MariENB FO4 3.0.6a
This commit is contained in:
parent
0ac5ca02ac
commit
e2d4b777f7
9 changed files with 210 additions and 208 deletions
228
enbseries.ini
228
enbseries.ini
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@ -13,7 +13,7 @@ EnableAdaptation=true
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EnableBloom=true
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EnableDepthOfField=true
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EnableLens=false
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EnableSSAO=false
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EnableSSAO=true
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[COLORCORRECTION]
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UseProceduralCorrection=true
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@ -64,14 +64,14 @@ AmountInteriorNight=1.0
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[SKY]
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IgnoreWeatherSystem=true
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Enable=true
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GradientIntensityDawn=0.66
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GradientIntensitySunrise=0.92
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GradientIntensityDay=1.37
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GradientIntensitySunset=0.870001
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GradientIntensityDusk=0.750001
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GradientIntensityNight=0.970001
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GradientIntensityInteriorDay=1.32
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GradientIntensityInteriorNight=0.79
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GradientIntensityDawn=0.81
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GradientIntensitySunrise=0.97
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GradientIntensityDay=1.01
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GradientIntensitySunset=0.910001
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GradientIntensityDusk=0.850001
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GradientIntensityNight=0.950001
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GradientIntensityInteriorDay=1.02
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GradientIntensityInteriorNight=0.9
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GradientDesaturationDawn=0.0
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GradientDesaturationSunrise=0.0
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GradientDesaturationDay=0.0
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@ -81,121 +81,121 @@ GradientDesaturationNight=0.0
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GradientDesaturationInteriorDay=0.0
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GradientDesaturationInteriorNight=0.0
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GradientTopIntensityDawn=0.77
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GradientTopIntensitySunrise=0.82
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GradientTopIntensityDay=1.430001
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GradientTopIntensitySunset=0.86
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GradientTopIntensityDusk=0.75
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GradientTopIntensityNight=0.63
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GradientTopIntensityInteriorDay=1.39
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GradientTopIntensityInteriorNight=0.52
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GradientTopIntensityDawn=0.59
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GradientTopIntensitySunrise=0.77
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GradientTopIntensityDay=0.980001
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GradientTopIntensitySunset=0.69
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GradientTopIntensityDusk=0.52
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GradientTopIntensityNight=0.42
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GradientTopIntensityInteriorDay=0.97
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GradientTopIntensityInteriorNight=0.97
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GradientTopCurveDawn=0.87
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GradientTopCurveSunrise=0.82
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GradientTopCurveDay=0.54
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GradientTopCurveSunset=0.81
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GradientTopCurveDusk=0.89
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GradientTopCurveNight=0.74
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GradientTopCurveInteriorDay=0.53
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GradientTopCurveDay=0.95
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GradientTopCurveSunset=0.88
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GradientTopCurveDusk=0.86
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GradientTopCurveNight=0.89
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GradientTopCurveInteriorDay=0.98
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GradientTopCurveInteriorNight=0.67
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GradientTopColorFilterDawn=0.953, 0.208, 0.753
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GradientTopColorFilterSunrise=0.918, 0.349, 0.188
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GradientTopColorFilterDay=0.882, 0.502, 0.263
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GradientTopColorFilterSunset=0.91, 0.286, 0.188
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GradientTopColorFilterDusk=0.855, 0.165, 0.463
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GradientTopColorFilterDawn=0.984, 0.757, 0.925
