From e2d4b777f79c63d6f30b2e2020568090fe7d8244 Mon Sep 17 00:00:00 2001 From: Marisa Kirisame Date: Sun, 7 Apr 2019 17:47:57 +0200 Subject: [PATCH] MariENB FO4 3.0.6a --- enbseries.ini | 228 ++++++++++++++--------------- enbseries/enbbloom.fx | 2 +- enbseries/enbbloom.fx.ini | 50 +++---- enbseries/enbdepthoffield.fx | 66 +++++---- enbseries/enbdepthoffield.fx.ini | 24 +-- enbseries/enbeffect.fx | 14 +- enbseries/enbeffect.fx.ini | 18 +-- enbseries/enbeffectpostpass.fx | 8 +- enbseries/enbeffectpostpass.fx.ini | 8 +- 9 files changed, 210 insertions(+), 208 deletions(-) diff --git a/enbseries.ini b/enbseries.ini index d8a0fd7..1309299 100644 --- a/enbseries.ini +++ b/enbseries.ini @@ -13,7 +13,7 @@ EnableAdaptation=true EnableBloom=true EnableDepthOfField=true EnableLens=false -EnableSSAO=false +EnableSSAO=true [COLORCORRECTION] UseProceduralCorrection=true @@ -64,14 +64,14 @@ AmountInteriorNight=1.0 [SKY] IgnoreWeatherSystem=true Enable=true -GradientIntensityDawn=0.66 -GradientIntensitySunrise=0.92 -GradientIntensityDay=1.37 -GradientIntensitySunset=0.870001 -GradientIntensityDusk=0.750001 -GradientIntensityNight=0.970001 -GradientIntensityInteriorDay=1.32 -GradientIntensityInteriorNight=0.79 +GradientIntensityDawn=0.81 +GradientIntensitySunrise=0.97 +GradientIntensityDay=1.01 +GradientIntensitySunset=0.910001 +GradientIntensityDusk=0.850001 +GradientIntensityNight=0.950001 +GradientIntensityInteriorDay=1.02 +GradientIntensityInteriorNight=0.9 GradientDesaturationDawn=0.0 GradientDesaturationSunrise=0.0 GradientDesaturationDay=0.0 @@ -81,121 +81,121 @@ GradientDesaturationNight=0.0 GradientDesaturationInteriorDay=0.0 GradientDesaturationInteriorNight=0.0 -GradientTopIntensityDawn=0.77 -GradientTopIntensitySunrise=0.82 -GradientTopIntensityDay=1.430001 -GradientTopIntensitySunset=0.86 -GradientTopIntensityDusk=0.75 -GradientTopIntensityNight=0.63 -GradientTopIntensityInteriorDay=1.39 -GradientTopIntensityInteriorNight=0.52 +GradientTopIntensityDawn=0.59 +GradientTopIntensitySunrise=0.77 +GradientTopIntensityDay=0.980001 +GradientTopIntensitySunset=0.69 +GradientTopIntensityDusk=0.52 +GradientTopIntensityNight=0.42 +GradientTopIntensityInteriorDay=0.97 +GradientTopIntensityInteriorNight=0.97 GradientTopCurveDawn=0.87 GradientTopCurveSunrise=0.82 -GradientTopCurveDay=0.54 -GradientTopCurveSunset=0.81 -GradientTopCurveDusk=0.89 -GradientTopCurveNight=0.74 -GradientTopCurveInteriorDay=0.53 +GradientTopCurveDay=0.95 +GradientTopCurveSunset=0.88 +GradientTopCurveDusk=0.86 +GradientTopCurveNight=0.89 +GradientTopCurveInteriorDay=0.98 GradientTopCurveInteriorNight=0.67 -GradientTopColorFilterDawn=0.953, 0.208, 0.753 -GradientTopColorFilterSunrise=0.918, 0.349, 0.188 -GradientTopColorFilterDay=0.882, 0.502, 0.263 -GradientTopColorFilterSunset=0.91, 0.286, 0.188 -GradientTopColorFilterDusk=0.855, 0.165, 0.463 +GradientTopColorFilterDawn=0.984, 0.757, 0.925 +GradientTopColorFilterSunrise=0.973, 0.765, 0.706 +GradientTopColorFilterDay=0.969, 0.871, 0.812 +GradientTopColorFilterSunset=0.961, 0.702, 0.663 +GradientTopColorFilterDusk=0.906, 0.459, 0.651 GradientTopColorFilterNight=0.486, 0.443, 