MariENB FROST 3.2.5b
This commit is contained in:
parent
e7b7763924
commit
dc20999394
6 changed files with 430 additions and 142 deletions
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@ -1 +1 @@
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3.2.4 BETA "Let Go"
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3.2.5 BETA "Let Go"
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@ -1,17 +1,17 @@
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[ENBBLOOM.FX]
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TECHNIQUE=2
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Bloom Intensity Night=0.3
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Bloom Intensity Day=0.23
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Bloom Intensity Interior=0.25
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Bloom Intensity Night=0.12
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Bloom Intensity Day=0.08
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Bloom Intensity Interior=0.11
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Bloom Contrast Night=1.02
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Bloom Contrast Day=1.04
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Bloom Contrast Interior=1.01
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Bloom Saturation Night=0.97
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Bloom Contrast Interior=1.03
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Bloom Saturation Night=0.96
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Bloom Saturation Day=0.98
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Bloom Saturation Interior=0.99
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Bloom Offset Night=-0.11
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Bloom Offset Day=-0.19
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Bloom Offset Interior=-0.07
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Bloom Offset Night=0.0
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Bloom Offset Day=0.0
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Bloom Offset Interior=0.0
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Bloom Intensity Cap Night=25.0
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Bloom Intensity Cap Day=25.0
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Bloom Intensity Cap Interior=25.0
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@ -25,16 +25,16 @@ Blue Shift Intensity Interior=0.14
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Blue Shift Luminance Factor Per-pass=0.61
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Blue Shift Color Factor Per-pass=0.79
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Enable Anamorphic Bloom=true
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Anamorphic Bloom Blend Night=0.53
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Anamorphic Bloom Blend Day=0.46
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Anamorphic Bloom Blend Interior=0.51
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Anamorphic Bloom Blend Night=0.44
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Anamorphic Bloom Blend Day=0.33
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Anamorphic Bloom Blend Interior=0.37
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Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
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Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
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Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
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Anamorphic Bloom Blue Shift Intensity Night=0.38
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Anamorphic Bloom Blue Shift Intensity Day=0.28
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Anamorphic Bloom Blue Shift Intensity Interior=0.34
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Anamorphic Bloom Contrast Night=1.2
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Anamorphic Bloom Contrast Night=1.27
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Anamorphic Bloom Contrast Day=1.36
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Anamorphic Bloom Contrast Interior=1.36
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Anamorphic Bloom Radius Multiplier=1.0
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@ -80,12 +80,12 @@ Anamorphic Bloom Blue Shift Interior Night=1.86
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Anamorphic Bloom Blue Shift Interior Day=1.86
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Anamorphic Bloom Contrast Interior Night=1.12
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Anamorphic Bloom Contrast Interior Day=1.22
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Bloom Pass 1 Blend=0.92
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Bloom Pass 2 Blend=0.87
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Bloom Pass 3 Blend=0.8
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Bloom Pass 4 Blend=0.75
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Bloom Pass 5 Blend=0.66
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Bloom Pass 6 Blend=0.8
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Bloom Pass 1 Blend=0.13
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Bloom Pass 2 Blend=0.2
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Bloom Pass 3 Blend=0.35
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Bloom Pass 4 Blend=0.66