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GradientTopColorFilterSunrise=0.973, 0.765, 0.706
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GradientTopColorFilterDay=0.969, 0.871, 0.812
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GradientTopColorFilterSunset=0.961, 0.702, 0.663
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GradientTopColorFilterDusk=0.906, 0.459, 0.651
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GradientTopColorFilterNight=0.486, 0.443, 0.561
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GradientTopColorFilterInteriorDay=0.984, 0.537, 0.216
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GradientTopColorFilterInteriorDay=0.996, 0.886, 0.808
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GradientTopColorFilterInteriorNight=0.596, 0.506, 0.678
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GradientMiddleIntensityDawn=0.7
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GradientMiddleIntensitySunrise=1.02
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GradientMiddleIntensityDay=1.25
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GradientMiddleIntensitySunset=1.02
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GradientMiddleIntensityDusk=0.77
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GradientMiddleIntensityNight=0.82
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GradientMiddleIntensityInteriorDay=1.27
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GradientMiddleIntensityDawn=0.62
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GradientMiddleIntensitySunrise=0.8
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GradientMiddleIntensityDay=1.11
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GradientMiddleIntensitySunset=0.44
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GradientMiddleIntensityDusk=0.63
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GradientMiddleIntensityNight=0.95
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GradientMiddleIntensityInteriorDay=1.1
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GradientMiddleIntensityInteriorNight=0.64
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GradientMiddleCurveDawn=0.94
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GradientMiddleCurveSunrise=0.81
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GradientMiddleCurveDay=0.69
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GradientMiddleCurveSunset=0.88
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GradientMiddleCurveDusk=0.9
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GradientMiddleCurveNight=0.77
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GradientMiddleCurveInteriorDay=0.72
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GradientMiddleCurveSunrise=0.89
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GradientMiddleCurveDay=0.83
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GradientMiddleCurveSunset=0.95
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GradientMiddleCurveDusk=0.83
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GradientMiddleCurveNight=0.9
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GradientMiddleCurveInteriorDay=0.89
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GradientMiddleCurveInteriorNight=0.64
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GradientMiddleColorFilterDawn=0.824, 0.533, 0.8
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GradientMiddleColorFilterSunrise=0.898, 0.392, 0.239
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GradientMiddleColorFilterDay=0.816, 0.529, 0.4
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GradientMiddleColorFilterSunset=0.882, 0.318, 0.129
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GradientMiddleColorFilterDusk=0.827, 0.302, 0.529
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GradientMiddleColorFilterDawn=0.929, 0.812, 0.922
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GradientMiddleColorFilterSunrise=0.965, 0.792, 0.745
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GradientMiddleColorFilterDay=0.953, 0.882, 0.851
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GradientMiddleColorFilterSunset=0.945, 0.69, 0.608
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GradientMiddleColorFilterDusk=0.89, 0.553, 0.698
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GradientMiddleColorFilterNight=0.62, 0.506, 0.773
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GradientMiddleColorFilterInteriorDay=1, 0.435, 0.106
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GradientMiddleColorFilterInteriorDay=1, 0.867, 0.788
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GradientMiddleColorFilterInteriorNight=0.549, 0.431, 0.722
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GradientHorizonIntensityDawn=1.42
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GradientHorizonIntensitySunrise=1.57
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GradientHorizonIntensityDay=1.240001
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GradientHorizonIntensitySunset=1.56
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GradientHorizonIntensityDusk=1.26
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GradientHorizonIntensityNight=1.13
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GradientHorizonIntensityInteriorDay=1.25
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GradientHorizonIntensityDawn=1.21
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GradientHorizonIntensitySunrise=1.17
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GradientHorizonIntensityDay=1.060001
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GradientHorizonIntensitySunset=1.14
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GradientHorizonIntensityDusk=1.21
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GradientHorizonIntensityNight=1.09
