diff --git a/enbseries/VERSION b/enbseries/VERSION index a0bf41f..f276304 100644 --- a/enbseries/VERSION +++ b/enbseries/VERSION @@ -1 +1 @@ -3.2.4 BETA "Let Go" +3.2.5 BETA "Let Go" diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini index b622bea..0b271b4 100644 --- a/enbseries/enbbloom.fx.ini +++ b/enbseries/enbbloom.fx.ini @@ -1,17 +1,17 @@ [ENBBLOOM.FX] TECHNIQUE=2 -Bloom Intensity Night=0.3 -Bloom Intensity Day=0.23 -Bloom Intensity Interior=0.25 +Bloom Intensity Night=0.12 +Bloom Intensity Day=0.08 +Bloom Intensity Interior=0.11 Bloom Contrast Night=1.02 Bloom Contrast Day=1.04 -Bloom Contrast Interior=1.01 -Bloom Saturation Night=0.97 +Bloom Contrast Interior=1.03 +Bloom Saturation Night=0.96 Bloom Saturation Day=0.98 Bloom Saturation Interior=0.99 -Bloom Offset Night=-0.11 -Bloom Offset Day=-0.19 -Bloom Offset Interior=-0.07 +Bloom Offset Night=0.0 +Bloom Offset Day=0.0 +Bloom Offset Interior=0.0 Bloom Intensity Cap Night=25.0 Bloom Intensity Cap Day=25.0 Bloom Intensity Cap Interior=25.0 @@ -25,16 +25,16 @@ Blue Shift Intensity Interior=0.14 Blue Shift Luminance Factor Per-pass=0.61 Blue Shift Color Factor Per-pass=0.79 Enable Anamorphic Bloom=true -Anamorphic Bloom Blend Night=0.53 -Anamorphic Bloom Blend Day=0.46 -Anamorphic Bloom Blend Interior=0.51 +Anamorphic Bloom Blend Night=0.44 +Anamorphic Bloom Blend Day=0.33 +Anamorphic Bloom Blend Interior=0.37 Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851 Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831 Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89 Anamorphic Bloom Blue Shift Intensity Night=0.38 Anamorphic Bloom Blue Shift Intensity Day=0.28 Anamorphic Bloom Blue Shift Intensity Interior=0.34 -Anamorphic Bloom Contrast Night=1.2 +Anamorphic Bloom Contrast Night=1.27 Anamorphic Bloom Contrast Day=1.36 Anamorphic Bloom Contrast Interior=1.36 Anamorphic Bloom Radius Multiplier=1.0 @@ -80,12 +80,12 @@ Anamorphic Bloom Blue Shift Interior Night=1.86 Anamorphic Bloom Blue Shift Interior Day=1.86 Anamorphic Bloom Contrast Interior Night=1.12 Anamorphic Bloom Contrast Interior Day=1.22 -Bloom Pass 1 Blend=0.92 -Bloom Pass 2 Blend=0.87 -Bloom Pass 3 Blend=0.8 -Bloom Pass 4 Blend=0.75 -Bloom Pass 5 Blend=0.66 -Bloom Pass 6 Blend=0.8 +Bloom Pass 1 Blend=0.13 +Bloom Pass 2 Blend=0.2 +Bloom Pass 3 Blend=0.35 +Bloom Pass 4 Blend=0.66 +Bloom Pass 5 Blend=0.85 +Bloom Pass 6 Blend=1.05 Enable Lens Dirt=false Dirt Pass 1 Blend=0.08 Dirt Pass 2 Blend=0.25 @@ -97,7 +97,7 @@ Dirt Contrast=2.069999 Dirt Factor=0.53 Bloom Blur Radius X=1.0 Bloom Blur Radius Y=1.0 -Bloom Single Pass Blend=0.65 +Bloom Single Pass Blend=0.52 Dirt Single Pass Blend=1.43 Dirt Saturation=0.38 Bloom Angle=0.0 diff --git a/enbseries/enbdepthoffield.fx.ini b/enbseries/enbdepthoffield.fx.ini index 284c901..2074def 100644 --- a/enbseries/enbdepthoffield.fx.ini +++ b/enbseries/enbdepthoffield.fx.ini @@ -23,14 +23,14 @@ Heat Contrast=0.95 Heat Time-of-day Contrast=0.5 Heat Always Enable=true Enable Screen Frost=true -Frost Contrast=1.26 -Frost Strength=0.01 -Frost Radial Contrast=1.69 +Frost