriorDay=0.28
|
||||||
AmbientColorFilterAmountInteriorNight=0.24
|
AmbientColorFilterAmountInteriorNight=0.24
|
||||||
AmbientColorFilterTopSunrise=0.494, 0.443, 0.188
|
AmbientColorFilterTopSunrise=0.494, 0.443, 0.188
|
||||||
|
|
@ -211,15 +211,15 @@ AmbientColorFilterBottomInteriorDay=0.0118, 0.0118, 0.0196
|
||||||
AmbientColorFilterBottomInteriorNight=0.00392, 0.00784, 0.0196
|
AmbientColorFilterBottomInteriorNight=0.00392, 0.00784, 0.0196
|
||||||
PointLightingIntensitySunrise=1.33
|
PointLightingIntensitySunrise=1.33
|
||||||
PointLightingIntensitySunset=1.39
|
PointLightingIntensitySunset=1.39
|
||||||
PointLightingIntensityInteriorDay=1.25
|
PointLightingIntensityInteriorDay=1.15
|
||||||
PointLightingIntensityInteriorNight=1.33
|
PointLightingIntensityInteriorNight=1.19
|
||||||
PointLightingCurveSunrise=1.16
|
PointLightingCurveSunrise=1.16
|
||||||
PointLightingCurveSunset=1.2
|
PointLightingCurveSunset=1.2
|
||||||
PointLightingCurveInteriorDay=1.09
|
PointLightingCurveInteriorDay=1.09
|
||||||
PointLightingCurveInteriorNight=1.13
|
PointLightingCurveInteriorNight=1.13
|
||||||
PointLightingDesaturationSunrise=0.25
|
PointLightingDesaturationSunrise=0.25
|
||||||
PointLightingDesaturationSunset=0.2
|
PointLightingDesaturationSunset=0.2
|
||||||
PointLightingDesaturationInteriorDay=0.2
|
PointLightingDesaturationInteriorDay=0.22
|
||||||
PointLightingDesaturationInteriorNight=0.17
|
PointLightingDesaturationInteriorNight=0.17
|
||||||
ParticleLightsIntensitySunrise=1.02
|
ParticleLightsIntensitySunrise=1.02
|
||||||
ParticleLightsIntensityDay=0.84
|
ParticleLightsIntensityDay=0.84
|
||||||
|
|
|
||||||
|
|
@ -1,27 +1,33 @@
|
||||||
[EFFECT.TXT]
|
[EFFECT.TXT]
|
||||||
TECHNIQUE=0
|
TECHNIQUE=0
|
||||||
UseBlockGFX=false
|
Enable Block GFX=false
|
||||||
EmulatedResX=0.0
|
Emulated Resolution Width=0.5
|
||||||
EmulatedResY=0.0
|
Emulated Resolution Height=0.5
|
||||||
ZoomedResX=0.0
|
Zoom Factor X=0.0
|
||||||
ZoomedResY=0.0
|
Zoom Factor Y=0.0
|
||||||
PaletteType=0
|
Palette Type=4
|
||||||
CGAPalette=1
|
CGA Palette=1
|
||||||
EGAPalette=0
|
EGA Palette=0
|
||||||
DitherMode=4
|
Dithering Pattern=4
|
||||||
GammaMod=0.35
|
Contrast Modifier=0.8
|
||||||
DitherBump=-0.1
|
Saturation Modifier=1.0
|
||||||
DitherMultiplier=0.25
|
Dither Offset=-0.05
|
||||||
SaturationMod=1.1
|
Dither Range=0.1
|
||||||
EnablePainting=false
|
Enable ASCII=false
|
||||||
PaintingRadius=0.5
|
ASCII Monochrome=true
|
||||||
PaintingMedianRadius=1.0
|
ASCII Blend=0.0
|
||||||
EnableASCII=false
|
Enable Chroma Key=false
|
||||||
ASCIIMonochrome=false
|
Chroma Key Red=0.0
|
||||||
ASCIIScaling=1.0
|
Chroma Key Green=0.25
|
||||||
ASCIIBlend=0.0
|
Chroma Key Blue=0.0
|
||||||
EnableChromaKey=false
|
Chroma Key Depth=0.8
|
||||||
ChromaKeyRed=0.0
|
Enable Dot Matrix=false
|
||||||
ChromaKeyGreen=1.0
|
Dot Size=1
|
||||||
ChromaKeyBlue=0.0
|
Dot Blend=0.3
|
||||||
ChromaKeyDepth=0.8
|
Dot Intensity=1.4
|
||||||
|
Dot Contrast=0.75
|
||||||
|
Enable Curvature=false
|
||||||
|
Curve Chromatic Aberration=1.18
|
||||||
|
Curve Zooming=52.09
|
||||||
|
Curve Distortion=24.0
|
||||||
|
Curve Sampling Soften=0.0
|
||||||
|
|
|
||||||
|
|
@ -1,92 +1,87 @@
|
||||||
[ENBBLOOM.FX]
|
[ENBBLOOM.FX]
|
||||||
TECHNIQUE=0
|
TECHNIQUE=0
|
||||||
BloomRadius=1.0
|
Bloom Intensity Night=1.0
|
||||||
BloomMix1=0.83
|
Bloom Intensity Day=0.93
|
||||||
BloomMix2=0.73
|
Bloom Intensity Interior Night=1.02
|
||||||
BloomMix3=0.62
|
Bloom Intensity Interior Day=0.96
|
||||||
BloomMix4=0.47
|
Bloom Contrast Night=0.75
|
||||||
BloomMix7=0.39
|
Bloom Contrast Day=0.84
|
||||||
BloomMix8=0.22
|
Bloom Contrast Interior Night=0.74
|
||||||
BloomMixNoBlur=0.0
|
Bloom Contrast Interior Day=0.79
|
||||||
BloomMixBaseImage=0.0
|
Bloom Saturation Night=1.07
|
||||||
BloomIntensityNight=1.03
|
Bloom Saturation Day=1.03
|
||||||
BloomIntensityDay=1.0
|
Bloom Saturation Interior Night=1.09
|
||||||
BloomIntensityInteriorNight=1.04
|