0.561 -GradientTopColorFilterInteriorDay=0.984, 0.537, 0.216 +GradientTopColorFilterInteriorDay=0.996, 0.886, 0.808 GradientTopColorFilterInteriorNight=0.596, 0.506, 0.678 -GradientMiddleIntensityDawn=0.7 -GradientMiddleIntensitySunrise=1.02 -GradientMiddleIntensityDay=1.25 -GradientMiddleIntensitySunset=1.02 -GradientMiddleIntensityDusk=0.77 -GradientMiddleIntensityNight=0.82 -GradientMiddleIntensityInteriorDay=1.27 +GradientMiddleIntensityDawn=0.62 +GradientMiddleIntensitySunrise=0.8 +GradientMiddleIntensityDay=1.11 +GradientMiddleIntensitySunset=0.44 +GradientMiddleIntensityDusk=0.63 +GradientMiddleIntensityNight=0.95 +GradientMiddleIntensityInteriorDay=1.1 GradientMiddleIntensityInteriorNight=0.64 GradientMiddleCurveDawn=0.94 -GradientMiddleCurveSunrise=0.81 -GradientMiddleCurveDay=0.69 -GradientMiddleCurveSunset=0.88 -GradientMiddleCurveDusk=0.9 -GradientMiddleCurveNight=0.77 -GradientMiddleCurveInteriorDay=0.72 +GradientMiddleCurveSunrise=0.89 +GradientMiddleCurveDay=0.83 +GradientMiddleCurveSunset=0.95 +GradientMiddleCurveDusk=0.83 +GradientMiddleCurveNight=0.9 +GradientMiddleCurveInteriorDay=0.89 GradientMiddleCurveInteriorNight=0.64 -GradientMiddleColorFilterDawn=0.824, 0.533, 0.8 -GradientMiddleColorFilterSunrise=0.898, 0.392, 0.239 -GradientMiddleColorFilterDay=0.816, 0.529, 0.4 -GradientMiddleColorFilterSunset=0.882, 0.318, 0.129 -GradientMiddleColorFilterDusk=0.827, 0.302, 0.529 +GradientMiddleColorFilterDawn=0.929, 0.812, 0.922 +GradientMiddleColorFilterSunrise=0.965, 0.792, 0.745 +GradientMiddleColorFilterDay=0.953, 0.882, 0.851 +GradientMiddleColorFilterSunset=0.945, 0.69, 0.608 +GradientMiddleColorFilterDusk=0.89, 0.553, 0.698 GradientMiddleColorFilterNight=0.62, 0.506, 0.773 -GradientMiddleColorFilterInteriorDay=1, 0.435, 0.106 +GradientMiddleColorFilterInteriorDay=1, 0.867, 0.788 GradientMiddleColorFilterInteriorNight=0.549, 0.431, 0.722 -GradientHorizonIntensityDawn=1.42 -GradientHorizonIntensitySunrise=1.57 -GradientHorizonIntensityDay=1.240001 -GradientHorizonIntensitySunset=1.56 -GradientHorizonIntensityDusk=1.26 -GradientHorizonIntensityNight=1.13 -GradientHorizonIntensityInteriorDay=1.25 +GradientHorizonIntensityDawn=1.21 +GradientHorizonIntensitySunrise=1.17 +GradientHorizonIntensityDay=1.060001 +GradientHorizonIntensitySunset=1.14 +GradientHorizonIntensityDusk=1.21 +GradientHorizonIntensityNight=1.09 +GradientHorizonIntensityInteriorDay=1.1 GradientHorizonIntensityInteriorNight=1.39 -GradientHorizonCurveDawn=0.63 -GradientHorizonCurveSunrise=0.4 -GradientHorizonCurveDay=0.36 -GradientHorizonCurveSunset=0.44 +GradientHorizonCurveDawn=0.65 +GradientHorizonCurveSunrise=0.57 +GradientHorizonCurveDay=0.94 +GradientHorizonCurveSunset=0.55 GradientHorizonCurveDusk=0.63 -GradientHorizonCurveNight=0.92 -GradientHorizonCurveInteriorDay=0.33 +GradientHorizonCurveNight=0.88 +GradientHorizonCurveInteriorDay=0.86 GradientHorizonCurveInteriorNight=0.65 -GradientHorizonColorFilterDawn=0.741, 0.576, 0.62 -GradientHorizonColorFilterSunrise=0.925, 0.635, 0.416 -GradientHorizonColorFilterDay=0.906, 0.467, 0.263 -GradientHorizonColorFilterSunset=0.82, 0.471, 0.294 -GradientHorizonColorFilterDusk=0.749, 0.396, 0.357 +GradientHorizonColorFilterDawn=0.878, 0.8, 0.82 +GradientHorizonColorFilterSunrise=0.953, 0.769, 0.639 +GradientHorizonColorFilterDay=0.98, 0.898, 0.863 +GradientHorizonColorFilterSunset=0.918, 0.757, 0.675 +GradientHorizonColorFilterDusk=0.812, 0.549, 0.522 GradientHorizonColorFilterNight=0.557, 0.608, 0.722 -GradientHorizonColorFilterInteriorDay=0.961, 0.486, 0.247 +GradientHorizonColorFilterInteriorDay=0.988, 0.831, 0.753 GradientHorizonColorFilterInteriorNight=0.522, 0.557, 0.639 -CloudsIntensityDawn=0.15 +CloudsIntensityDawn=0.78 CloudsIntensitySunrise=0.7 CloudsIntensityDay=0.910001 CloudsIntensitySunset=0.610001 -CloudsIntensityDusk=0.180001 -CloudsIntensityNight=0.100001 +CloudsIntensityDusk=0.760001 +CloudsIntensityNight=0.850001 CloudsIntensityInteriorDay=0.94 CloudsIntensityInteriorNight=0.04 -CloudsCurveDawn=1.94 +CloudsCurveDawn=1.37 CloudsCurveSunrise=1.18 CloudsCurveDay=0.79 -CloudsCurveSunset=1.16 -CloudsCurveDusk=1.9 -CloudsCurveNight=2.44 +CloudsCurveSunset=1.15 +CloudsCurveDusk=1.23 +CloudsCurveNight=1.07 CloudsCurveInteriorDay=1.31 CloudsCurveInteriorNight=2.39 -CloudsDesaturationDawn=0.0 -CloudsDesaturationSunrise=0.0 -CloudsDesaturationDay=0.0 -CloudsDesaturationSunset=0.0 -CloudsDesaturationDusk=0.0 -CloudsDesaturationNight=0.0 -CloudsDesaturationInteriorDay=0.0 -CloudsDesaturationInteriorNight=0.0 +CloudsDesaturationDawn=0.34 +CloudsDesaturationSunrise=0.17 +CloudsDesaturationDay=0.09 +CloudsDesaturationSunset=0.21 +CloudsDesaturationDusk=0.39 +CloudsDesaturationNight=0.16 +CloudsDesaturationInteriorDay=0.14 +CloudsDesaturationInteriorNight=0.16 CloudsOpacityDawn=1.13 CloudsOpacitySunrise=0.98 CloudsOpacityDay=0.75 CloudsOpacitySunset=0.96 CloudsOpacityDusk=1.19 -CloudsOpacityNight=1.1 +CloudsOpacityNight=1.11 CloudsOpacityInteriorDay=1.0 CloudsOpacityInteriorNight=1.0 -CloudsColorFilterDawn=0.973, 0.0471, 0.0471 -CloudsColorFilterSunrise=0.98, 0.671, 0.431 -CloudsColorFilterDay=0.984, 0.757, 0.561 +CloudsColorFilterDawn=0.996, 0.816, 0.816 +CloudsColorFilterSunrise=0.992, 0.835, 0.718 +CloudsColorFilterDay=0.996, 0.918, 0.855 CloudsColorFilterSunset=0.984, 0.737, 0.545 -CloudsColorFilterDusk=0.878, 0.11, 0.11 -CloudsColorFilterNight=0.58, 0.337, 0.808 -CloudsColorFilterInteriorDay=0.882, 0.569, 0.255 -CloudsColorFilterInteriorNight=0.565, 0.388, 0.827 +CloudsColorFilterDusk=0.965, 0.729, 0.729 +CloudsColorFilterNight=0.953, 0.925, 0.98 +CloudsColorFilterInteriorDay=0.953, 0.835, 0.718 +CloudsColorFilterInteriorNight=0.953, 0.933, 0.98 SunIntensityDawn=4.0 SunIntensitySunrise=6.0 @@ -214,12 +214,12 @@ SunDesaturationNight=0.0 SunDesaturationInteriorDay=0.0 SunDesaturationInteriorNight=0.0 SunColorFilterDawn=0.953, 0.098, 0.0353 -SunColorFilterSunrise=0.906, 0.216, 0.0275 -SunColorFilterDay=0.996, 0.62, 0.369 -SunColorFilterSunset=0.953, 0.247, 0.122 +SunColorFilterSunrise=0.98, 0.455, 0.322 +SunColorFilterDay=1, 0.647, 0.38 +SunColorFilterSunset=0.969, 0.471, 0.38 SunColorFilterDusk=0.969, 0.161, 0.161 SunColorFilterNight=0.839, 0.0275, 0.0157 -SunColorFilterInteriorDay=0.988, 0.604, 0.329 +SunColorFilterInteriorDay=0.988, 