MariENB FO4 3.0.6a
This commit is contained in:
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0ac5ca02ac
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9 changed files with 210 additions and 208 deletions
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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
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Bloom Pass 2 Blend=0.24
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Bloom Pass 3 Blend=0.36
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Bloom Pass 4 Blend=0.52
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Bloom Pass 5 Blend=0.69
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Bloom Pass 6 Blend=1.0
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Bloom Pass 1 Blend=0.98
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Bloom Pass 2 Blend=0.94
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Bloom Pass 3 Blend=0.88
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Bloom Pass 4 Blend=0.89
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Bloom Pass 5 Blend=0.91
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Bloom Pass 6 Blend=0.98
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Enable Lens Dirt=true
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Dirt Pass 1 Blend=0.03
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Dirt Pass 2 Blend=0.12
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Dirt Pass 3 Blend=0.24
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Dirt Pass 4 Blend=0.4
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Dirt Pass 5 Blend=0.67
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Dirt Pass 6 Blend=3.66
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Dirt Contrast=0.92
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Dirt Pass 6 Blend=5.15
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Dirt Contrast=0.91
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Dirt Factor=2.07
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Bloom Blur Radius X=1.0
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Bloom Blur Radius Y=1.0
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Bloom Single Pass Blend=0.29
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Bloom Single Pass Blend=0.53
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Dirt Single Pass Blend=1.13
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@ -971,7 +971,7 @@ VS_OUTPUT_POST VS_Quad( VS_INPUT_POST IN )
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/* these are znear/zfar values for Skyrim, but MAY match Fallout too */
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float depthlinear( float2 coord )
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{
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float z = TextureDepth.Sample(Sampler1,coord).x;
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float z = TextureDepth.SampleLevel(Sampler1,coord,0).x;
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return (2*zNear)/(zFar+zNear-z*(zFar-zNear));
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}
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@ -986,8 +986,8 @@ float3 pseudonormal( float dep, float2 coord )
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float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float2 ofs1 = float2(0,1.0/bresl.y);
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float2 ofs2 = float2(1.0/bresl.x,0);
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float dep1 = TextureDepth.Sample(Sampler1,coord+ofs1).x;
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float dep2 = TextureDepth.Sample(Sampler1,coord+ofs2).x;
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float dep1 = TextureDepth.SampleLevel(Sampler1,coord+ofs1,0).x;
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float dep2 = TextureDepth.SampleLevel(Sampler1,coord+ofs2,0).x;
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float3 p1 = float3(ofs1,dep1-dep);
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float3 p2 = float3(ofs2,dep2-dep);
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float3 normal = cross(p1,p2);
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@ -1012,9 +1012,9 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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float3 normal = pseudonormal(depth,coord);
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float2 nc = coord*(bresl/256.0);
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float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius;
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float2 nc2 = TextureNoise3.Sample(Sampler2,nc+48000.0*Timer.x
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*ssaonoise).xy;
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float3 rnormal = TextureNoise3.Sample(Sampler2,nc2).xyz*2.0-1.0;
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float2 nc2 = TextureNoise3.SampleLevel(Sampler2,nc+48000.0*Timer.x
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*ssaonoise,0).xy;
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float3 rnormal = TextureNoise3.SampleLevel(Sampler2,nc2,0).xyz*2.0-1.0;
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rnormal = normalize(rnormal);
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float occ = 0.0;
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int i;
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@ -1026,7 +1026,7 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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{
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sample = reflect(ssao_samples_lq[i],rnormal);
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sample *= sign(dot(normal,sample));
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so = ldepth-sample.z*bof;
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so = ldepth-sample.z*bof.x;
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sdepth = depthlinear(coord+bof*sample.xy/ldepth);
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delta = saturate(so-sdepth);
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delta *= 1.0-smoothstep(0.0,sclamp,delta);
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@ -1037,7 +1037,7 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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{
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sample = reflect(ssao_samples_hq[i],rnormal);
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sample *= sign(dot(normal,sample));
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so = ldepth-sample.z*bof;
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so = ldepth-sample.z*bof.x;
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sdepth = depthlinear(coord+bof*sample.xy/ldepth);
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delta = saturate(so-sdepth);
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delta *= 1.0-smoothstep(0.0,sclamp,delta);
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@ -1046,8 +1046,8 @@ float4 PS_SSAOPre( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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}
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float uocc = saturate(occ/(ssaoquarter?16.0:64.0));
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float fade = 1.0-depth;
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uocc *= saturate(pow(fade,ssaofadepow)*ssaofademult);
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uocc = saturate(pow(uocc,ssaopow)*ssaomult);
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uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
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uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult);
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return saturate(1.0-(uocc*ssaoblend));
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}
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/*