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Bloom Pass 5 Blend=0.85
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Bloom Pass 6 Blend=1.05
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Enable Lens Dirt=false
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Dirt Pass 1 Blend=0.08
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Dirt Pass 2 Blend=0.25
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@ -97,7 +97,7 @@ Dirt Contrast=2.069999
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Dirt Factor=0.53
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Bloom Blur Radius X=1.0
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Bloom Blur Radius Y=1.0
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Bloom Single Pass Blend=0.65
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Bloom Single Pass Blend=0.52
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Dirt Single Pass Blend=1.43
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Dirt Saturation=0.38
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Bloom Angle=0.0
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@ -23,14 +23,14 @@ Heat Contrast=0.95
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Heat Time-of-day Contrast=0.5
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Heat Always Enable=true
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Enable Screen Frost=true
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Frost Contrast=1.26
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Frost Strength=0.01
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Frost Radial Contrast=1.69
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Frost Contrast=1.67
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Frost Strength=0.02
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Frost Radial Contrast=1.67
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Frost Radial Intensity=0.83
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Frost Radial Offset=-0.67
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Frost Texture Blend=1.22
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Frost Texture Blend Contrast=2.42
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Frost Texture Size=0.8
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Frost Radial Offset=-0.66
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Frost Texture Blend=0.94
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Frost Texture Blend Contrast=2.44
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Frost Texture Size=0.85
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Frost Indoor Factor=0.0
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Frost Night Factor=0.0
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Frost Always Enable=true
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@ -70,19 +70,19 @@ DOF Fixed Focus Shift Interior=0.0
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DOF Fixed Focus Blend Night=1.0
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DOF Fixed Focus Blend Day=1.0
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DOF Fixed Focus Blend Interior=1.0
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DOF Fixed Unfocus Intensity Night=1.19
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DOF Fixed Unfocus Intensity Day=1.14
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DOF Fixed Unfocus Intensity Night=1.13
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DOF Fixed Unfocus Intensity Day=1.06
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DOF Fixed Unfocus Intensity Interior=1.24
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DOF Fixed Unfocus Contrast Night=96.980003
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DOF Fixed Unfocus Contrast Day=128.149994
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DOF Fixed Unfocus Contrast Day=134.399994
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DOF Fixed Unfocus Contrast Interior=65.19001
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DOF Fixed Unfocus Shift Night=-0.88
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DOF Fixed Unfocus Shift Day=-0.96
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DOF Fixed Unfocus Shift Night=-0.95
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DOF Fixed Unfocus Shift Day=-1.16
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DOF Fixed Unfocus Shift Interior=-0.78
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DOF Fixed Unfocus Blend Night=1.0
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DOF Fixed Unfocus Blend Day=1.0
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DOF Fixed Unfocus Blend Interior=1.0
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DOF Fixed Use Cutoff=false
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DOF Fixed Use Cutoff=true
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Disable DOF=false
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DOF Gather Blur Radius=8.0
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Debug Depth=false
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@ -175,13 +175,13 @@ Heat Factor Sunset=0.85
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Heat Factor Dusk=0.38
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Heat Factor Night=0.0
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Heat Factor Interior=0.0
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Frost Factor Dawn=0.93
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Frost Factor Sunrise=0.74