Contrast=1.67 +Frost Strength=0.02 +Frost Radial Contrast=1.67 Frost Radial Intensity=0.83 -Frost Radial Offset=-0.67 -Frost Texture Blend=1.22 -Frost Texture Blend Contrast=2.42 -Frost Texture Size=0.8 +Frost Radial Offset=-0.66 +Frost Texture Blend=0.94 +Frost Texture Blend Contrast=2.44 +Frost Texture Size=0.85 Frost Indoor Factor=0.0 Frost Night Factor=0.0 Frost Always Enable=true @@ -70,19 +70,19 @@ DOF Fixed Focus Shift Interior=0.0 DOF Fixed Focus Blend Night=1.0 DOF Fixed Focus Blend Day=1.0 DOF Fixed Focus Blend Interior=1.0 -DOF Fixed Unfocus Intensity Night=1.19 -DOF Fixed Unfocus Intensity Day=1.14 +DOF Fixed Unfocus Intensity Night=1.13 +DOF Fixed Unfocus Intensity Day=1.06 DOF Fixed Unfocus Intensity Interior=1.24 DOF Fixed Unfocus Contrast Night=96.980003 -DOF Fixed Unfocus Contrast Day=128.149994 +DOF Fixed Unfocus Contrast Day=134.399994 DOF Fixed Unfocus Contrast Interior=65.19001 -DOF Fixed Unfocus Shift Night=-0.88 -DOF Fixed Unfocus Shift Day=-0.96 +DOF Fixed Unfocus Shift Night=-0.95 +DOF Fixed Unfocus Shift Day=-1.16 DOF Fixed Unfocus Shift Interior=-0.78 DOF Fixed Unfocus Blend Night=1.0 DOF Fixed Unfocus Blend Day=1.0 DOF Fixed Unfocus Blend Interior=1.0 -DOF Fixed Use Cutoff=false +DOF Fixed Use Cutoff=true Disable DOF=false DOF Gather Blur Radius=8.0 Debug Depth=false @@ -175,13 +175,13 @@ Heat Factor Sunset=0.85 Heat Factor Dusk=0.38 Heat Factor Night=0.0 Heat Factor Interior=0.0 -Frost Factor Dawn=0.93 -Frost Factor Sunrise=0.74 -Frost Factor Day=0.62 -Frost Factor Sunset=0.77 -Frost Factor Dusk=0.94 -Frost Factor Night=1.16 -Frost Factor Interior=0.27 +Frost Factor Dawn=1.02 +Frost Factor Sunrise=0.79 +Frost Factor Day=0.61 +Frost Factor Sunset=0.78 +Frost Factor Dusk=1.02 +Frost Factor Night=1.32 +Frost Factor Interior=0.37 DOF Bilateral Factor=20.0 DOF Bilateral Radius=1.0 DOF Blur Radius=8.0 diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx index c7e827b..abea43c 100644 --- a/enbseries/enbeffect.fx +++ b/enbseries/enbeffect.fx @@ -99,117 +99,290 @@ bool aenable string UIWidget = "Checkbox"; > = {false}; /* tone mapping */ -string str_tonemap = "Filmic Tone Mapping"; -bool tmapenable +string str_tonemap = "Tone Mapping"; +/* + algorithms: + -1 : Disabled + 0 : Vanilla + 1 : Linear + 2 : Reinhard + 3 : Uncharted 2 + 4 : Hejl Dawson + 5 : Haarm-Peter Duiker + 6 : SweetFX +*/ +int tmapenable < - string UIName = "Enable Tonemapping"; - string UIWidget = "Checkbox"; -> = {false}; + string UIName = "Tonemapping Method"; + string UIWidget = "Spinner"; + int UIMin = -1; + int UIMax = 6; +> = {3}; +float tmapexposure_n +< + string UIName = "Tonemap Exposure Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float tmapexposure_d +< + string UIName = "Tonemap Exposure Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float tmapexposure_i +< + string UIName = "Tonemap Exposure Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; +> = {1.0}; +float tmapblend_n +< + string UIName = "Tonemap Blend Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float tmapblend_d +< + string UIName = "Tonemap