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GradientHorizonIntensityInteriorDay=1.1
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GradientHorizonIntensityInteriorNight=1.39
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GradientHorizonCurveDawn=0.63
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GradientHorizonCurveSunrise=0.4
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GradientHorizonCurveDay=0.36
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GradientHorizonCurveSunset=0.44
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GradientHorizonCurveDawn=0.65
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GradientHorizonCurveSunrise=0.57
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GradientHorizonCurveDay=0.94
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GradientHorizonCurveSunset=0.55
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GradientHorizonCurveDusk=0.63
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GradientHorizonCurveNight=0.92
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GradientHorizonCurveInteriorDay=0.33
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GradientHorizonCurveNight=0.88
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GradientHorizonCurveInteriorDay=0.86
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GradientHorizonCurveInteriorNight=0.65
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GradientHorizonColorFilterDawn=0.741, 0.576, 0.62
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GradientHorizonColorFilterSunrise=0.925, 0.635, 0.416
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GradientHorizonColorFilterDay=0.906, 0.467, 0.263
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GradientHorizonColorFilterSunset=0.82, 0.471, 0.294
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GradientHorizonColorFilterDusk=0.749, 0.396, 0.357
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GradientHorizonColorFilterDawn=0.878, 0.8, 0.82
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GradientHorizonColorFilterSunrise=0.953, 0.769, 0.639
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GradientHorizonColorFilterDay=0.98, 0.898, 0.863
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GradientHorizonColorFilterSunset=0.918, 0.757, 0.675
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GradientHorizonColorFilterDusk=0.812, 0.549, 0.522
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GradientHorizonColorFilterNight=0.557, 0.608, 0.722
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GradientHorizonColorFilterInteriorDay=0.961, 0.486, 0.247
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GradientHorizonColorFilterInteriorDay=0.988, 0.831, 0.753
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GradientHorizonColorFilterInteriorNight=0.522, 0.557, 0.639
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CloudsIntensityDawn=0.15
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CloudsIntensityDawn=0.78
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CloudsIntensitySunrise=0.7
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CloudsIntensityDay=0.910001
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CloudsIntensitySunset=0.610001
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CloudsIntensityDusk=0.180001
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CloudsIntensityNight=0.100001
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CloudsIntensityDusk=0.760001
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CloudsIntensityNight=0.850001
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CloudsIntensityInteriorDay=0.94
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CloudsIntensityInteriorNight=0.04
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CloudsCurveDawn=1.94
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CloudsCurveDawn=1.37
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CloudsCurveSunrise=1.18
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CloudsCurveDay=0.79
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CloudsCurveSunset=1.16
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CloudsCurveDusk=1.9
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CloudsCurveNight=2.44
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CloudsCurveSunset=1.15
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CloudsCurveDusk=1.23
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CloudsCurveNight=1.07
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CloudsCurveInteriorDay=1.31
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CloudsCurveInteriorNight=2.39
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CloudsDesaturationDawn=0.0
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CloudsDesaturationSunrise=0.0
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CloudsDesaturationDay=0.0
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CloudsDesaturationSunset=0.0
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CloudsDesaturationDusk=0.0
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CloudsDesaturationNight=0.0
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CloudsDesaturationInteriorDay=0.0
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CloudsDesaturationInteriorNight=0.0
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CloudsDesaturationDawn=0.34
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CloudsDesaturationSunrise=0.17
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CloudsDesaturationDay=0.09
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CloudsDesaturationSunset=0.21
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CloudsDesaturationDusk=0.39
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CloudsDesaturationNight=0.16
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CloudsDesaturationInteriorDay=0.14
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CloudsDesaturationInteriorNight=0.16