Bloom Saturation Interior Day=1.06
|
||||||
BloomIntensityInteriorDay=1.02
|
Bloom Offset Night=-0.11
|
||||||
BloomPowerNight=0.76
|
Bloom Offset Day=-0.24
|
||||||
BloomPowerDay=0.84
|
Bloom Offset Interior Night=-0.09
|
||||||
BloomPowerInteriorNight=0.74
|
Bloom Offset Interior Day=-0.13
|
||||||
BloomPowerInteriorDay=0.79
|
Bloom Intensity Cap Night=100.0
|
||||||
BloomSaturationNight=1.07
|
Bloom Intensity Cap Day=100.0
|
||||||
BloomSaturationDay=1.03
|
Bloom Intensity Cap Interior Night=100.0
|
||||||
BloomSaturationInteriorNight=1.09
|
Bloom Intensity Cap Interior Day=100.0
|
||||||
BloomSaturationInteriorDay=1.06
|
Bloom Blur Radius=1.0
|
||||||
BloomBumpNight=-0.17
|
Blue Shift Night Red=0.7
|
||||||
BloomBumpDay=-0.26
|
Blue Shift Night Green=0.4
|
||||||
BloomBumpInteriorNight=-0.16
|
Blue Shift Night Blue=1.0
|
||||||
BloomBumpInteriorDay=-0.05
|
Blue Shift Day Red=0.2
|
||||||
BloomCapNight=100.0
|
Blue Shift Day Green=0.6
|
||||||
BloomCapDay=100.0
|
Blue Shift Day Blue=1.0
|
||||||
BloomCapInteriorNight=100.0
|
Blue Shift Interior Night Red=0.6
|
||||||
BloomCapInteriorDay=100.0
|
Blue Shift Interior Night Green=0.3
|
||||||
BlueShiftColorNightRed=0.7
|
Blue Shift Interior Night Blue=1.0
|
||||||
BlueShiftColorNightGreen=0.4
|
Blue Shift Interior Day Red=0.3
|
||||||
BlueShiftColorNightBlue=1.0
|
Blue Shift Interior Day Green=0.7
|
||||||
BlueShiftColorDayRed=0.2
|
Blue Shift Interior Day Blue=1.0
|
||||||
BlueShiftColorDayGreen=0.6
|
Blue Shift Intensity Night=0.39
|
||||||
BlueShiftColorDayBlue=1.0
|
Blue Shift Intensity Day=0.2
|
||||||
BlueShiftColorInteriorNightRed=0.6
|
Blue Shift Intensity Interior Night=0.37
|
||||||
BlueShiftColorInteriorNightGreen=0.3
|
Blue Shift Intensity Interior Day=0.19
|
||||||
BlueShiftColorInteriorNightBlue=1.0
|
Blue Shift Luminance Factor Per-pass=0.44
|
||||||
BlueShiftColorInteriorDayRed=0.3
|
Blue Shift Color Factor Per-pass=0.84
|
||||||
BlueShiftColorInteriorDayGreen=0.7
|
Enable Anamorphic Bloom=true
|
||||||
BlueShiftColorInteriorDayBlue=1.0
|
Anamorphic Bloom Blend Night=0.46
|
||||||
BlueShiftIntensityNight=0.39
|
Anamorphic Bloom Blend Day=0.32
|
||||||
BlueShiftIntensityDay=0.29
|
Anamorphic Bloom Blend Interior Night=0.54
|
||||||
BlueShiftIntensityInteriorNight=0.37
|
Anamorphic Bloom Blend Interior Day=0.43
|
||||||
BlueShiftIntensityInteriorDay=0.19
|
Anamorphic Bloom Blue Shift Night Red=0.35
|
||||||
EnableAnamorphicBloom=true
|
Anamorphic Bloom Blue Shift Night Green=0.08
|
||||||
AnamBlendNight=0.46
|
Anamorphic Bloom Blue Shift Night Blue=1.0
|
||||||
AnamBlendDay=0.32
|
Anamorphic Bloom Blue Shift Day Red=0.35
|
||||||
AnamBlendInteriorNight=0.54
|
Anamorphic Bloom Blue Shift Day Green=0.57
|
||||||
AnamBlendInteriorDay=0.43
|
Anamorphic Bloom Blue Shift Day Blue=1.0
|
||||||
AnamBlueShiftColorNightRed=0.35
|
Anamorphic Bloom Blue Shift Interior Night Red=0.42
|
||||||
AnamBlueShiftColorNightGreen=0.08
|
Anamorphic Bloom Blue Shift Interior Night Green=0.21
|
||||||
AnamBlueShiftColorNightBlue=1.0
|
Anamorphic Bloom Blue Shift Interior Night Blue=1.0
|
||||||
AnamBlueShiftColorDayRed=0.35
|
Anamorphic Bloom Blue Shift Interior Day Red=0.21
|
||||||
AnamBlueShiftColorDayGreen=0.57
|
Anamorphic Bloom Blue Shift Interior Day Green=0.42
|
||||||
AnamBlueShiftColorDayBlue=1.0
|
Anamorphic Bloom Blue Shift Interior Day Blue=1.0
|
||||||
AnamBlueShiftColorInteriorNightRed=0.42
|
Anamorphic Bloom Blue Shift Intensity Night=1.35
|
||||||
AnamBlueShiftColorInteriorNightGreen=0.21
|
Anamorphic Bloom Blue Shift Intensity Day=1.26
|
||||||
AnamBlueShiftColorInteriorNightBlue=1.0
|
Anamorphic Bloom Blue Shift Interior Night=1.54
|
||||||
AnamBlueShiftColorInteriorDayRed=0.21
|
Anamorphic Bloom Blue Shift Interior Day=1.32
|
||||||
AnamBlueShiftColorInteriorDayGreen=0.42
|
Anamorphic Bloom Contrast Night=1.18
|
||||||
AnamBlueShiftColorInteriorDayBlue=1.0
|
Anamorphic Bloom Contrast Day=1.29
|
||||||
AnamBlueShiftIntensityNight=1.35
|