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Frost Factor Day=0.62
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Frost Factor Sunset=0.77
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Frost Factor Dusk=0.94
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Frost Factor Night=1.16
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Frost Factor Interior=0.27
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Frost Factor Dawn=1.02
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Frost Factor Sunrise=0.79
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Frost Factor Day=0.61
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Frost Factor Sunset=0.78
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Frost Factor Dusk=1.02
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Frost Factor Night=1.32
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Frost Factor Interior=0.37
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DOF Bilateral Factor=20.0
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DOF Bilateral Radius=1.0
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DOF Blur Radius=8.0
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@ -99,117 +99,290 @@ bool aenable
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string UIWidget = "Checkbox";
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> = {false};
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/* tone mapping */
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string str_tonemap = "Filmic Tone Mapping";
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bool tmapenable
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string str_tonemap = "Tone Mapping";
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/*
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algorithms:
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-1 : Disabled
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0 : Vanilla
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1 : Linear
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2 : Reinhard
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3 : Uncharted 2
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4 : Hejl Dawson
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5 : Haarm-Peter Duiker
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6 : SweetFX
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*/
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int tmapenable
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<
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string UIName = "Enable Tonemapping";
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string UIWidget = "Checkbox";
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> = {false};
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string UIName = "Tonemapping Method";
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string UIWidget = "Spinner";
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int UIMin = -1;
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int UIMax = 6;
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> = {3};
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float tmapexposure_n
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<
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string UIName = "Tonemap Exposure Night";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float tmapexposure_d
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<
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string UIName = "Tonemap Exposure Day";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float tmapexposure_i
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<
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string UIName = "Tonemap Exposure Interior";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float tmapblend_n
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<
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string UIName = "Tonemap Blend Night";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {1.0};
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float tmapblend_d
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<
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string UIName = "Tonemap Blend Day";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {1.0};
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float tmapblend_i
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<
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string UIName = "Tonemap Blend Interior";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {1.0};
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float unA_n
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<
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string UIName = "Tonemap Shoulder Strength Night";
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string UIName = "Uncharted2 Shoulder Strength Night";
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string UIWidget = "Spinner";
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> = {0.5};
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float unA_d
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<
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string UIName = "Tonemap Shoulder Strength Day";
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string UIName = "Uncharted2 Shoulder Strength Day";
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string UIWidget = "Spinner";