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CloudsOpacityDawn=1.13
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CloudsOpacitySunrise=0.98
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CloudsOpacityDay=0.75
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CloudsOpacitySunset=0.96
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CloudsOpacityDusk=1.19
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CloudsOpacityNight=1.1
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CloudsOpacityNight=1.11
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CloudsOpacityInteriorDay=1.0
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CloudsOpacityInteriorNight=1.0
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CloudsColorFilterDawn=0.973, 0.0471, 0.0471
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CloudsColorFilterSunrise=0.98, 0.671, 0.431
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CloudsColorFilterDay=0.984, 0.757, 0.561
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CloudsColorFilterDawn=0.996, 0.816, 0.816
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CloudsColorFilterSunrise=0.992, 0.835, 0.718
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CloudsColorFilterDay=0.996, 0.918, 0.855
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CloudsColorFilterSunset=0.984, 0.737, 0.545
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CloudsColorFilterDusk=0.878, 0.11, 0.11
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CloudsColorFilterNight=0.58, 0.337, 0.808
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CloudsColorFilterInteriorDay=0.882, 0.569, 0.255
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CloudsColorFilterInteriorNight=0.565, 0.388, 0.827
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CloudsColorFilterDusk=0.965, 0.729, 0.729
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CloudsColorFilterNight=0.953, 0.925, 0.98
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CloudsColorFilterInteriorDay=0.953, 0.835, 0.718
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CloudsColorFilterInteriorNight=0.953, 0.933, 0.98
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SunIntensityDawn=4.0
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SunIntensitySunrise=6.0
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@ -214,12 +214,12 @@ SunDesaturationNight=0.0
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SunDesaturationInteriorDay=0.0
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SunDesaturationInteriorNight=0.0
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SunColorFilterDawn=0.953, 0.098, 0.0353
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SunColorFilterSunrise=0.906, 0.216, 0.0275
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SunColorFilterDay=0.996, 0.62, 0.369
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SunColorFilterSunset=0.953, 0.247, 0.122
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SunColorFilterSunrise=0.98, 0.455, 0.322
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SunColorFilterDay=1, 0.647, 0.38
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SunColorFilterSunset=0.969, 0.471, 0.38
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SunColorFilterDusk=0.969, 0.161, 0.161
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SunColorFilterNight=0.839, 0.0275, 0.0157
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SunColorFilterInteriorDay=0.988, 0.604, 0.329
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SunColorFilterInteriorDay=0.988, 0.627, 0.369
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SunColorFilterInteriorNight=0.859, 0.0471, 0.00392
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MoonIntensityDawn=1.77
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@ -248,12 +248,12 @@ MoonColorFilterInteriorDay=1, 1, 1
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MoonColorFilterInteriorNight=0.314, 0.431, 0.957
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[ENVIRONMENT]
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IgnoreWeatherSystem=true
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DirectLightingIntensityDawn=2.57
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DirectLightingIntensitySunrise=2.47
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DirectLightingIntensityDay=1.92
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DirectLightingIntensitySunset=2.43
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DirectLightingIntensityDusk=2.53
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DirectLightingIntensityNight=3.04
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DirectLightingIntensityDawn=1.86
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DirectLightingIntensitySunrise=1.52
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DirectLightingIntensityDay=1.14
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DirectLightingIntensitySunset=1.58
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DirectLightingIntensityDusk=1.95
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DirectLightingIntensityNight=2.53
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DirectLightingIntensityInteriorDay=1.72
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DirectLightingIntensityInteriorNight=2.96
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DirectLightingDesaturationDawn=0.0
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@ -264,22 +264,22 @@ DirectLightingDesaturationDusk=0.0
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DirectLightingDesaturationNight=0.0
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DirectLightingDesaturationInteriorDay=0.0
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DirectLightingDesaturationInteriorNight=0.0
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DirectLightingColorFilterDawn=0.878, 0.643, 0.839