Anamorphic Bloom Contrast Interior Night=1.17
|
||||||
AnamBlueShiftIntensityDay=1.26
|
Anamorphic Bloom Contrast Interior Day=1.73
|
||||||
AnamBlueShiftIntensityInteriorNight=1.54
|
Anamorphic Bloom Radius Multiplier=4.0
|
||||||
AnamBlueShiftIntensityInteriorDay=1.32
|
Bloom Pass 1 Blend=1.0
|
||||||
AnamPowerNight=1.18
|
Bloom Pass 2 Blend=0.83
|
||||||
AnamPowerDay=1.29
|
Bloom Pass 3 Blend=0.72
|
||||||
AnamPowerInteriorNight=1.17
|
Bloom Pass 4 Blend=0.54
|
||||||
AnamPowerInteriorDay=1.73
|
Bloom Pass 7 Blend=0.39
|
||||||
AnamLengthMultiplier=4.0
|
Bloom Pass 8 Blend=0.22
|
||||||
BloomAngle=0.0
|
Bloom Prepass Blend=0.0
|
||||||
BloomVertical=false
|
Bloom Base Blend=0.0
|
||||||
BloomHQBlur=false
|
Enable Lens Dirt=false
|
||||||
EnableLensDirt=false
|
Dirt Pass 1 Blend=0.08
|
||||||
DirtMix1=0.08
|
Dirt Pass 2 Blend=0.14
|
||||||
DirtMix2=0.14
|
Dirt Pass 3 Blend=0.24
|
||||||
DirtMix3=0.24
|
Dirt Pass 4 Blend=0.52
|
||||||
DirtMix4=0.52
|
Dirt Pass 7 Blend=1.12
|
||||||
DirtMix7=1.12
|
Dirt Pass 8 Blend=6.87
|
||||||
DirtMix8=6.87
|
Dirt Prepass Blend=0.0
|
||||||
DirtMixNoBlur=0.0
|
Dirt Base Blend=0.0
|
||||||
DirtMixBaseImage=0.0
|
Dirt Texture Preserve Aspect=true
|
||||||
DirtPreserveAspect=true
|
Dirt Contrast=0.92
|
||||||
DirtDiffraction=0.67
|
Dirt Factor=0.71
|
||||||
DirtBumpPower=1.21
|
|
||||||
DirtPower=0.92
|
|
||||||
DirtFactor=0.319999
|
|
||||||
BlueShiftLuminanceFactorPass=0.44
|
|
||||||
BlueShiftColorFactorPass=0.84
|
|
||||||
|
|
|
||||||
|
|
@ -1,178 +1,149 @@
|
||||||
[ENBEFFECT.FX]
|
[ENBEFFECT.FX]
|
||||||
TECHNIQUE=0
|
TECHNIQUE=0
|
||||||
UseDark=false
|
Enable Grain=false
|
||||||
DarkRadiusNight=0.24
|
Grain Speed=2500.0
|
||||||
DarkRadiusDay=0.13
|
Grain Intensity=0.05
|
||||||
DarkRadiusInteriorNight=0.21
|
Grain Saturation=0.22
|
||||||
DarkRadiusInteriorDay=0.19
|
Grain Two-Pass=true
|
||||||
DarkCurveNight=1.08
|
Grain Blending Mode=3
|
||||||
DarkCurveDay=1.25
|
Grain Dark Mask Contrast=2.46
|
||||||
DarkCurveInteriorNight=1.11
|
Grain Two-Pass Factor=0.04
|
||||||
DarkCurveInteriorDay=1.28
|
Grain Magnification 1=13.25
|
||||||
DarkBumpNight=-0.74
|
Grain Magnification 2=19.639999
|
||||||
DarkBumpDay=-0.82
|
Grain Magnification 3=17.35
|
||||||
DarkBumpInteriorNight=-0.78
|
Grain Pass 1 Magnification 1=2.05
|
||||||
DarkBumpInteriorDay=-0.92
|
Grain Pass 1 Magnification 2=3.11
|
||||||
UseBox=false
|
Grain Pass 1 Magnification 3=2.22
|
||||||
BoxVertical=0.8
|
Grain Pass 2 Magnification 1=4.25
|
||||||
UseGrain=false
|
Grain Pass 2 Magnification 2=0.42
|
||||||
GrainFrequency=2500.0
|
Grain Pass 2 Magnification 3=6.29
|
||||||
GrainIntensity=0.05
|
Grain Contrast=2.8
|
||||||
GrainSaturation=0.22
|
Enable Adaptation=true
|
||||||
GrainTwoPass=true
|
Adaptation Min Night=0.38
|
||||||
GrainBlend=3
|
Adaptation Min Day=0.57
|
||||||
GrainDarkMaskPower=2.46
|
Adaptation Min Interior Night=0.46
|
||||||
GrainTwoPassFactor=0.04
|
Adaptation Min Interior Day=0.49
|
||||||
GrainMagnification1=13.25
|
Adaptation Max Night=1.06
|
||||||
GrainMagnification2=19.639999
|
Adaptation Max Day=1.11
|
||||||
GrainMagnification3=17.35
|
Adaptation Max Interior Night=1.04
|
||||||
GrainPass1Magnification1=2.05
|
Adaptation Max Interior Day=1.08
|
||||||
GrainPass1Magnification2=3.11
|
Enable Tonemapping=true
|
||||||
GrainPass1Magnification3=2.22
|
Tonemap Shoulder Strength Night=0.73
|
||||||
GrainPass2Magnification1=4.25
|
Tonemap Shoulder Strength Day=0.56
|
||||||
GrainPass2Magnification2=0.42
|
Tonemap Shoulder Strength Interior Night=0.63
|
||||||
GrainPass2Magnification3=6.29
|
Tonemap Shoulder Strength Interior Day=0.53
|
||||||
GrainPower=2.8
|
Tonemap Linear Strength Night=1.12
|
||||||
UseCurve=false
|
Tonemap Linear Strength Day=1.1
|
||||||
CurveChromaAberration=0.03
|
Tonemap Linear Strength Interior Night=1.13
|
||||||
UseAdaptation=true
|
Tonemap Linear Strength Interior Day=1.09
|
||||||
AdaptationMinNight=0.52
|
Tonemap Linear Angle Night=0.62
|