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> = {0.5};
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float unA_i
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<
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string UIName = "Tonemap Shoulder Strength Interior";
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string UIName = "Uncharted2 Shoulder Strength Interior";
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string UIWidget = "Spinner";
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> = {0.5};
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float unB_n
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<
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string UIName = "Tonemap Linear Strength Night";
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string UIName = "Uncharted2 Linear Strength Night";
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string UIWidget = "Spinner";
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> = {1.0};
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float unB_d
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<
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string UIName = "Tonemap Linear Strength Day";
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string UIName = "Uncharted2 Linear Strength Day";
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string UIWidget = "Spinner";
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> = {1.0};
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float unB_i
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<
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string UIName = "Tonemap Linear Strength Interior";
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string UIName = "Uncharted2 Linear Strength Interior";
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string UIWidget = "Spinner";
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> = {1.0};
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float unC_n
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<
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string UIName = "Tonemap Linear Angle Night";
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string UIName = "Uncharted2 Linear Angle Night";
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string UIWidget = "Spinner";
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> = {0.2};
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float unC_d
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<
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string UIName = "Tonemap Linear Angle Day";
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string UIName = "Uncharted2 Linear Angle Day";
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string UIWidget = "Spinner";
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> = {0.2};
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float unC_i
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<
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string UIName = "Tonemap Linear Angle Interior";
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string UIName = "Uncharted2 Linear Angle Interior";
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string UIWidget = "Spinner";
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> = {0.2};
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float unD_n
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<
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string UIName = "Tonemap Toe Strength Night";
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string UIName = "Uncharted2 Toe Strength Night";
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string UIWidget = "Spinner";
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> = {0.75};
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float unD_d
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<
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string UIName = "Tonemap Toe Strength Day";
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string UIName = "Uncharted2 Toe Strength Day";
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string UIWidget = "Spinner";
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> = {0.75};
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float unD_i
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<
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string UIName = "Tonemap Toe Strength Interior";
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string UIName = "Uncharted2 Toe Strength Interior";
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string UIWidget = "Spinner";
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> = {0.75};
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float unE_n
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<
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string UIName = "Tonemap Toe Numerator Night";
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string UIName = "Uncharted2 Toe Numerator Night";
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string UIWidget = "Spinner";
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> = {0.02};
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float unE_d
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<
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string UIName = "Tonemap Toe Numerator Day";
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string UIName = "Uncharted2 Toe Numerator Day";