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DirectLightingColorFilterSunrise=0.922, 0.706, 0.514
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DirectLightingColorFilterDay=0.957, 0.831, 0.58
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DirectLightingColorFilterSunset=0.961, 0.635, 0.435
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DirectLightingColorFilterDusk=0.843, 0.624, 0.651
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DirectLightingColorFilterNight=0.722, 0.706, 0.973
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DirectLightingColorFilterInteriorDay=0.949, 0.753, 0.478
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DirectLightingColorFilterDawn=0.937, 0.812, 0.914
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DirectLightingColorFilterSunrise=0.961, 0.851, 0.757
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DirectLightingColorFilterDay=0.984, 0.945, 0.867
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DirectLightingColorFilterSunset=0.988, 0.871, 0.8
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DirectLightingColorFilterDusk=0.937, 0.851, 0.863
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DirectLightingColorFilterNight=0.722, 0.706, 0.976
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DirectLightingColorFilterInteriorDay=0.973, 0.859, 0.698
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DirectLightingColorFilterInteriorNight=0.816, 0.773, 0.992
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AmbientLightingIntensityDawn=0.35
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AmbientLightingIntensitySunrise=0.53
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AmbientLightingIntensityDay=0.79
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AmbientLightingIntensitySunset=0.56
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AmbientLightingIntensityDusk=0.35
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AmbientLightingIntensityNight=0.81
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AmbientLightingIntensityInteriorDay=0.75
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AmbientLightingIntensityInteriorNight=0.83
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AmbientLightingIntensityDawn=0.7
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AmbientLightingIntensitySunrise=0.83
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AmbientLightingIntensityDay=0.95
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AmbientLightingIntensitySunset=0.81
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AmbientLightingIntensityDusk=0.75
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AmbientLightingIntensityNight=0.65
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AmbientLightingIntensityInteriorDay=0.84
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AmbientLightingIntensityInteriorNight=0.66
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[SSAO_SSIL]
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UseIndirectLighting=true
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ResolutionScale=0.5
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@ -529,7 +529,7 @@ float4 Anamorphic( float2 coord, Texture2D intex, float insz )
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res.rgb *= lerp(1.0,flu,lm);
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float fbl = tod_ind(fbl);
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float fpw = tod_ind(fpw);
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res.rgb = pow(res.rgb,fpw)*fbl;
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res.rgb = pow(max(0,res.rgb),fpw)*fbl;
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return res;
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}
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@ -1,17 +1,17 @@
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[ENBBLOOM.FX]
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TECHNIQUE=1
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Bloom Intensity Night=0.51
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Bloom Intensity Day=0.43
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Bloom Intensity Interior=0.46
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Bloom Contrast Night=0.92
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Bloom Contrast Day=0.95
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TECHNIQUE=2
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Bloom Intensity Night=0.78
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Bloom Intensity Day=0.67
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Bloom Intensity Interior=0.71
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Bloom Contrast Night=0.88
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Bloom Contrast Day=0.98
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Bloom Contrast Interior=0.93
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Bloom Saturation Night=0.87
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Bloom Saturation Day=0.77
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Bloom Saturation Day=0.81
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Bloom Saturation Interior=0.84
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Bloom Offset Night=-0.28
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Bloom Offset Day=-0.44
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Bloom Offset Interior=-0.38
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Bloom Offset Night=-0.14
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Bloom Offset Day=-0.23
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Bloom Offset Interior=-0.16
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Bloom Intensity Cap Night=1.0
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Bloom Intensity Cap Day=1.0
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Bloom Intensity Cap Interior=1.0
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@ -19,15 +19,15 @@ Bloom Blur Radius=1.0