||||||
AdaptationMinDay=0.57
|
Tonemap Linear Angle Day=0.67
|
||||||
AdaptationMinInteriorNight=0.49
|
Tonemap Linear Angle Interior Night=0.73
|
||||||
AdaptationMinInteriorDay=0.49
|
Tonemap Linear Angle Interior Day=0.78
|
||||||
AdaptationMaxNight=1.06
|
Tonemap Toe Strength Night=1.11
|
||||||
AdaptationMaxDay=1.11
|
Tonemap Toe Strength Day=1.29
|
||||||
AdaptationMaxInteriorNight=1.04
|
Tonemap Toe Strength Interior Night=1.19
|
||||||
AdaptationMaxInteriorDay=1.08
|
Tonemap Toe Strength Interior Day=1.3
|
||||||
UseTonemapping=true
|
Tonemap Toe Numerator Night=4.34
|
||||||
TonemapHighlightStrengthNight=0.89
|
Tonemap Toe Numerator Day=4.84
|
||||||
TonemapHighlightStrengthDay=0.83
|
Tonemap Toe Numerator Interior Night=4.5
|
||||||
TonemapHighlightStrengthInteriorNight=0.91
|
Tonemap Toe Numerator Interior Day=4.9
|
||||||
TonemapHighlightStrengthInteriorDay=0.84
|
Tonemap Toe Denominator Night=3.51
|
||||||
TonemapHighlightGammaNight=0.81
|
Tonemap Toe Denominator Day=3.08
|
||||||
TonemapHighlightGammaDay=0.76
|
Tonemap Toe Denominator Interior Night=2.37
|
||||||
TonemapHighlightGammaInteriorNight=0.77
|
Tonemap Toe Denominator Interior Day=2.75
|
||||||
TonemapHighlightGammaInteriorDay=0.74
|
Tonemap Linear White Night=6.61
|
||||||
TonemapMidtoneStrengthNight=0.19
|
Tonemap Linear White Day=8.77
|
||||||
TonemapMidtoneStrengthDay=0.18
|
Tonemap Linear White Interior Night=5.53
|
||||||
TonemapMidtoneStrengthInteriorNight=0.18
|
Tonemap Linear White Interior Day=7.27
|
||||||
TonemapMidtoneStrengthInteriorDay=0.17
|
Tonemap Before Compensate=true
|
||||||
TonemapMidtoneGammaNight=0.77
|
Enable Compensate=true
|
||||||
TonemapMidtoneGammaDay=0.65
|
Compensate Factor Night=0.28
|
||||||
TonemapMidtoneGammaInteriorNight=0.76
|
Compensate Factor Day=0.24
|
||||||
TonemapMidtoneGammaInteriorDay=0.69
|
Compensate Factor Interior Night=0.25
|
||||||
TonemapShadowStrengthNight=0.04
|
Compensate Factor Interior Day=0.22
|
||||||
TonemapShadowStrengthDay=0.02
|
Compensate Contrast Night=1.32
|
||||||
TonemapShadowStrengthInteriorNight=0.04
|
Compensate Contrast Day=1.28
|
||||||
TonemapShadowStrengthInteriorDay=0.03
|
Compensate Contrast Interior Night=1.38
|
||||||
TonemapShadowGammaNight=0.77
|
Compensate Contrast Interior Day=1.3
|
||||||
TonemapShadowGammaDay=0.66
|
Compensate Saturation Night=1.11
|
||||||
TonemapShadowGammaInteriorNight=0.75
|
Compensate Saturation Day=1.07
|
||||||
TonemapShadowGammaInteriorDay=0.67
|
Compensate Saturation Interior Night=1.13
|
||||||
TonemapWhiteNight=7.039999
|
Compensate Saturation Interior Day=1.12
|
||||||
TonemapWhiteDay=9.150001
|
Enable RGB Grading=true
|
||||||
TonemapWhiteInteriorNight=6.29
|
Grading Intensity Night Red=1.17
|
||||||
TonemapWhiteInteriorDay=7.09
|
Grading Intensity Night Green=1.09
|
||||||
TonemapBeforeCompensate=false
|
Grading Intensity Night Blue=1.06
|
||||||
UseCompensate=true
|
Grading Intensity Day Red=1.17
|
||||||
CompensateFactorNight=0.28
|
Grading Intensity Day Green=1.08
|
||||||
CompensateFactorDay=0.24
|
Grading Intensity Day Blue=1.02
|
||||||
CompensateFactorInteriorNight=0.25
|
Grading Intensity Interior Night Red=1.12
|
||||||
CompensateFactorInteriorDay=0.22
|
Grading Intensity Interior Night Green=1.07
|
||||||
CompensatePowerNight=1.32
|
Grading Intensity Interior Night Blue=1.04
|
||||||
CompensatePowerDay=1.28
|
Grading Intensity Interior Day Red=1.04
|
||||||
CompensatePowerInteriorNight=1.38
|
Grading Intensity Interior Day Green=1.09
|
||||||
CompensatePowerInteriorDay=1.3
|
Grading Intensity Interior Day Blue=1.04
|
||||||
CompensateSaturationNight=1.11
|
Grading Contrast Night Red=1.03
|
||||||
CompensateSaturationDay=1.07
|
Grading Contrast Night Green=0.97
|
||||||
CompensateSaturationInteriorNight=1.13
|
Grading Contrast Night Blue=0.95
|
||||||
CompensateSaturationInteriorDay=1.12
|
Grading Contrast Day Red=1.0
|
||||||
UseRGBGrading=true
|
Grading Contrast Day Green=0.98
|
||||||