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string UIWidget = "Spinner";
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> = {0.02};
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float unE_i
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<
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string UIName = "Tonemap Toe Numerator Interior";
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string UIName = "Uncharted2 Toe Numerator Interior";
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string UIWidget = "Spinner";
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> = {0.02};
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float unF_n
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<
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string UIName = "Tonemap Toe Denominator Night";
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string UIName = "Uncharted2 Toe Denominator Night";
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string UIWidget = "Spinner";
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> = {0.30};
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float unF_d
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<
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string UIName = "Tonemap Toe Denominator Day";
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string UIName = "Uncharted2 Toe Denominator Day";
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string UIWidget = "Spinner";
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> = {0.30};
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float unF_i
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<
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string UIName = "Tonemap Toe Denominator Interior";
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string UIName = "Uncharted2 Toe Denominator Interior";
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string UIWidget = "Spinner";
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> = {0.30};
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float unW_n
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<
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string UIName = "Tonemap Linear White Night";
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string UIName = "Uncharted2 Linear White Night";
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string UIWidget = "Spinner";
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> = {10.0};
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float unW_d
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<
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string UIName = "Tonemap Linear White Day";
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string UIName = "Uncharted2 Linear White Day";
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string UIWidget = "Spinner";
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> = {10.0};
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float unW_i
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<
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string UIName = "Tonemap Linear White Interior";
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string UIName = "Uncharted2 Linear White Interior";
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string UIWidget = "Spinner";
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> = {10.0};
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float sfxgamma_n
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<
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string UIName = "SweetFX Gamma Night";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 2.0;
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> = {1.0};
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float sfxgamma_d
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<
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string UIName = "SweetFX Gamma Day";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 2.0;
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> = {1.0};
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float sfxgamma_i
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<
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string UIName = "SweetFX Gamma Interior";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 2.0;
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> = {1.0};
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float sfxexposure_n
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<
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string UIName = "SweetFX Exposure Night";
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string UIWidget = "Spinner";
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float UIMin = -1.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxexposure_d
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<
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string UIName = "SweetFX Exposure Day";
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string UIWidget = "Spinner";
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float UIMin = -1.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxexposure_i
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<
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string UIName = "SweetFX Exposure Interior";
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string UIWidget = "Spinner";