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@ -1207,8 +1207,8 @@ float3 EdgeView( float3 res, float2 coord )
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mdy += GY[2][2]*depths[2][2];
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mud = pow(mdx*mdx+mdy*mdy,0.5);
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float fade = 1.0-TextureDepth.Sample(Sampler1,coord).x;
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mud *= saturate(pow(fade,edgevfadepow)*edgevfademult);
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mud = saturate(pow(mud,edgevpow)*edgevmult);
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mud *= saturate(pow(max(0,fade),edgevfadepow)*edgevfademult);
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mud = saturate(pow(max(0,mud),edgevpow)*edgevmult);
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return mud;
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}
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@ -1242,8 +1242,8 @@ float2 DistantHeat( float2 coord )
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float2 bresl;
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float dep, odep;
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dep = TextureDepth.Sample(Sampler1,coord).x;
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float distfade = clamp(pow(dep,heatfadepow)*heatfademul+heatfadebump,
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0.0,1.0);
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float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul
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+heatfadebump,0.0,1.0);
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if ( distfade <= 0.0 ) return coord;
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float todpow = todx_ind(heatfactor);
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if ( !heatalways && (todpow <= 0.0) ) return coord;
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@ -1251,15 +1251,15 @@ float2 DistantHeat( float2 coord )
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else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float2 nc = coord*(bresl/HEATSIZE)*heatsize;
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float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed;
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float2 ofs = TextureHeat.Sample(Sampler2,nc+ts).xy;
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float2 ofs = TextureHeat.SampleLevel(Sampler2,nc+ts,0).xy;
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ofs = (ofs-0.5)*2.0;
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ofs *= pow(length(ofs),heatpow);
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ofs *= todpow;
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if ( !heatalways ) ofs *= weatherfactor(WT_HOT);
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odep = TextureDepth.Sample(Sampler1,coord+ofs*heatstrength*distfade
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*0.01).x;
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float odistfade = clamp(pow(odep,heatfadepow)*heatfademul+heatfadebump,
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0.0,1.0);
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odep = TextureDepth.SampleLevel(Sampler1,coord+ofs*heatstrength
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*distfade*0.01,0).x;
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float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul
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+heatfadebump,0.0,1.0);
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if ( odistfade <= 0.0 ) return coord;
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return coord+ofs*heatstrength*distfade*0.01;
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}
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@ -1376,9 +1376,10 @@ float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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{
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sc = TextureColor.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
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dfc*4.0);
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ds = TextureDepth.Sample(Sampler1,coord+poisson32[i]*bsz).x;
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sd = RenderTargetR32F.Sample(Sampler1,coord+poisson32[i]
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*bsz).x;
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ds = TextureDepth.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
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0).x;
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sd = RenderTargetR32F.SampleLevel(Sampler1,coord+poisson32[i]
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*bsz,0).x;
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sw = (ds>dep)?1.0:sd;
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tw += sw;
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res += sc*sw;
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@ -1405,14 +1406,14 @@ float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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isd = dfc;
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[unroll] for ( i=-7; i<=7; i++ )
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{
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sd = RenderTargetR32F.Sample(Sampler1,coord+float2(i,0)*bof
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*dfc).x;
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sd = RenderTargetR32F.SampleLevel(Sampler1,coord+float2(i,0)
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*bof*dfc,0).x;
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ds = abs(isd-sd)*dofbfact+0.5;
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sw = 1.0/(ds+1.0);
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sw *= gauss8[abs(i)];
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tw += sw;
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res += sw*TextureColor.Sample(Sampler1,coord+float2(i,0)*bof
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*dfc);
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res += sw*TextureColor.SampleLevel(Sampler1,coord+float2(i,0)
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*bof*dfc,0);
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}
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res /= tw;
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return res;
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@ -1433,14 +1434,14 @@ float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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isd = dfc;
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[unroll] for ( i=-7; i<=7; i++ )
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{
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sd = RenderTargetR32F.Sample(Sampler1,coord+float2(0,i)*bof
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*dfc).x;
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sd = RenderTargetR32F.SampleLevel(Sampler1,coord+float2(0,i)
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*bof*dfc,0).x;
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ds = abs(isd-sd)*dofbfact+0.5;
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sw = 1.0/(ds+1.0);
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sw *= gauss8[abs(i)];
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tw += sw;
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res += sw*TextureColor.Sample(Sampler1,coord+float2(0,i)*bof
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*dfc);
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res += sw*TextureColor.SampleLevel(Sampler1,coord+float2(0,i)
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*bof*dfc,0);
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}
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res /= tw;