0.627, 0.369 SunColorFilterInteriorNight=0.859, 0.0471, 0.00392 MoonIntensityDawn=1.77 @@ -248,12 +248,12 @@ MoonColorFilterInteriorDay=1, 1, 1 MoonColorFilterInteriorNight=0.314, 0.431, 0.957 [ENVIRONMENT] IgnoreWeatherSystem=true -DirectLightingIntensityDawn=2.57 -DirectLightingIntensitySunrise=2.47 -DirectLightingIntensityDay=1.92 -DirectLightingIntensitySunset=2.43 -DirectLightingIntensityDusk=2.53 -DirectLightingIntensityNight=3.04 +DirectLightingIntensityDawn=1.86 +DirectLightingIntensitySunrise=1.52 +DirectLightingIntensityDay=1.14 +DirectLightingIntensitySunset=1.58 +DirectLightingIntensityDusk=1.95 +DirectLightingIntensityNight=2.53 DirectLightingIntensityInteriorDay=1.72 DirectLightingIntensityInteriorNight=2.96 DirectLightingDesaturationDawn=0.0 @@ -264,22 +264,22 @@ DirectLightingDesaturationDusk=0.0 DirectLightingDesaturationNight=0.0 DirectLightingDesaturationInteriorDay=0.0 DirectLightingDesaturationInteriorNight=0.0 -DirectLightingColorFilterDawn=0.878, 0.643, 0.839 -DirectLightingColorFilterSunrise=0.922, 0.706, 0.514 -DirectLightingColorFilterDay=0.957, 0.831, 0.58 -DirectLightingColorFilterSunset=0.961, 0.635, 0.435 -DirectLightingColorFilterDusk=0.843, 0.624, 0.651 -DirectLightingColorFilterNight=0.722, 0.706, 0.973 -DirectLightingColorFilterInteriorDay=0.949, 0.753, 0.478 +DirectLightingColorFilterDawn=0.937, 0.812, 0.914 +DirectLightingColorFilterSunrise=0.961, 0.851, 0.757 +DirectLightingColorFilterDay=0.984, 0.945, 0.867 +DirectLightingColorFilterSunset=0.988, 0.871, 0.8 +DirectLightingColorFilterDusk=0.937, 0.851, 0.863 +DirectLightingColorFilterNight=0.722, 0.706, 0.976 +DirectLightingColorFilterInteriorDay=0.973, 0.859, 0.698 DirectLightingColorFilterInteriorNight=0.816, 0.773, 0.992 -AmbientLightingIntensityDawn=0.35 -AmbientLightingIntensitySunrise=0.53 -AmbientLightingIntensityDay=0.79 -AmbientLightingIntensitySunset=0.56 -AmbientLightingIntensityDusk=0.35 -AmbientLightingIntensityNight=0.81 -AmbientLightingIntensityInteriorDay=0.75 -AmbientLightingIntensityInteriorNight=0.83 +AmbientLightingIntensityDawn=0.7 +AmbientLightingIntensitySunrise=0.83 +AmbientLightingIntensityDay=0.95 +AmbientLightingIntensitySunset=0.81 +AmbientLightingIntensityDusk=0.75 +AmbientLightingIntensityNight=0.65 +AmbientLightingIntensityInteriorDay=0.84 +AmbientLightingIntensityInteriorNight=0.66 [SSAO_SSIL] UseIndirectLighting=true ResolutionScale=0.5 diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx index 46a234e..f719ad8 100644 --- a/enbseries/enbbloom.fx +++ b/enbseries/enbbloom.fx @@ -529,7 +529,7 @@ float4 Anamorphic( float2 coord, Texture2D intex, float insz ) res.rgb *= lerp(1.0,flu,lm); float fbl = tod_ind(fbl); float fpw = tod_ind(fpw); - res.rgb = pow(res.rgb,fpw)*fbl; + res.rgb = pow(max(0,res.rgb),fpw)*fbl; return res; } diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini index 771608d..bcf9117 100644 --- a/enbseries/enbbloom.fx.ini +++ b/enbseries/enbbloom.fx.ini @@ -1,17 +1,17 @@ [ENBBLOOM.FX] -TECHNIQUE=1 -Bloom Intensity Night=0.51 -Bloom Intensity Day=0.43 -Bloom Intensity Interior=0.46 -Bloom Contrast Night=0.92 -Bloom Contrast