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float UIMin = -1.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxsaturation_n
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<
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string UIName = "SweetFX Saturation Night";
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string UIWidget = "Spinner";
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float UIMin = -1.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxsaturation_d
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<
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string UIName = "SweetFX Saturation Day";
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string UIWidget = "Spinner";
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float UIMin = -1.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxsaturation_i
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<
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string UIName = "SweetFX Saturation Interior";
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string UIWidget = "Spinner";
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float UIMin = -1.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxbleach_n
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<
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string UIName = "SweetFX Bleach Night";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxbleach_d
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<
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string UIName = "SweetFX Bleach Day";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxbleach_i
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<
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string UIName = "SweetFX Bleach Interior";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxdefog_n
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<
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string UIName = "SweetFX Defog Night";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxdefog_d
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<
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string UIName = "SweetFX Defog Day";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.0};
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float sfxdefog_i
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<
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string UIName = "SweetFX Defog Interior";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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float UIMax = 1.0;
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> = {0.0};
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float3 sfxfogcolor_n
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<
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string UIName = "SweetFX Defog Color Night";
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string UIWidget = "Color";
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> = {0.0,0.0,1.0};
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float3 sfxfogcolor_d
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<
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string UIName = "SweetFX Defog Color Day";
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string UIWidget = "Color";
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> = {0.0,0.0,1.0};
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float3 sfxfogcolor_i
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||||
<
|
||||
string UIName = "SweetFX Defog Color Interior";
|
||||
string UIWidget = "Color";
|
||||
> = {0.0,0.0,1.0};
|
||||
|
||||
/* Color grading */
|
||||
string str_grade = "Color Grading Suite";
|
||||
bool gradeenable1
|
||||
|
|
@ -408,11 +581,6 @@ float techblend
|
|||
> = {1.0};
|
||||
/* vanilla */
|
||||
string str_vanilla = "Vanilla Processing";
|
||||
bool vtmapenable
|
||||
<
|
||||
string UIName = "Enable Vanilla Tone Mapping";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
bool vgradeenable
|
||||
<
|
||||
string UIName = "Enable Vanilla Imagespace";
|
||||
|
|
@ -512,6 +680,10 @@ Texture2D TextureLUT
|
|||
string ResourceName = "menblut64.png";
|
||||
#endif
|
||||
>;
|
||||
Texture2D TextureTonemap
|
||||
<
|
||||
string ResourceName = "menbfilmlut.png";
|
||||
>;
|
||||
|
||||
SamplerState Sampler0
|
||||
{
|
||||
|
|
@ -594,7 +766,7 @@ float3 hsv2rgb( float3 c )
|
|||
return c.z*lerp(K.x,saturate(p-K.x),c.y);
|
||||
}
|
||||
|
||||
/* "uncharted 2" filmic tone mapping */
|
||||
/* Uncharted 2 tone mapping */
|
||||
float3 Uch( float3 res )
|
||||
{
|
||||
float A = tod_ind(unA);
|
||||
|
|
@ -605,12 +777,108 @@ float3 Uch( float3 res )
|
|||
float F = tod_ind(unF);
|
||||
return ((res*(A*res+C*B)+D*E)/(res*(A*res+B)+D*F))-E/F;
|
||||
}
|
||||
float3 Tonemap( float3 res )
|
||||
float3 TonemapUC2( float3 res )
|
||||
{
|
||||
float W = tod_ind(unW);
|
||||
float3 ucol = Uch(res);
|
||||
float3 uwhite = Uch(W);
|
||||
return max(ucol/uwhite,0.0);
|
||||
return pow(max(ucol/uwhite,0.0),1.0/2.2);
|
||||
}
|
||||
/* Vanilla tonemap is weird */
|
||||
float3 TonemapGame( float3 res )
|
||||
{
|
||||
#ifdef SKYRIMSE
|
||||
return pow(max(res,0.0),1.0/2.2);
|
||||
#else
|
||||
float3 wat = res*2.0;
|
||||
float3 huh = res*0.3+0.05;
|
||||
float2 weh = float2(0.2,3.333333)*Params01[1].w;
|
||||
huh = wat*huh+weh.x;
|
||||
float3 ehh = wat*0.3+0.5;
|
||||
ehh = ehh*0.3+0.5;
|
||||
ehh = wat*ehh+0.06;
|
||||
ehh = huh/ehh;
|
||||