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Blue Shift Night=0.294, 0.424, 0.859
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Blue Shift Day=0.22, 0.537, 0.855
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Blue Shift Interior=0.337, 0.525, 0.878
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Blue Shift Intensity Night=0.97
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Blue Shift Intensity Day=0.72
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Blue Shift Intensity Night=0.96
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Blue Shift Intensity Day=0.71
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Blue Shift Intensity Interior=0.88
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Blue Shift Luminance Factor Per-pass=0.31
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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=0.68
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Anamorphic Bloom Blend Day=0.34
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Anamorphic Bloom Blend Interior=0.44
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Anamorphic Bloom Blend Night=0.95
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Anamorphic Bloom Blend Day=0.7
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Anamorphic Bloom Blend Interior=0.86
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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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@ -37,7 +37,7 @@ Anamorphic Bloom Blue Shift Intensity Interior=1.86
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Anamorphic Bloom Contrast Night=0.95
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Anamorphic Bloom Contrast Day=1.0
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Anamorphic Bloom Contrast Interior=0.97
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Anamorphic Bloom Radius Multiplier=1.0
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Anamorphic Bloom Radius Multiplier=2.0
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Bloom Intensity Interior Night=1.33
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Bloom Intensity Interior Day=1.26
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Bloom Contrast Interior Night=0.73
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@ -80,22 +80,22 @@ 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=0.13
|
||||
Bloom Pass 2 Blend=0.24
|
||||
Bloom Pass 3 Blend=0.36
|
||||
Bloom Pass 4 Blend=0.52
|
||||
Bloom Pass 5 Blend=0.69
|
||||
Bloom Pass 6 Blend=1.0
|
||||
Bloom Pass 1 Blend=0.98
|
||||
Bloom Pass 2 Blend=0.94
|
||||
Bloom Pass 3 Blend=0.88
|
||||
Bloom Pass 4 Blend=0.89
|
||||
Bloom Pass 5 Blend=0.91
|
||||
Bloom Pass 6 Blend=0.98
|
||||
Enable Lens Dirt=true
|
||||
Dirt Pass 1 Blend=0.03
|
||||
Dirt Pass 2 Blend=0.12
|
||||
Dirt Pass 3 Blend=0.24
|
||||
Dirt Pass 4 Blend=0.4
|
||||
Dirt Pass 5 Blend=0.67
|
||||
Dirt Pass 6 Blend=3.66
|
||||
Dirt Contrast=0.92
|
||||
Dirt Pass 6 Blend=5.15
|
||||
Dirt Contrast=0.91
|
||||
Dirt Factor=2.07
|
||||
Bloom Blur Radius X=1.0
|
||||
Bloom Blur Radius Y=1.0
|
||||
Bloom Single Pass Blend=0.29
|
||||
Bloom Single Pass Blend=0.53
|
||||
Dirt Single Pass Blend=1.13
|
||||
|
|
|
|||
|
|
@ -971,7 +971,7 @@ VS_OUTPUT_POST VS_Quad( VS_INPUT_POST IN )
|
|||
/* these are znear/zfar values for Skyrim, but MAY match Fallout too */
|
||||
float depthlinear( float2 coord )
|
||||
{
|
||||
float z = TextureDepth.Sample(Sampler1,coord).x;
|
||||
float z = TextureDepth.SampleLevel(Sampler1,coord,0).x;
|
||||
return (2*zNear)/(zFar+zNear-z*(zFar-zNear));
|
||||
}
|
||||
|
||||
|
|
@ -986,8 +986,8 @@ float3 pseudonormal( float dep, float2 coord )
|
|||
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 ofs1 = float2(0,1.0/bresl.y);
|
||||
float2 ofs2 = float2(1.0/bresl.x,0);
|
||||
float dep1 = TextureDepth.Sample(Sampler1,coord+ofs1).x;
|
||||
float dep2 = TextureDepth.Sample(Sampler1,coord+ofs2).x;
|
||||
float dep1 = TextureDepth.SampleLevel(Sampler1,coord+ofs1,0).x;
|
||||
float dep2 = TextureDepth.SampleLevel(Sampler1,coord+ofs2,0).x;
|
||||
float3 p1 = float3(ofs1,dep1-dep);
|
||||
float3 p2 = float3(ofs2,dep2-dep);
|
||||
float3 normal = cross(p1,p2);
|
||||
|
|
@ -1012,9 +1012,9 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
float3 normal = pseudonormal(depth,coord);
|
||||
float2 nc = coord*(bresl/256.0);
|
||||
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius;
|
||||
float2 nc2 = TextureNoise3.Sample(Sampler2,nc+48000.0*Timer.x
|
||||
*ssaonoise).xy;
|
||||
float3 rnormal = TextureNoise3.Sample(Sampler2,nc2).xyz*2.0-1.0;
|
||||
float2 nc2 = TextureNoise3.SampleLevel(Sampler2,nc+48000.0*Timer.x
|
||||
*ssaonoise,0).xy;
|
||||
float3 rnormal = TextureNoise3.SampleLevel(Sampler2,nc2,0).xyz*2.0-1.0;
|
||||
rnormal = normalize(rnormal);
|
||||
float occ = 0.0;
|
||||
int i;
|
||||
|
|
@ -1026,7 +1026,7 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
{
|
||||
sample = reflect(ssao_samples_lq[i],rnormal);
|
||||
sample *= sign(dot(normal,sample));
|
||||
so = ldepth-sample.z*bof;
|
||||
so = ldepth-sample.z*bof.x;
|
||||
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
|
||||
delta = saturate(so-sdepth);
|
||||
delta *= 1.0-smoothstep(0.0,sclamp,delta);
|
||||
|
|
@ -1037,7 +1037,7 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
{
|
||||
sample = reflect(ssao_samples_hq[i],rnormal);
|
||||
sample *= sign(dot(normal,sample));
|
||||
so = ldepth-sample.z*bof;
|
||||
so = ldepth-sample.z*bof.x;
|
||||
sdepth = depthlinear(coord+bof*sample.xy/ldepth);
|
||||
delta = saturate(so-sdepth);
|
||||
delta *= 1.0-smoothstep(0.0,sclamp,delta);
|
||||
|
|
@ -1046,8 +1046,8 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
}
|
||||
float uocc = saturate(occ/(ssaoquarter?16.0:64.0));
|
||||
float fade = 1.0-depth;
|
||||
uocc *= saturate(pow(fade,ssaofadepow)*ssaofademult);
|
||||
uocc = saturate(pow(uocc,ssaopow)*ssaomult);