GradingMulRNight=1.17
|
Grading Contrast Day Blue=0.95
|
||||||
GradingMulGNight=1.09
|
Grading Contrast Interior Night Red=1.02
|
||||||
GradingMulBNight=1.06
|
Grading Contrast Interior Night Green=0.98
|
||||||
GradingMulRDay=1.17
|
Grading Contrast Interior Night Blue=0.95
|
||||||
GradingMulGDay=1.08
|
Grading Contrast Interior Day Red=0.98
|
||||||
GradingMulBDay=1.02
|
Grading Contrast Interior Day Green=0.98
|
||||||
GradingMulRInteriorNight=1.12
|
Grading Contrast Interior Day Blue=0.95
|
||||||
GradingMulGInteriorNight=1.07
|
Enable Vibrance Grading=true
|
||||||
GradingMulBInteriorNight=1.04
|
Grading Color Night Red=-0.92
|
||||||
GradingMulRInteriorDay=1.06
|
Grading Color Night Green=-0.16
|
||||||
GradingMulGInteriorDay=1.18
|
Grading Color Night Blue=-0.12
|
||||||
GradingMulBInteriorDay=1.04
|
Grading Color Day Red=-0.84
|
||||||
GradingPowRNight=1.03
|
Grading Color Day Green=-0.32
|
||||||
GradingPowGNight=0.97
|
Grading Color Day Blue=-0.12
|
||||||
GradingPowBNight=0.95
|
Grading Color Interior Night Red=-1.17
|
||||||
GradingPowRDay=1.0
|
Grading Color Interior Night Green=-0.15
|
||||||
GradingPowGDay=0.98
|
Grading Color Interior Night Blue=-0.05
|
||||||
GradingPowBDay=0.95
|
Grading Color Interior Day Red=-0.9
|
||||||
GradingPowRInteriorNight=1.02
|
Grading Color Interior Day Green=-0.3
|
||||||
GradingPowGInteriorNight=0.96
|
Grading Color Interior Day Blue=-0.12
|
||||||
GradingPowBInteriorNight=0.91
|
Grading Color Factor Night=-0.26
|
||||||
GradingPowRInteriorDay=0.95
|
Grading Color Factor Day=-0.22
|
||||||
GradingPowGInteriorDay=0.96
|
Grading Color Factor Interior Night=-0.31
|
||||||
GradingPowBInteriorDay=0.98
|
Grading Color Factor Interior Day=-0.35
|
||||||
UseColorizeGrading=true
|
Enable HSV Grading=true
|
||||||
GradingColRNight=-0.92
|
Grading Saturation Intensity Night=1.36
|
||||||
GradingColGNight=-0.16
|
Grading Saturation Intensity Day=1.27
|
||||||
GradingColBNight=-0.12
|
Grading Saturation Intensity Interior Night=1.4
|
||||||
GradingColRDay=-0.84
|
Grading Saturation Intensity Interior Day=1.33
|
||||||
GradingColGDay=-0.32
|
Grading Saturation Contrast Night=1.16
|
||||||
GradingColBDay=-0.12
|
Grading Saturation Contrast Day=1.09
|
||||||
GradingColRInteriorNight=-1.17
|
Grading Saturation Contrast Interior Night=1.13
|
||||||
GradingColGInteriorNight=-0.15
|
Grading Saturation Contrast Interior Day=1.06
|
||||||
GradingColBInteriorNight=-0.05
|
Grading Value Intensity Night=1.11
|
||||||
GradingColRInteriorDay=-0.9
|
Grading Value Intensity Day=1.06
|
||||||
GradingColGInteriorDay=-0.3
|
Grading Value Intensity Interior Night=1.12
|
||||||
GradingColBInteriorDay=-0.12
|
Grading Value Intensity Interior Day=1.09
|
||||||
GradingColFactorNight=-0.26
|
Grading Value Contrast Night=1.05
|
||||||
GradingColFactorDay=-0.22
|
Grading Value Contrast Day=1.08
|
||||||
GradingColFactorInteriorNight=-0.31
|
Grading Value Contrast Interior Night=1.05
|
||||||
GradingColFactorInteriorDay=-0.35
|
Grading Value Contrast Interior Day=1.13
|
||||||
UseHSVGrading=true
|
Colorize After HSV=true
|
||||||
GradingSatMulNight=1.36
|
Enable Vanilla Tint=true
|
||||||
GradingSatMulDay=1.27
|
Vanilla Tint Blend=1.0
|
||||||
GradingSatMulInteriorNight=1.44
|
Use Tinting Before Grading=true
|
||||||
GradingSatMulInteriorDay=1.46
|
Enable Vanilla Grading=true
|
||||||
GradingSatPowNight=1.16
|
Vanilla Grading Blend=1.0
|
||||||
GradingSatPowDay=1.09
|
Fade Before Film Filters=false
|
||||||
GradingSatPowInteriorNight=1.13
|
Enable LUT Grading=true
|
||||||
GradingSatPowInteriorDay=1.06
|
LUT Blend Night=0.23
|
||||||
GradingValMulNight=1.11
|
LUT Blend Day=0.28
|
||||||
GradingValMulDay=1.06
|
LUT Blend Interior Night=0.16
|
||||||
GradingValMulInteriorNight=1.12
|
LUT Blend Interior Day=0.18
|
||||||
GradingValMulInteriorDay=1.09
|
LUT Preset=61
|
||||||
GradingValPowNight=1.05
|
Enable ENB Palette=false
|
||||||
GradingValPowDay=1.08
|
Palette Blend=1.0
|
||||||