ehh = -Params01[1].w*3.333333+ehh;
|
||||
wat.x = Params01[1].w*0.2+19.376;
|
||||
wat.x = wat.x*0.0408564-weh.y;
|
||||
return pow(max(ehh/wat.x,0.0),1.0/2.2);
|
||||
#endif
|
||||
}
|
||||
/* Ugly old Reinhard tone mapping */
|
||||
float3 TonemapReinhard( float3 res )
|
||||
{
|
||||
float3 tcol = res/(1+res);
|
||||
return pow(max(tcol,0.0),1.0/2.2);
|
||||
}
|
||||
/* That thing used in watch_dogs */
|
||||
float3 TonemapHaarmPeterDuiker( float3 res )
|
||||
{
|
||||
float3 ld = 0.002;
|
||||
float linReference = 0.18;
|
||||
float logReference = 444;
|
||||
float logGamma = 0.45;
|
||||
float3 LogColor;
|
||||
LogColor.rgb = (log10(0.4*res/linReference)/ld*logGamma+logReference)/1023.f;
|
||||
LogColor.rgb = saturate(LogColor.rgb);
|
||||
float FilmLutWidth = 256;
|
||||
float Padding = .5/FilmLutWidth;
|
||||
float3 retColor;
|
||||
retColor.r = TextureTonemap.Sample(Sampler1,float2(lerp(Padding,1-Padding,LogColor.r),.5)).x;
|
||||
retColor.g = TextureTonemap.Sample(Sampler1,float2(lerp(Padding,1-Padding,LogColor.g),.5)).x;
|
||||
retColor.b = TextureTonemap.Sample(Sampler1,float2(lerp(Padding,1-Padding,LogColor.b),.5)).x;
|
||||
return retColor;
|
||||
}
|
||||
/* Practically nothing */
|
||||
float3 TonemapLinear( float3 res )
|
||||
{
|
||||
return pow(max(res,0.0),1.0/2.2);
|
||||
}
|
||||
/* People somehow call this one realistic */
|
||||
float3 TonemapHejlDawson( float3 res )
|
||||
{
|
||||
float3 x = max(0.0,res-0.004);
|
||||
return (x*(6.2*x+.5))/(x*(6.2*x+1.7)+0.06);
|
||||
}
|
||||
/* The standard tonemap from sweetfx */
|
||||
float3 TonemapSFX( float3 res )
|
||||
{
|
||||
float Gamma = tod_ind(sfxgamma);
|
||||
float Exposure = tod_ind(sfxexposure);
|
||||
float Saturation = tod_ind(sfxsaturation);
|
||||
float Bleach = tod_ind(sfxbleach);
|
||||
float Defog = tod_ind(sfxdefog);
|
||||
float3 FogColor = tod_ind(sfxfogcolor);
|
||||
float3 tcol = res;
|
||||
tcol = saturate(tcol-Defog*FogColor*2.55);
|
||||
tcol *= pow(2.0,Exposure);
|
||||
tcol = pow(tcol,Gamma);
|
||||
float lum = luminance(tcol);
|
||||
float L = saturate(1.0*(lum-0.45));
|
||||
float3 A2 = Bleach*tcol;
|
||||
float3 res1 = 2.0*tcol*lum;
|
||||
float3 res2 = 1.0-2.0*(1.0-lum)*(1.0-tcol);
|
||||
float3 newc = lerp(res1,res2,L);
|
||||
float3 mixrgb = A2*newc;
|
||||
tcol += (1.0-A2)*mixrgb;
|
||||
float3 gray = dot(tcol,1.0/3.0);
|
||||
float3 diff = tcol-gray;
|
||||
return (tcol+diff*Saturation)/(1+(diff*Saturation));
|
||||
}
|
||||
float3 Tonemap( float3 res )
|
||||
{
|
||||
float3 tcol = pow(max(res,0.0),1.0/2.2);
|
||||
if ( tmapenable == -1 ) return tcol;
|
||||
res *= tod_ind(tmapexposure);
|
||||
float tblend = tod_ind(tmapblend);
|
||||
float3 mapped;
|
||||
if ( tmapenable == 6 ) mapped = TonemapSFX(res);
|
||||
else if ( tmapenable == 5 ) mapped = TonemapHaarmPeterDuiker(res);
|
||||
else if ( tmapenable == 4 ) mapped = TonemapHejlDawson(res);
|
||||
else if ( tmapenable == 3 ) mapped = TonemapUC2(res);
|
||||
else if ( tmapenable == 2 ) mapped = TonemapReinhard(res);
|
||||
else if ( tmapenable == 1 ) mapped = TonemapLinear(res);
|
||||
else if ( tmapenable == 0 ) mapped = TonemapGame(res);
|
||||
return lerp(tcol,mapped,tblend);
|
||||
}
|
||||
/* colour grading passes */
|
||||
float3 GradingRGB( float3 res )
|
||||
|
|
@ -767,28 +1035,6 @@ float3 GradingGame( float3 res, float adapt )
|
|||
tcol = brtv*tcol+adapt;
|
||||
return lerp(res,tcol,vconblend);
|
||||
}
|
||||
|
||||
/* Vanilla tonemap is weird */
|
||||
float3 TonemapGame( float3 res )
|
||||
{
|
||||
#ifdef SKYRIMSE
|
||||
return res;
|
||||
#else
|
||||
float3 wat = res*2.0;
|
||||
float3 huh = res*0.3+0.05;
|
||||
float2 weh = float2(0.2,3.333333)*Params01[1].w;
|
||||
huh = wat*huh+weh.x;
|
||||
float3 ehh = wat*0.3+0.5;
|
||||
ehh = ehh*0.3+0.5;
|
||||
ehh = wat*ehh+0.06;
|
||||
ehh = huh/ehh;
|
||||
ehh = -Params01[1].w*3.333333+ehh;
|
||||
wat.x = Params01[1].w*0.2+19.376;
|
||||
wat.x = wat.x*0.0408564-weh.y;
|
||||
return ehh/wat.x;
|
||||
#endif
|
||||
}
|
||||
|
||||
/* Skyrim SE version is blatantly incomplete and will glitch out */
|
||||
float2 Adaptation( float2 coord )
|
||||
{
|
||||
|
|
@ -822,12 +1068,8 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
res.rgb += bcol;
|
||||
if ( aenable ) res.rgb *= adapt.x;
|
||||
if ( nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
|
||||
if ( vtmapenable ) res.rgb = TonemapGame(res.rgb);
|
||||
res.rgb = Tonemap(res.rgb);
|
||||
if ( vgradeenable ) res.rgb = GradingGame(res.rgb,adapt.y);
|
||||
#ifndef SKYRIMSE
|
||||
res.rgb = pow(max(res.rgb,0.0),1.0/2.2);
|
||||
#endif
|
||||
if ( tmapenable ) res.rgb = Tonemap(res.rgb);
|
||||
if ( gradeenable1 ) res.rgb = GradingRGB(res.rgb);
|
||||
if ( colorizeafterhsv )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
TECHNIQUE=1
|
||||
Enable Grain=true
|
||||
Grain Speed=25.0
|
||||
Grain Intensity=0.380001
|
||||
Grain Intensity=0.470001
|
||||
Grain Saturation=-0.35
|
||||
Grain Two-Pass=true
|
||||
Grain Blending Mode=3
|
||||
|
|
@ -12,28 +12,28 @@ Grain Magnification=13.3, 19.6, 17.4
|
|||
Grain Pass 1 Magnification=2.05, 3.11, 2.22
|
||||
Grain Pass 2 Magnification=4.25, 9.42, 6.29
|
||||
Grain Contrast=5.86
|
||||
Enable Tonemapping=true
|
||||
Tonemap Shoulder Strength Night=0.55
|
||||
Tonemap Shoulder Strength Day=0.42
|
||||
Tonemap Shoulder Strength Interior=0.61
|
||||
Tonemap Linear Strength Night=1.16
|
||||
Tonemap Linear Strength Day=1.08
|
||||
Tonemap Linear Strength Interior=1.14
|
||||
Tonemap Linear Angle Night=0.53
|
||||
Tonemap Linear Angle Day=0.74
|
||||