|
||||
uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
|
||||
uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult);
|
||||
return saturate(1.0-(uocc*ssaoblend));
|
||||
}
|
||||
/*
|
||||
|
|
@ -1207,8 +1207,8 @@ float3 EdgeView( float3 res, float2 coord )
|
|||
mdy += GY[2][2]*depths[2][2];
|
||||
mud = pow(mdx*mdx+mdy*mdy,0.5);
|
||||
float fade = 1.0-TextureDepth.Sample(Sampler1,coord).x;
|
||||
mud *= saturate(pow(fade,edgevfadepow)*edgevfademult);
|
||||
mud = saturate(pow(mud,edgevpow)*edgevmult);
|
||||
mud *= saturate(pow(max(0,fade),edgevfadepow)*edgevfademult);
|
||||
mud = saturate(pow(max(0,mud),edgevpow)*edgevmult);
|
||||
return mud;
|
||||
}
|
||||
|
||||
|
|
@ -1242,8 +1242,8 @@ float2 DistantHeat( float2 coord )
|
|||
float2 bresl;
|
||||
float dep, odep;
|
||||
dep = TextureDepth.Sample(Sampler1,coord).x;
|
||||
float distfade = clamp(pow(dep,heatfadepow)*heatfademul+heatfadebump,
|
||||
0.0,1.0);
|
||||
float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul
|
||||
+heatfadebump,0.0,1.0);
|
||||
if ( distfade <= 0.0 ) return coord;
|
||||
float todpow = todx_ind(heatfactor);
|
||||
if ( !heatalways && (todpow <= 0.0) ) return coord;
|
||||
|
|
@ -1251,15 +1251,15 @@ float2 DistantHeat( float2 coord )
|
|||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 nc = coord*(bresl/HEATSIZE)*heatsize;
|
||||
float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed;
|
||||
float2 ofs = TextureHeat.Sample(Sampler2,nc+ts).xy;
|
||||
float2 ofs = TextureHeat.SampleLevel(Sampler2,nc+ts,0).xy;
|
||||
ofs = (ofs-0.5)*2.0;
|
||||
ofs *= pow(length(ofs),heatpow);
|
||||
ofs *= todpow;
|
||||
if ( !heatalways ) ofs *= weatherfactor(WT_HOT);
|
||||
odep = TextureDepth.Sample(Sampler1,coord+ofs*heatstrength*distfade
|
||||
*0.01).x;
|
||||
float odistfade = clamp(pow(odep,heatfadepow)*heatfademul+heatfadebump,
|
||||
0.0,1.0);
|
||||
odep = TextureDepth.SampleLevel(Sampler1,coord+ofs*heatstrength
|
||||
*distfade*0.01,0).x;
|
||||
float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul
|
||||
+heatfadebump,0.0,1.0);
|
||||
if ( odistfade <= 0.0 ) return coord;
|
||||
return coord+ofs*heatstrength*distfade*0.01;
|
||||
}
|
||||
|
|
@ -1376,9 +1376,10 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
{
|
||||
sc = TextureColor.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
|
||||
dfc*4.0);
|
||||
ds = TextureDepth.Sample(Sampler1,coord+poisson32[i]*bsz).x;
|
||||
sd = RenderTargetR32F.Sample(Sampler1,coord+poisson32[i]
|
||||
*bsz).x;
|
||||
ds = TextureDepth.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
|
||||
0).x;
|
||||
sd = RenderTargetR32F.SampleLevel(Sampler1,coord+poisson32[i]
|
||||
*bsz,0).x;
|
||||
sw = (ds>dep)?1.0:sd;
|
||||
tw += sw;
|
||||
res += sc*sw;
|
||||
|
|
@ -1405,14 +1406,14 @@ float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
isd = dfc;
|
||||
[unroll] for ( i=-7; i<=7; i++ )
|
||||
{
|
||||
sd = RenderTargetR32F.Sample(Sampler1,coord+float2(i,0)*bof
|
||||
*dfc).x;
|
||||
sd = RenderTargetR32F.SampleLevel(Sampler1,coord+float2(i,0)
|
||||
*bof*dfc,0).x;
|
||||
ds = abs(isd-sd)*dofbfact+0.5;
|
||||
sw = 1.0/(ds+1.0);
|
||||
sw *= gauss8[abs(i)];
|
||||
tw += sw;
|
||||
res += sw*TextureColor.Sample(Sampler1,coord+float2(i,0)*bof
|
||||
*dfc);
|
||||
res += sw*TextureColor.SampleLevel(Sampler1,coord+float2(i,0)
|
||||
*bof*dfc,0);
|
||||
}
|
||||
res /= tw;
|
||||
return res;
|
||||
|
|
@ -1433,14 +1434,14 @@ float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
isd = dfc;
|
||||
[unroll] for ( i=-7; i<=7; i++ )
|
||||
{
|
||||
sd = RenderTargetR32F.Sample(Sampler1,coord+float2(0,i)*bof
|
||||
*dfc).x;
|
||||
sd = RenderTargetR32F.SampleLevel(Sampler1,coord+float2(0,i)
|
||||
*bof*dfc,0).x;
|
||||
ds = abs(isd-sd)*dofbfact+0.5;
|
||||
sw = 1.0/(ds+1.0);
|
||||
sw *= gauss8[abs(i)];
|
||||
tw += sw;
|
||||
res += sw*TextureColor.Sample(Sampler1,coord+float2(0,i)*bof
|
||||
*dfc);
|
||||
res += sw*TextureColor.SampleLevel(Sampler1,coord+float2(0,i)
|
||||
*bof*dfc,0);
|
||||
}
|
||||
res /= tw;
|
||||
return res;
|
||||
|
|
@ -1473,7 +1474,7 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
|
||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float4 res;
|
||||
if ( frostenable )
|
||||
[branch] if ( frostenable )
|
||||
{
|
||||
float2 ofs = ScreenFrost(coord);
|
||||
ofs -= coord;
|
||||
|
|
@ -1489,7 +1490,8 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
}
|
||||
else res = TextureColor.Sample(Sampler1,coord+ofs);
|
||||
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
|
||||
float bmp = pow(TextureFrost.Sample(Sampler2,nc).x,frostbpow);
|
||||
float bmp = pow(max(0,TextureFrost.SampleLevel(Sampler2,nc,
|
||||
0).x),frostbpow);
|
||||
float dist = distance(coord,float2(0.5,0.5))*2.0;
|
||||
dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
|
||||
1.0)*frostblend;
|
||||
|
|
|
|||
|
|
@ -70,18 +70,18 @@ DOF Fixed Focus Shift Interior=-0.01
|
|||
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=1.6
|
||||
DOF Fixed Unfocus Intensity Day=1.4
|
||||
DOF Fixed Unfocus Intensity Night=1.5
|
||||
DOF Fixed Unfocus Intensity Day=1.6
|
||||
DOF Fixed Unfocus Intensity Interior=1.5
|
||||
DOF Fixed Unfocus Contrast Night=220.0
|
||||
DOF Fixed Unfocus Contrast Day=240.0
|
||||
DOF Fixed Unfocus Contrast Interior=250.0
|
||||
DOF Fixed Unfocus Shift Night=-1.05
|
||||
DOF Fixed Unfocus Shift Day=-0.9
|
||||
DOF Fixed Unfocus Shift Interior=-1.03
|
||||
DOF Fixed Unfocus Blend Night=0.0
|
||||
DOF Fixed Unfocus Blend Day=0.0
|
||||
DOF Fixed Unfocus Blend Interior=0.0
|
||||
DOF Fixed Unfocus Contrast Night=480.0
|
||||
DOF Fixed Unfocus Contrast Day=450.0
|
||||
DOF Fixed Unfocus Contrast Interior=350.0
|
||||
DOF Fixed Unfocus Shift Night=-1.1
|
||||
DOF Fixed Unfocus Shift Day=-1.25
|
||||
DOF Fixed Unfocus Shift Interior=-1.0
|
||||
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=true
|
||||
Disable DOF=false
|
||||
DOF Gather Blur Radius=8.0
|
||||
|
|
