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MariENB 1.2015.9.16

This commit is contained in:
Marisa the Magician 2019-04-07 17:23:08 +02:00
commit a5a0e876a7
36 changed files with 1666 additions and 1475 deletions

View file

@ -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

View file

@ -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;
} }

View file

@ -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
{ {

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@ -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};

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@ -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;

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@ -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};

View file

@ -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;
}
}

View file

@ -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
{ {

View file

@ -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};

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@ -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;

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@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -1,2 +0,0 @@
[ENBLENS.FX]
TECHNIQUE=0

View file

@ -1,2 +0,0 @@
[ENBSUNSPRITE.FX]
TECHNIQUE=0

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -1,2 +0,0 @@
[ENBLENS.FX]
TECHNIQUE=0

View file

@ -1,2 +0,0 @@
[ENBSUNSPRITE.FX]
TECHNIQUE=0