Day=0.95 +TECHNIQUE=2 +Bloom Intensity Night=0.78 +Bloom Intensity Day=0.67 +Bloom Intensity Interior=0.71 +Bloom Contrast Night=0.88 +Bloom Contrast Day=0.98 Bloom Contrast Interior=0.93 Bloom Saturation Night=0.87 -Bloom Saturation Day=0.77 +Bloom Saturation Day=0.81 Bloom Saturation Interior=0.84 -Bloom Offset Night=-0.28 -Bloom Offset Day=-0.44 -Bloom Offset Interior=-0.38 +Bloom Offset Night=-0.14 +Bloom Offset Day=-0.23 +Bloom Offset Interior=-0.16 Bloom Intensity Cap Night=1.0 Bloom Intensity Cap Day=1.0 Bloom Intensity Cap Interior=1.0 @@ -19,15 +19,15 @@ Bloom Blur Radius=1.0 Blue Shift Night=0.294, 0.424, 0.859 Blue Shift Day=0.22, 0.537, 0.855 Blue Shift Interior=0.337, 0.525, 0.878 -Blue Shift Intensity Night=0.97 -Blue Shift Intensity Day=0.72 +Blue Shift Intensity Night=0.96 +Blue Shift Intensity Day=0.71 Blue Shift Intensity Interior=0.88 Blue Shift Luminance Factor Per-pass=0.31 Blue Shift Color Factor Per-pass=0.79 Enable Anamorphic Bloom=true -Anamorphic Bloom Blend Night=0.68 -Anamorphic Bloom Blend Day=0.34 -Anamorphic Bloom Blend Interior=0.44 +Anamorphic Bloom Blend Night=0.95 +Anamorphic Bloom Blend Day=0.7 +Anamorphic Bloom Blend Interior=0.86 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 @@ -37,7 +37,7 @@ Anamorphic Bloom Blue Shift Intensity Interior=1.86 Anamorphic Bloom Contrast Night=0.95 Anamorphic Bloom Contrast Day=1.0 Anamorphic Bloom Contrast Interior=0.97 -Anamorphic Bloom Radius Multiplier=1.0 +Anamorphic Bloom Radius Multiplier=2.0 Bloom Intensity Interior Night=1.33 Bloom Intensity Interior Day=1.26 Bloom Contrast Interior Night=0.73 @@ -80,22 +80,22 @@ 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=0.13 -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 diff --git a/enbseries/enbdepthoffield.fx b/enbseries/enbdepthoffield.fx index 8648b42..b840f23 100644 --- a/enbseries/enbdepthoffield.fx +++ b/enbseries/enbdepthoffield.fx @@ -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; diff --git a/enbseries/enbdepthoffield.fx.ini b/enbseries/enbdepthoffield.fx.ini index 95737ca..c2bc5e7 100644 --- a/enbseries/enbdepthoffield.fx.ini +++ b/enbseries/enbdepthoffield.fx.ini @@ -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 diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx index e1d9ee5..ce179d0 100644 --- a/enbseries/enbeffect.fx +++ b/enbseries/enbeffect.fx @@ -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; } diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini index 1c53bc5..2ae33e0 100644 --- a/enbseries/enbeffect.fx.ini +++ b/enbseries/enbeffect.fx.ini @@ -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 diff --git a/enbseries/enbeffectpostpass.fx b/enbseries/enbeffectpostpass.fx index fe69464..d6f5e98 100644 --- a/enbseries/enbeffectpostpass.fx +++ b/enbseries/enbeffectpostpass.fx @@ -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; diff --git a/enbseries/enbeffectpostpass.fx.ini b/enbseries/enbeffectpostpass.fx.ini index f867bd6..a79fd3a 100644 --- a/enbseries/enbeffectpostpass.fx.ini +++ b/enbseries/enbeffectpostpass.fx.ini @@ -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