@ -97,7 +97,7 @@ Edgevision Fade Intensity Interior=600.0
|
|||
Edgevision Contrast=0.25
|
||||
Edgevision Intensity=1.0
|
||||
Edgevision Radius=1.0
|
||||
Enable SSAO=true
|
||||
Enable SSAO=false
|
||||
SSAO Radius=0.15
|
||||
SSAO Noise=0
|
||||
SSAO Fade Contrast Night=0.9
|
||||
|
|
|
|||
|
|
@ -589,7 +589,7 @@ float3 GradingRGB( float3 res )
|
|||
{
|
||||
float3 grademul = tod_ind(grademul);
|
||||
float3 gradepow = tod_ind(gradepow);
|
||||
return pow(res,gradepow)*grademul;
|
||||
return pow(max(0,res),gradepow)*grademul;
|
||||
}
|
||||
float3 GradingColorize( float3 res )
|
||||
{
|
||||
|
|
@ -606,8 +606,8 @@ float3 GradingHSV( float3 res )
|
|||
float gradevalmul = tod_ind(gradevalmul);
|
||||
float gradevalpow = tod_ind(gradevalpow);
|
||||
float3 hsv = rgb2hsv(res);
|
||||
hsv.y = clamp(pow(hsv.y,gradesatpow)*gradesatmul,0.0,1.0);
|
||||
hsv.z = pow(hsv.z,gradevalpow)*gradevalmul;
|
||||
hsv.y = clamp(pow(max(0,hsv.y),gradesatpow)*gradesatmul,0.0,1.0);
|
||||
hsv.z = pow(max(0,hsv.z),gradevalpow)*gradevalmul;
|
||||
return hsv2rgb(hsv);
|
||||
}
|
||||
/* LUT colour grading */
|
||||
|
|
@ -639,8 +639,8 @@ float3 GradingLUT( float3 res )
|
|||
float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0);
|
||||
float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
|
||||
#endif
|
||||
float3 tcl1 = TextureLUT.Sample(SamplerLUT,lc1);
|
||||
float3 tcl2 = TextureLUT.Sample(SamplerLUT,lc2);
|
||||
float3 tcl1 = TextureLUT.Sample(SamplerLUT,lc1).rgb;
|
||||
float3 tcl2 = TextureLUT.Sample(SamplerLUT,lc2).rgb;
|
||||
tcol = lerp(tcl1,tcl2,dec);
|
||||
float lutblend = tod_ind(lutblend);
|
||||
return lerp(res,tcol,lutblend);
|
||||
|
|
@ -750,7 +750,7 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
r1.xyz = Params01[2].w*r1.xyz-r0.w;
|
||||
r0.xyz = Params01[2].z*r1.xyz+r0.w;
|
||||
color.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
|
||||
color.xyz = saturate(color);
|
||||
color.xyz = saturate(color.xyz);
|
||||
color.xyz = pow(color.xyz,1.0/2.2);
|
||||
res.xyz = max(0,color.xyz);
|
||||
res.w = 1.0;
|
||||
|
|
@ -815,7 +815,7 @@ float4 PS_DrawOriginal( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Targe
|
|||
r1.xyz = Params01[2].w*r1.xyz-r0.w;
|
||||
r0.xyz = Params01[2].z*r1.xyz+r0.w;
|
||||
res.xyz = lerp(r0.xyz,Params01[5].xyz,Params01[5].w);
|
||||
res.xyz = pow(res.xyz,1.0/2.2);
|
||||
res.xyz = pow(max(0,res.xyz),1.0/2.2);
|
||||
res.w = 1.0;
|
||||
return res;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -36,15 +36,15 @@ Tonemap Linear White Day=1.39
|
|||
Tonemap Linear White Interior=1.32
|
||||
Enable RGB Grading=true
|
||||
Grading Intensity Night=1.04, 1.08, 1.07
|
||||
Grading Intensity Day=1.09, 1.04, 1.01
|
||||
Grading Intensity Day=1.06, 1.01, 1.06
|
||||
Grading Intensity Interior=1.1, 1.05, 1.02
|
||||
Grading Contrast Night=0.97, 0.94, 0.96
|
||||
Grading Contrast Day=0.84, 0.94, 0.97
|
||||
Grading Contrast Night=0.97, 0.94, 0.95
|
||||
Grading Contrast Day=0.96, 0.97, 0.93
|
||||
Grading Contrast Interior=0.94, 0.96, 0.99
|
||||
Enable Vibrance Grading=true
|
||||
Grading Color Night=-0.91, -0.62, -0.94
|
||||
Grading Color Day=-1.16, -0.06, -0.23
|
||||
Grading Color Interior=-0.47, -0.12, -0.14
|
||||
Grading Color Night=-0.34, -0.6, -0.94
|
||||
Grading Color Day=-0.28, -0.19, -0.82
|
||||
Grading Color Interior=-0.38, -0.12, -0.14
|
||||
Grading Color Factor Night=-0.14
|
||||
Grading Color Factor Day=-0.12
|
||||
Grading Color Factor Interior=-0.1
|
||||
|
|
@ -63,9 +63,9 @@ Grading Value Contrast Day=1.48
|
|||
Grading Value Contrast Interior=1.58
|
||||
Colorize After HSV=true
|
||||
Enable LUT Grading=true
|
||||
LUT Blend Night=0.58
|
||||
LUT Blend Day=0.77
|
||||
LUT Blend Interior=0.45
|
||||
LUT Blend Night=0.26
|
||||
LUT Blend Day=0.53
|
||||
LUT Blend Interior=0.33
|
||||
Enable Post Dither=true
|
||||
Dither Pattern=4
|
||||
Display Bloom=false
|
||||
|
|
|
|||
|
|
@ -532,9 +532,9 @@ float3 hsv2rgb( float3 c )
|
|||
/* prepass */
|
||||
float4 ReducePrepass( in float4 col, in float2 coord )
|
||||
{
|
||||
float3 hsv = rgb2hsv(col);
|
||||
float3 hsv = rgb2hsv(col.rgb);
|
||||
hsv.y = clamp(hsv.y*bsaturation,0.0,1.0);
|
||||
hsv.z = pow(hsv.z,bgamma);
|
||||
hsv.z = pow(max(0,hsv.z),bgamma);
|
||||
col.rgb = hsv2rgb(saturate(hsv));
|
||||
if ( dither == 0 )
|
||||
col += bdbump+checkers[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
|
||||
|
|
@ -852,7 +852,7 @@ float4 PS_DotMatrix( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
moire patterns when using the default size of 2x2.
|
||||
*/
|
||||
float4 dots = TextureDots.Sample(SamplerDots,coord*bresl)*dac;
|
||||
float3 tcol = pow((dots.rgb+dots.a),dotpow)*dotmult;
|
||||
float3 tcol = pow(max(0,dots.rgb+dots.a),dotpow)*dotmult;
|
||||
res.rgb = res.rgb*(1-dotblend)+tcol*dotblend;
|
||||
return res;
|
||||
}
|
||||
|
|
@ -982,7 +982,7 @@ float4 PS_LumaSharp( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
|||
crawling += TextureColor.Sample(Sampler,coord+float2(0,1)*bof);
|
||||
crawling *= 0.25;
|
||||
float4 inmyskin = res-crawling;
|
||||
float thesewounds = luminance(inmyskin);
|
||||
float thesewounds = luminance(inmyskin.rgb);
|
||||
thesewounds = clamp(thesewounds,-lsharpclamp*0.01,lsharpclamp*0.01);
|
||||
float4 theywillnotheal = res+thesewounds*lsharpblend;
|
||||
return theywillnotheal;
|
||||
|
|
|
|||
|
|
@ -30,13 +30,13 @@ Curve Sampling Soften=0.0
|
|||
Enable Blur=false
|
||||
Blur Sampling Range=0.15
|
||||
Enable Sharp=false
|
||||
Sharp Sampling Range=0.75
|
||||
Sharpening Amount=3.0
|
||||
Sharp Sampling Range=0.35
|
||||
Sharpening Amount=2.0
|
||||
Enable Shift=false
|
||||
Shift Sampling Range=0.65
|
||||
Shift Sampling Range=0.6
|
||||
Luma Sharpen Enable=true
|
||||
Luma Sharpen Radius=0.8
|
||||
Luma Sharpen Clamp=0.1
|
||||
Luma Sharpen Clamp=0.12
|
||||
Luma Sharpen Blending=6.0
|
||||
Emulated Resolution Width=0.0
|
||||
Emulated Resolution Height=0.0
|
||||
|
|
|
|||
Reference in a new issue