Blend Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; +float tmapblend_i +< + string UIName = "Tonemap Blend Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {1.0}; float unA_n < - string UIName = "Tonemap Shoulder Strength Night"; + string UIName = "Uncharted2 Shoulder Strength Night"; string UIWidget = "Spinner"; > = {0.5}; float unA_d < - string UIName = "Tonemap Shoulder Strength Day"; + string UIName = "Uncharted2 Shoulder Strength Day"; string UIWidget = "Spinner"; > = {0.5}; float unA_i < - string UIName = "Tonemap Shoulder Strength Interior"; + string UIName = "Uncharted2 Shoulder Strength Interior"; string UIWidget = "Spinner"; > = {0.5}; float unB_n < - string UIName = "Tonemap Linear Strength Night"; + string UIName = "Uncharted2 Linear Strength Night"; string UIWidget = "Spinner"; > = {1.0}; float unB_d < - string UIName = "Tonemap Linear Strength Day"; + string UIName = "Uncharted2 Linear Strength Day"; string UIWidget = "Spinner"; > = {1.0}; float unB_i < - string UIName = "Tonemap Linear Strength Interior"; + string UIName = "Uncharted2 Linear Strength Interior"; string UIWidget = "Spinner"; > = {1.0}; float unC_n < - string UIName = "Tonemap Linear Angle Night"; + string UIName = "Uncharted2 Linear Angle Night"; string UIWidget = "Spinner"; > = {0.2}; float unC_d < - string UIName = "Tonemap Linear Angle Day"; + string UIName = "Uncharted2 Linear Angle Day"; string UIWidget = "Spinner"; > = {0.2}; float unC_i < - string UIName = "Tonemap Linear Angle Interior"; + string UIName = "Uncharted2 Linear Angle Interior"; string UIWidget = "Spinner"; > = {0.2}; float unD_n < - string UIName = "Tonemap Toe Strength Night"; + string UIName = "Uncharted2 Toe Strength Night"; string UIWidget = "Spinner"; > = {0.75}; float unD_d < - string UIName = "Tonemap Toe Strength Day"; + string UIName = "Uncharted2 Toe Strength Day"; string UIWidget = "Spinner"; > = {0.75}; float unD_i < - string UIName = "Tonemap Toe Strength Interior"; + string UIName = "Uncharted2 Toe Strength Interior"; string UIWidget = "Spinner"; > = {0.75}; float unE_n < - string UIName = "Tonemap Toe Numerator Night"; + string UIName = "Uncharted2 Toe Numerator Night"; string UIWidget = "Spinner"; > = {0.02}; float unE_d < - string UIName = "Tonemap Toe Numerator Day"; + string UIName = "Uncharted2 Toe Numerator Day"; string UIWidget = "Spinner"; > = {0.02}; float unE_i < - string UIName = "Tonemap Toe Numerator Interior"; + string UIName = "Uncharted2 Toe Numerator Interior"; string UIWidget = "Spinner"; > = {0.02}; float unF_n < - string UIName = "Tonemap Toe Denominator Night"; + string UIName = "Uncharted2 Toe Denominator Night"; string UIWidget = "Spinner"; > = {0.30}; float unF_d < - string UIName = "Tonemap Toe Denominator Day"; + string UIName = "Uncharted2 Toe Denominator Day"; string UIWidget = "Spinner"; > = {0.30}; float unF_i < - string UIName = "Tonemap Toe Denominator Interior"; + string UIName = "Uncharted2 Toe Denominator Interior"; string UIWidget = "Spinner"; > = {0.30}; float unW_n < - string UIName = "Tonemap Linear White Night"; + string UIName = "Uncharted2 