Tonemap Linear Angle Interior=0.63
|
||||
Tonemap Toe Strength Night=1.56
|
||||
Tonemap Toe Strength Day=1.62
|
||||
Tonemap Toe Strength Interior=1.42
|
||||
Tonemap Toe Numerator Night=2.5
|
||||
Tonemap Toe Numerator Day=2.84
|
||||
Tonemap Toe Numerator Interior=2.73
|
||||
Tonemap Toe Denominator Night=1.27
|
||||
Tonemap Toe Denominator Day=1.38
|
||||
Tonemap Toe Denominator Interior=1.25
|
||||
Tonemap Linear White Night=4.48
|
||||
Tonemap Linear White Day=4.68
|
||||
Tonemap Linear White Interior=4.769999
|
||||
Tonemapping Method=3
|
||||
Uncharted2 Shoulder Strength Night=0.28
|
||||
Uncharted2 Shoulder Strength Day=0.23
|
||||
Uncharted2 Shoulder Strength Interior=0.25
|
||||
Uncharted2 Linear Strength Night=0.37
|
||||
Uncharted2 Linear Strength Day=0.43
|
||||
Uncharted2 Linear Strength Interior=0.41
|
||||
Uncharted2 Linear Angle Night=0.37
|
||||
Uncharted2 Linear Angle Day=0.49
|
||||
Uncharted2 Linear Angle Interior=0.42
|
||||
Uncharted2 Toe Strength Night=0.22
|
||||
Uncharted2 Toe Strength Day=0.29
|
||||
Uncharted2 Toe Strength Interior=0.26
|
||||
Uncharted2 Toe Numerator Night=0.0
|
||||
Uncharted2 Toe Numerator Day=0.0
|
||||
Uncharted2 Toe Numerator Interior=0.0
|
||||
Uncharted2 Toe Denominator Night=0.44
|
||||
Uncharted2 Toe Denominator Day=0.39
|
||||
Uncharted2 Toe Denominator Interior=0.42
|
||||
Uncharted2 Linear White Night=13.179999
|
||||
Uncharted2 Linear White Day=15.59
|
||||
Uncharted2 Linear White Interior=14.919999
|
||||
Enable RGB Grading=true
|
||||
Grading Intensity Night=1.02, 1, 1.05
|
||||
Grading Intensity Day=1.04, 1.02, 1
|
||||
|
|
@ -49,23 +49,23 @@ Grading Color Factor Night=-0.08
|
|||
Grading Color Factor Day=-0.1
|
||||
Grading Color Factor Interior=-0.06
|
||||
Enable HSV Grading=true
|
||||
Grading Saturation Intensity Night=1.21
|
||||
Grading Saturation Intensity Day=1.28
|
||||
Grading Saturation Intensity Interior=1.25
|
||||
Grading Saturation Contrast Night=1.08
|
||||
Grading Saturation Contrast Day=1.14
|
||||
Grading Saturation Contrast Interior=1.03
|
||||
Grading Value Intensity Night=1.06
|
||||
Grading Value Intensity Day=1.02
|
||||
Grading Value Intensity Interior=1.05
|
||||
Grading Value Contrast Night=1.25
|
||||
Grading Saturation Intensity Night=1.17
|
||||
Grading Saturation Intensity Day=1.34
|
||||
Grading Saturation Intensity Interior=1.23
|
||||
Grading Saturation Contrast Night=1.17
|
||||
Grading Saturation Contrast Day=1.09
|
||||
Grading Saturation Contrast Interior=1.13
|
||||
Grading Value Intensity Night=0.98
|
||||
Grading Value Intensity Day=0.94
|
||||
Grading Value Intensity Interior=0.96
|
||||
Grading Value Contrast Night=1.18
|
||||
Grading Value Contrast Day=1.21
|
||||
Grading Value Contrast Interior=1.18
|
||||
Grading Value Contrast Interior=1.22
|
||||
Colorize After HSV=true
|
||||
Enable LUT Grading=true
|
||||
LUT Blend Night=0.21
|
||||
LUT Blend Day=0.25
|
||||
LUT Blend Interior=0.16
|
||||
LUT Blend Interior=0.19
|
||||
Enable Post Dither=false
|
||||
Dither Pattern=4
|
||||
Display Bloom=false
|
||||
|
|
@ -148,10 +148,56 @@ Enable Adaptation=true
|
|||
Enable Vanilla Tone Mapping=false
|
||||
Enable Vanilla Imagespace=true
|
||||
Use Lighten Blend=false
|
||||
Vanilla Tint Contrast=0.8
|
||||
Vanilla Tint Strength=1.8
|
||||
Vanilla Tint Blend=0.95
|
||||
Vanilla Vibrance Contrast=1.2
|
||||
Vanilla Tint Contrast=1.16
|
||||
Vanilla Tint Strength=1.23
|
||||
Vanilla Tint Blend=0.86
|
||||
Vanilla Vibrance Contrast=1.45
|
||||
Vanilla Vibrance Strength=1.0
|
||||
Vanilla Vibrance Blend=0.9
|
||||
Vanilla Contrast Blend=0.75
|
||||
Vanilla Vibrance Blend=0.92
|
||||
Vanilla Contrast Blend=0.91
|
||||
Enable Tonemapping=true
|
||||
Tonemap Shoulder Strength Night=0.55
|
||||
Tonemap Shoulder Strength Day=0.42
|
||||
Tonemap Shoulder Strength Interior=0.61
|
||||
Tonemap Linear Strength Night=1.16
|
||||
Tonemap Linear Strength Day=1.08
|
||||
Tonemap Linear Strength Interior=1.14
|
||||
Tonemap Linear Angle Night=0.53
|
||||
Tonemap Linear Angle Day=0.74
|
||||
Tonemap Linear Angle Interior=0.63
|
||||
Tonemap Toe Strength Night=1.56
|
||||
Tonemap Toe Strength Day=1.62
|
||||
Tonemap Toe Strength Interior=1.42
|
||||
Tonemap Toe Numerator Night=2.5
|
||||
Tonemap Toe Numerator Day=2.84
|
||||
Tonemap Toe Numerator Interior=2.73
|
||||
Tonemap Toe Denominator Night=1.27
|
||||
Tonemap Toe Denominator Day=1.38
|
||||
Tonemap Toe Denominator Interior=1.25
|
||||
Tonemap Linear White Night=4.48
|
||||
Tonemap Linear White Day=4.68
|
||||
Tonemap Linear White Interior=4.769999
|
||||
Tonemap Exposure Night=0.79
|
||||
Tonemap Exposure Day=0.63
|
||||
Tonemap Exposure Interior=0.68
|
||||
Tonemap Blend Night=1.0
|
||||
Tonemap Blend Day=1.0
|
||||
Tonemap Blend Interior=1.0
|
||||
SweetFX Gamma Night=0.38
|
||||
SweetFX Gamma Day=0.36
|
||||
SweetFX Gamma Interior=0.37
|
||||
SweetFX Exposure Night=-0.83
|
||||
SweetFX Exposure Day=-0.86
|
||||
SweetFX Exposure Interior=-0.84
|
||||
SweetFX Saturation Night=0.0
|
||||
SweetFX Saturation Day=0.0
|
||||
SweetFX Saturation Interior=0.0
|
||||
SweetFX Bleach Night=0.0
|
||||
SweetFX Bleach Day=0.0
|
||||
SweetFX Bleach Interior=0.0
|
||||
SweetFX Defog Night=0.0
|
||||
SweetFX Defog Day=0.0
|
||||
SweetFX Defog Interior=0.0
|
||||
SweetFX Defog Color Night=0, 0, 1
|
||||
SweetFX Defog Color Day=0, 0, 1
|
||||
SweetFX Defog Color Interior=0, 0, 1
|
||||
|
|
|
|||
BIN
enbseries/menbfilmlut.png
Normal file
BIN
enbseries/menbfilmlut.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 176 B |
Reference in a new issue