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MariENB Skyrim 2.6.0

This commit is contained in:
Marisa the Magician 2019-04-07 17:45:06 +02:00
commit b7c83e4151
29 changed files with 1153 additions and 154 deletions

View file

@ -48,14 +48,56 @@ texture2D texs2;
texture2D texs3;
texture2D texs4;
texture2D texs7;
texture2D texNoise2
texture2D texNoise1
<
string ResourceName = "menbnoise1.png";
>;
texture2D texNoise3
texture2D texNoise2
<
string ResourceName = "menbnoise2.png";
>;
texture2D texNoise3
<
string ResourceName = "menbnoise3.png";
>;
#ifdef VOLUME_LUTS
texture3D texLUTN
<
#ifdef LUTMODE_16
string ResourceName = "menblut16v_night.dds";
#endif
#ifdef LUTMODE_64
string ResourceName = "menblut64v_night.dds";
#endif
>;
texture3D texLUTD
<
#ifdef LUTMODE_16
string ResourceName = "menblut16v_day.dds";
#endif
#ifdef LUTMODE_64
string ResourceName = "menblut64v_day.dds";
#endif
>;
texture3D texLUTIN
<
#ifdef LUTMODE_16
string ResourceName = "menblut16v_interiornight.dds";
#endif
#ifdef LUTMODE_64
string ResourceName = "menblut64v_interiornight.dds";
#endif
>;
texture3D texLUTID
<
#ifdef LUTMODE_16
string ResourceName = "menblut16v_interiorday.dds";
#endif
#ifdef LUTMODE_64
string ResourceName = "menblut64v_interiorday.dds";
#endif
>;
#else
#ifdef LUTMODE_LEGACY
texture2D texLUT
<
@ -99,6 +141,7 @@ texture2D texLUTID
#endif
>;
#endif
#endif
texture2D texTonemap
<
string ResourceName = "menbfilmlut.png";
@ -183,6 +226,18 @@ sampler2D _s7 = sampler_state
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise1 = sampler_state
{
Texture = <texNoise1>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise2 = sampler_state
{
Texture = <texNoise2>;
@ -207,6 +262,60 @@ sampler2D SamplerNoise3 = sampler_state
MaxMipLevel = 0;
MipMapLodBias = 0;
};
#ifdef VOLUME_LUTS
sampler3D SamplerLUTN = sampler_state
{
Texture = <texLUTN>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler3D SamplerLUTD = sampler_state
{
Texture = <texLUTD>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler3D SamplerLUTIN = sampler_state
{
Texture = <texLUTIN>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler3D SamplerLUTID = sampler_state
{
Texture = <texLUTID>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
#else
#ifdef LUTMODE_LEGACY
sampler2D SamplerLUT = sampler_state
{
@ -270,6 +379,7 @@ sampler2D SamplerLUTID = sampler_state
MipMapLodBias = 0;
};
#endif
#endif
sampler2D SamplerTonemap = sampler_state
{
Texture = <texTonemap>;