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return res;
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@ -1473,7 +1474,7 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
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else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float4 res;
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if ( frostenable )
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[branch] if ( frostenable )
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{
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float2 ofs = ScreenFrost(coord);
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ofs -= coord;
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@ -1489,7 +1490,8 @@ float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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}
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else res = TextureColor.Sample(Sampler1,coord+ofs);
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float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
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float bmp = pow(TextureFrost.Sample(Sampler2,nc).x,frostbpow);
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float bmp = pow(max(0,TextureFrost.SampleLevel(Sampler2,nc,
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0).x),frostbpow);
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float dist = distance(coord,float2(0.5,0.5))*2.0;
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dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
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1.0)*frostblend;
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@ -70,18 +70,18 @@ DOF Fixed Focus Shift Interior=-0.01
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DOF Fixed Focus Blend Night=1.0
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DOF Fixed Focus Blend Day=1.0
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DOF Fixed Focus Blend Interior=1.0
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DOF Fixed Unfocus Intensity Night=1.6
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DOF Fixed Unfocus Intensity Day=1.4
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DOF Fixed Unfocus Intensity Night=1.5
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DOF Fixed Unfocus Intensity Day=1.6
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DOF Fixed Unfocus Intensity Interior=1.5
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DOF Fixed Unfocus Contrast Night=220.0
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DOF Fixed Unfocus Contrast Day=240.0
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DOF Fixed Unfocus Contrast Interior=250.0
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DOF Fixed Unfocus Shift Night=-1.05
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DOF Fixed Unfocus Shift Day=-0.9
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DOF Fixed Unfocus Shift Interior=-1.03
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DOF Fixed Unfocus Blend Night=0.0
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DOF Fixed Unfocus Blend Day=0.0
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DOF Fixed Unfocus Blend Interior=0.0
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DOF Fixed Unfocus Contrast Night=480.0
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DOF Fixed Unfocus Contrast Day=450.0
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DOF Fixed Unfocus Contrast Interior=350.0
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DOF Fixed Unfocus Shift Night=-1.1
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DOF Fixed Unfocus Shift Day=-1.25
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DOF Fixed Unfocus Shift Interior=-1.0
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DOF Fixed Unfocus Blend Night=1.0
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DOF Fixed Unfocus Blend Day=1.0
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DOF Fixed Unfocus Blend Interior=1.0
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DOF Fixed Use Cutoff=true
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Disable DOF=false
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DOF Gather Blur Radius=8.0
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@ -97,7 +97,7 @@ Edgevision Fade Intensity Interior=600.0
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Edgevision Contrast=0.25
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Edgevision Intensity=1.0
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Edgevision Radius=1.0
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Enable SSAO=true
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Enable SSAO=false
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SSAO Radius=0.15
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SSAO Noise=0
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SSAO Fade Contrast Night=0.9
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@ -589,7 +589,7 @@ float3 GradingRGB( float3 res )
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{
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float3 grademul = tod_ind(grademul);
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float3 gradepow = tod_ind(gradepow);
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return pow(res,gradepow)*grademul;
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return pow(max(0,res),gradepow)*grademul;
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}
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float3 GradingColorize( float3 res )
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{
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@ -606,8 +606,8 @@ float3 GradingHSV( float3 res )
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float gradevalmul = tod_ind(gradevalmul);
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float gradevalpow = tod_ind(gradevalpow);
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float3 hsv = rgb2hsv(res);
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hsv.y = clamp(pow(hsv.y,gradesatpow)*gradesatmul,0.0,1.0);
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hsv.z = pow(hsv.z,gradevalpow)*gradevalmul;
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hsv.y = clamp(pow(max(0,hsv.y),gradesatpow)*gradesatmul,0.0,1.0);
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hsv.z = pow(max(0,hsv.z),gradevalpow)*gradevalmul;
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return hsv2rgb(hsv);
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}
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/* LUT colour grading */
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@ -639,8 +639,8 @@ float3 GradingLUT( float3 res )
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float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0);
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float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
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#endif
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float3 tcl1 = TextureLUT.Sample(SamplerLUT,lc1);
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float3 tcl2 = TextureLUT.Sample(SamplerLUT,lc2);
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float3 tcl1 = TextureLUT.Sample(SamplerLUT,lc1).rgb;
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float3 tcl2 = TextureLUT.Sample(SamplerLUT,lc2).rgb;
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tcol = lerp(tcl1,tcl2,dec);
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float lutblend = tod_ind(lutblend);
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return lerp(res,tcol,lutblend);
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@ -750,7 +750,7 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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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