GradingValPowInteriorNight=1.05
|
Enable Post Dither=true
|
||||||
GradingValPowInteriorDay=1.13
|
Dither Pattern=4
|
||||||
ColorizeAfterHSV=true
|
Display Bloom=false
|
||||||
UseTint=true
|
|
||||||
TintingBlend=1.0
|
|
||||||
TintingBeforeGrading=true
|
|
||||||
EnableVanillaGrading=true
|
|
||||||
VanillaGradingBlend=1.0
|
|
||||||
FadeBeforeFilmFilters=false
|
|
||||||
EnablePostDither=true
|
|
||||||
DitherPattern=4
|
|
||||||
DebugRegisters=false
|
|
||||||
DebugRegistersScale=5.0
|
|
||||||
DebugBloom=false
|
|
||||||
UseChromaAberration=false
|
|
||||||
ChromaAberration=0.01
|
|
||||||
ChromaAberrationOverbright=0.0
|
|
||||||
ChromaAberrationOverbrightMax=4.0
|
|
||||||
ChromaAberrationOverbrightMin=0.8
|
|
||||||
EnableLUTGrading=true
|
|
||||||
LUTBlendNight=0.23
|
|
||||||
LUTBlendDay=0.28
|
|
||||||
LUTBlendInteriorNight=0.17
|
|
||||||
LUTBlendInteriorDay=0.21
|
|
||||||
LUTNight=1
|
|
||||||
LUTDay=1
|
|
||||||
LUTInteriorNight=1
|
|
||||||
LUTInteriorDay=1
|
|
||||||
LUTBlend=0.2
|
|
||||||
LUTPreset=61
|
|
||||||
EnableENBPalette=false
|
|
||||||
PaletteBlend=1.0
|
|
||||||
|
|
|
||||||
|
|
@ -1,162 +1,156 @@
|
||||||
[ENBEFFECTPREPASS.FX]
|
[ENBEFFECTPREPASS.FX]
|
||||||
TECHNIQUE=0
|
TECHNIQUE=0
|
||||||
_FixedResolutionX=1920
|
Fixed Resolution Width=1920
|
||||||
_FixedResolutionY=1080
|
Fixed Resolution Height=1080
|
||||||
DepthCutoff=999998.0
|
Depth Cutoff=999998.0
|
||||||
FocusCircleEnable=true
|
Distortion Chromatic Aberration=12.46
|
||||||
FocusCircleRadiusNight=15.0
|
Enable Underwater=false
|
||||||
FocusCircleRadiusDay=20.0
|
Underwater Speed 1=24.309999
|
||||||
FocusCircleRadiusInteriorNight=10.0
|
Underwater Speed 2=21.9
|
||||||
FocusCircleRadiusInteriorDay=15.0
|
Underwater Speed 3=26.549999
|
||||||
FocusCircleMixNight=0.2
|
Underwater Frequency 1=1.35
|
||||||
FocusCircleMixDay=0.3
|
Underwater Frequency 2=1.64
|
||||||
FocusCircleMixInteriorNight=0.15
|
Underwater Frequency 3=1.38
|
||||||
FocusCircleMixInteriorDay=0.25
|
Underwater Amplitude 1=0.11
|
||||||
FocusMaxNight=990.350037
|
Underwater Amplitude 2=0.16
|
||||||
FocusMaxDay=994.340027
|
Underwater Amplitude 3=0.18
|
||||||
FocusMaxInteriorNight=984.919983
|
Underwater Zoom=1.09
|
||||||
FocusMaxInteriorDay=989.539978
|
Enable Hot Air Refraction=false
|
||||||
DoFMultNight=475.899994
|
Heat Texture Size=2.29
|
||||||
DoFMultDay=294.299988
|
Heat Speed=1.14
|
||||||
DoFMultInteriorNight=480.799988
|
Heat Fade Contrast=234.339996
|
||||||
DoFMultInteriorDay=242.300003
|
Heat Fade Intensity=1.17
|
||||||
DoFPowNight=3.34
|
Heat Fade Offset=-0.64
|
||||||
DoFPowDay=4.29
|
Heat Intensity=0.52
|
||||||
DoFPowInteriorNight=3.32
|
Heat Contrast=1.36
|
||||||
DoFPowInteriorDay=4.16
|
Heat Time-of-day Contrast=11.099999
|
||||||
DoFFixedFocusedMultNight=1.0
|
Heat Always Enable=false
|
||||||
DoFFixedFocusedMultDay=1.0
|
Enable Focus Triangle=true
|
||||||
DoFFixedFocusedMultInteriorNight=1.0
|
Display Focus Points=false
|
||||||
DoFFixedFocusedMultInteriorDay=1.0
|
Enable Manual Focus=false
|
||||||
DoFFixedFocusedPowNight=1.0
|
Manual Focus Depth=0.83
|
||||||
DoFFixedFocusedPowDay=1.0
|
Focus Point Center X=0.5
|
||||||
DoFFixedFocusedPowInteriorNight=1.0
|
Focus Point Center Y=0.5
|
||||||
DoFFixedFocusedPowInteriorDay=1.0
|
Focus Triangle Angle=0.0
|
||||||
DoFFixedFocusedBlendNight=0.0
|
Focus Triangle Radius Night=15.0
|
||||||
DoFFixedFocusedBlendDay=0.0
|
Focus Triangle Radius Day=20.0
|
||||||
DoFFixedFocusedBlendInteriorNight=0.0
|
Focus Triangle Radius Interior Night=10.0
|
||||||
DoFFixedFocusedBlendInteriorDay=0.0
|
Focus Triangle Radius Interior Day=15.0
|
||||||
DoFFixedUnfocusedMultNight=2.86
|
Focus Triangle Blending Night=0.2
|
||||||
DoFFixedUnfocusedMultDay=1.47
|
Focus Triangle Blending Day=0.3
|
||||||
DoFFixedUnfocusedMultInteriorNight=2.129999
|
Focus Triangle Blending Interior Night=0.15
|
||||||
DoFFixedUnfocusedMultInteriorDay=1.27
|
Focus Triangle Blending Interior Day=0.25