Linear White Night"; string UIWidget = "Spinner"; > = {10.0}; float unW_d < - string UIName = "Tonemap Linear White Day"; + string UIName = "Uncharted2 Linear White Day"; string UIWidget = "Spinner"; > = {10.0}; float unW_i < - string UIName = "Tonemap Linear White Interior"; + string UIName = "Uncharted2 Linear White Interior"; string UIWidget = "Spinner"; > = {10.0}; +float sfxgamma_n +< + string UIName = "SweetFX Gamma Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 2.0; +> = {1.0}; +float sfxgamma_d +< + string UIName = "SweetFX Gamma Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 2.0; +> = {1.0}; +float sfxgamma_i +< + string UIName = "SweetFX Gamma Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 2.0; +> = {1.0}; +float sfxexposure_n +< + string UIName = "SweetFX Exposure Night"; + string UIWidget = "Spinner"; + float UIMin = -1.0; + float UIMax = 1.0; +> = {0.0}; +float sfxexposure_d +< + string UIName = "SweetFX Exposure Day"; + string UIWidget = "Spinner"; + float UIMin = -1.0; + float UIMax = 1.0; +> = {0.0}; +float sfxexposure_i +< + string UIName = "SweetFX Exposure Interior"; + string UIWidget = "Spinner"; + float UIMin = -1.0; + float UIMax = 1.0; +> = {0.0}; +float sfxsaturation_n +< + string UIName = "SweetFX Saturation Night"; + string UIWidget = "Spinner"; + float UIMin = -1.0; + float UIMax = 1.0; +> = {0.0}; +float sfxsaturation_d +< + string UIName = "SweetFX Saturation Day"; + string UIWidget = "Spinner"; + float UIMin = -1.0; + float UIMax = 1.0; +> = {0.0}; +float sfxsaturation_i +< + string UIName = "SweetFX Saturation Interior"; + string UIWidget = "Spinner"; + float UIMin = -1.0; + float UIMax = 1.0; +> = {0.0}; +float sfxbleach_n +< + string UIName = "SweetFX Bleach Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float sfxbleach_d +< + string UIName = "SweetFX Bleach Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float sfxbleach_i +< + string UIName = "SweetFX Bleach Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float sfxdefog_n +< + string UIName = "SweetFX Defog Night"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float sfxdefog_d +< + string UIName = "SweetFX Defog Day"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float sfxdefog_i +< + string UIName = "SweetFX Defog Interior"; + string UIWidget = "Spinner"; + float UIMin = 0.0; + float UIMax = 1.0; +> = {0.0}; +float3 sfxfogcolor_n +< + string UIName = "SweetFX Defog Color Night"; + string UIWidget = "Color"; +> = {0.0,0.0,1.0}; +float3 sfxfogcolor_d +< + string UIName = "SweetFX Defog Color Day"; + string UIWidget = "Color"; +> = {0.0,0.0,1.0}; +float3 sfxfogcolor_i +< + 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 ) { diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini index e61df43..a350748 100644 --- a/enbseries/enbeffect.fx.ini +++ b/enbseries/enbeffect.fx.ini @@ -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 diff --git a/enbseries/menbfilmlut.png b/enbseries/menbfilmlut.png new file mode 100644 index 0000000..fec04d6 Binary files /dev/null and b/enbseries/menbfilmlut.png differ