|
||||||
DoFFixedUnfocusedPowNight=956.559998
|
Focus Maximum Depth Night=990.349976
|
||||||
DoFFixedUnfocusedPowDay=983.109985
|
Focus Maximum Depth Day=994.340027
|
||||||
DoFFixedUnfocusedPowInteriorNight=935.820007
|
Focus Maximum Depth Interior Night=984.919983
|
||||||
DoFFixedUnfocusedPowInteriorDay=968.080017
|
Focus Maximum Depth Interior Day=989.539978
|
||||||
DoFFixedUnfocusedBlendNight=0.2
|
DOF Intensity Night=475.899994
|
||||||
DoFFixedUnfocusedBlendDay=0.6
|
DOF Intensity Day=294.299988
|
||||||
DoFFixedUnfocusedBlendInteriorNight=0.0
|
DOF Intensity Interior Night=480.799988
|
||||||
DoFFixedUnfocusedBlendInteriorDay=0.0
|
DOF Intensity Interior Day=242.300003
|
||||||
DoFDisable=false
|
DOF Contrast Night=3.34
|
||||||
DoFBilateral=true
|
DOF Contrast Day=4.29
|
||||||
DoFBilateralFactor=20.0
|
DOF Contrast Interior Night=3.32
|
||||||
DoFBlurRadius=1.0
|
DOF Contrast Interior Day=4.16
|
||||||
DoFRelativeToFoV=true
|
DOF Shift Night=0.0
|
||||||
DoFRelativeDefaultFOV=75.0
|
DOF Shift Day=0.0
|
||||||
DoFRelativeFactorNight=2.25
|
DOF Shift Interior Night=0.0
|
||||||
DoFRelativeFactorDay=1.95
|
DOF Shift Interior Day=0.0
|
||||||
DoFRelativeFactorInteriorNight=2.4
|
DOF Fixed Focus Intensity Night=1.0
|
||||||
DoFRelativeFactorInteriorDay=2.1
|
DOF Fixed Focus Intensity Day=1.0
|
||||||
DebugDepth=false
|
DOF Fixed Focus Intensity Interior Night=1.0
|
||||||
EdgeEnable=false
|
DOF Fixed Focus Intensity Interior Day=1.0
|
||||||
EdgeView=true
|
DOF Fixed Focus Contrast Night=1.0
|
||||||
EdgeFadePowerNight=1.14
|
DOF Fixed Focus Contrast Day=1.0
|
||||||
EdgeFadePowerDay=1.08
|
DOF Fixed Focus Contrast Interior Night=1.0
|
||||||
EdgeFadePowerInteriorNight=1.19
|
DOF Fixed Focus Contrast Interior Day=1.0
|
||||||
EdgeFadePowerInteriorDay=1.35
|
DOF Fixed Focus Shift Night=0.0
|
||||||
EdgeFadeMultiplierNight=700.0
|
DOF Fixed Focus Shift Day=0.0
|
||||||
EdgeFadeMultiplierDay=800.0
|
DOF Fixed Focus Shift Interior Night=0.0
|
||||||
EdgeFadeMultiplierInteriorNight=499.910004
|
DOF Fixed Focus Shift Interior Day=0.0
|
||||||
EdgeFadeMultiplierInteriorDay=600.0
|
DOF Fixed Focus Blend Night=0.0
|
||||||
EdgePower=1.5
|
DOF Fixed Focus Blend Day=0.0
|
||||||
EdgeMultiplier=1.0
|
DOF Fixed Focus Blend Interior Night=0.0
|
||||||
SSAOEnable=false
|
DOF Fixed Focus Blend Interior Day=0.0
|
||||||
SSAORadius=0.25
|
DOF Fixed Unfocus Intensity Night=2.86
|
||||||
SSAONoise=0
|
DOF Fixed Unfocus Intensity Day=1.47
|
||||||
SSAOFadePowerNight=0.16
|
DOF Fixed Unfocus Intensity Interior Night=2.13
|
||||||
SSAOFadePowerDay=0.18
|
DOF Fixed Unfocus Intensity Interior Day=1.27
|
||||||
SSAOFadePowerInteriorNight=0.11
|
DOF Fixed Unfocus Contrast Night=956.559998
|
||||||
SSAOFadePowerInteriorDay=0.14
|
DOF Fixed Unfocus Contrast Day=983.109985
|
||||||
SSAOFadeMultiplierNight=2.01
|
DOF Fixed Unfocus Contrast Interior Night=935.820007
|
||||||
SSAOFadeMultiplierDay=2.47
|
DOF Fixed Unfocus Contrast Interior Day=968.080017
|
||||||
SSAOFadeMultiplierInteriorNight=2.06
|
DOF Fixed Unfocus Shift Night=0.0
|
||||||
SSAOFadeMultiplierInteriorDay=2.17
|
DOF Fixed Unfocus Shift Day=0.0
|
||||||
SSAOMultiplier=1.0
|
DOF Fixed Unfocus Shift Interior Night=0.0
|
||||||
SSAOPower=1.5
|
DOF Fixed Unfocus Shift Interior Day=0.0
|
||||||
SSAOBlend=1.0
|
DOF Fixed Unfocus Blend Night=0.2
|
||||||
SSAOBlurEnable=true
|
DOF Fixed Unfocus Blend Day=0.2
|
||||||
SSAOBilateralFactor=200.0
|
DOF Fixed Unfocus Blend Interior Night=0.2
|
||||||
SSAOClampFactor=0.1
|
DOF Fixed Unfocus Blend Interior Day=0.2
|
||||||
SSAOBlurRadius=1.0
|
Disable DOF=false
|
||||||
DebugSSAO=false
|
DOF Bilateral Blur=true
|
||||||
SharpenEnable=true
|
DOF Bilateral Factor=5.0
|
||||||
SharpenRadius=1.0
|
DOF Blur Radius=1.0
|
||||||
SharpenClamp=0.15
|
DOF Relative to FOV=true
|
||||||
SharpenBlending=8.0
|
Default FOV=75.0
|
||||||
SSAORadiusFade=1.0
|
DOF Relative Factor Night=2.25
|
||||||
SSAORadiusFadeCurve=1.0
|
DOF Relative Factor Day=1.95
|
||||||
UnderwaterEnable=false
|
DOF Relative Factor Interior Night=2.4
|
||||||
HeatEnable=false
|
DOF Relative Factor Interior Day=2.1
|
||||||
HeatSize=2.29
|
Debug Depth=false
|
||||||
HeatSpeed=1.14
|
Debug Focus=false
|
||||||
HeatFadePower=234.339996
|
Enable Depth Edge Detect=false
|
||||||
HeatFadeMultiplier=1.17
|
Edge Fade Contrast Night=1.14
|
||||||
HeatStrength=0.52
|
Edge Fade Contrast Day=1.08
|
||||||
HeatAlways=false
|
Edge Fade Contrast Interior Night=1.19
|
||||||
HeatPower=1.36
|
Edge Fade Contrast Interior Day=1.35
|
||||||
UnderwaterMult1=1.35
|
Edge Fade Intensity Night=700.0
|
||||||
UnderwaterMult2=1.64
|
Edge Fade Intensity Day=800.0
|
||||||
UnderwaterMult3=1.38
|
Edge Fade Intensity Interior Night=500.0
|
||||||
UnderwaterFreq1=24.309999
|
Edge Fade Intensity Interior Day=600.0
|
||||||
UnderwaterFreq2=21.9
|
Edge Contrast=1.5
|
||||||
UnderwaterFreq3=26.549999
|
Edge Intensity=1.0
|
||||||
UnderwaterStr1=0.11
|
Edge Radius=1.0
|
||||||
UnderwaterStr2=0.16
|
Edge Threshold=0.01
|
||||||
UnderwaterStr3=0.18
|
Debug Edge=false
|
||||||
UnderwaterZoom=1.09
|
Enable Luma Edge Detect=false
|
||||||
UnderwaterFadePower=8.6
|
Cel Radius=1.0
|
||||||
UnderwaterFadeMultiplier=1.14
|
Cel Intensity=1.0
|
||||||
HeatTODPower=1.78
|
Cel Contrast=0.5
|
||||||
FocusCenterX=0.5
|
Debug Cel=false
|
||||||
FocusCenterY=0.5
|
Enable Edgevision=false
|
||||||
FocusCircleAngle=0.0
|
Edgevision Fade Contrast Night=1.82
|
||||||
FocusManual=false
|
Edgevision Fade Contrast Day=1.86
|
||||||
FocusManualValue=0.75
|
Edgevision Fade Contrast Interior Night=2.9
|
||||||
DistortionChromaticAberration=12.460001
|
Edgevision Fade Contrast Interior Day=3.0
|
||||||
FocusPointDisplay=false
|
Edgevision Fade Intensity Night=700.0
|
||||||
HeatFadeBump=-0.64
|
Edgevision Fade Intensity Day=800.0
|
||||||
DoFBumpNight=0.0
|
Edgevision Fade Intensity Interior Night=500.0
|
||||||
DoFBumpDay=0.0
|
Edgevision Fade Intensity Interior Day=600.0
|
||||||
DoFBumpInteriorNight=0.0
|
Edgevision Contrast=0.25
|
||||||
DoFBumpInteriorDay=0.0
|
Edgevision Intensity=4.0
|
||||||
DoFFixedFocusedBumpNight=0.0
|
Edgevision Radius=1.0
|
||||||
DoFFixedFocusedBumpDay=0.0
|
Enable SSAO=false
|
||||||
DoFFixedFocusedBumpInteriorNight=0.0
|
SSAO Radius=0.15
|
||||||
DoFFixedFocusedBumpInteriorDay=0.0
|
SSAO Noise=0
|
||||||
DoFFixedUnfocusedBumpNight=0.0
|
SSAO Fade Contrast Night=0.16
|
||||||
DoFFixedUnfocusedBumpDay=0.0
|
SSAO Fade Contrast Day=0.18
|
||||||
DoFFixedUnfocusedBumpInteriorNight=0.0
|
SSAO Fade Contrast Interior Night=0.11
|
||||||
DoFFixedUnfocusedBumpInteriorDay=0.0
|
SSAO Fade Contrast Interior Day=0.14
|
||||||
EdgeRadius=0.01
|
SSAO Fade Intensity Night=2.01
|
||||||
SSAOClamp=0.15
|
SSAO Fade Intensity Day=2.47
|
||||||
EdgeThreshold=0.01
|
SSAO Fade Intensity Interior Night=2.06
|
||||||
EdgeViewEnable=false
|
SSAO Fade Intensity Interior Day=2.17
|
||||||
EdgeViewFadePowerNight=1.82
|
SSAO Intensity=1.0
|
||||||
EdgeViewFadePowerDay=1.86
|
SSAO Contrast=1.5
|
||||||
EdgeViewFadePowerInteriorNight=2.9
|
SSAO Blending=1.0
|
||||||
EdgeViewFadePowerInteriorDay=3.0
|
SSAO Blur=true
|
||||||
EdgeViewFadeMultiplierNight=700.0
|
SSAO Bilateral Factor=200.0
|
||||||
EdgeViewFadeMultiplierDay=800.0
|
SSAO Range=0.15
|
||||||
EdgeViewFadeMultiplierInteriorNight=500.0
|
SSAO Blur Radius=1.0
|
||||||
EdgeViewFadeMultiplierInteriorDay=600.0
|
Debug SSAO=false
|
||||||
EdgeViewPower=0.25
|
Sharpen Enable=true
|
||||||
EdgeViewMultiplier=4.0
|
Sharpen Radius=1.0
|
||||||
EdgeViewRadius=1.0
|
Sharpen Clamp=0.1
|
||||||
DebugFocus=false
|
Sharpen Blending=4.0
|
||||||
DebugEdge=false
|
|
||||||
CelEnable=false
|
|
||||||
CelRadius=1.0
|
|
||||||
CelMultiplier=4.0
|
|
||||||
CelPower=0.5
|
|
||||||
DebugCel=false
|
|
||||||
|
|
|
||||||
|
|
@ -1,2 +0,0 @@
|
||||||
[ENBLENS.FX]
|
|
||||||
TECHNIQUE=0
|
|
||||||
|
|
@ -1,2 +0,0 @@
|
||||||
[ENBSUNSPRITE.FX]
|
|
||||||
TECHNIQUE=0
|
|
||||||