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MariENB FO4 3.0.6a

This commit is contained in:
Marisa the Magician 2019-04-07 17:47:57 +02:00
commit e2d4b777f7
9 changed files with 210 additions and 208 deletions

View file

@ -13,7 +13,7 @@ EnableAdaptation=true
EnableBloom=true EnableBloom=true
EnableDepthOfField=true EnableDepthOfField=true
EnableLens=false EnableLens=false
EnableSSAO=false EnableSSAO=true
[COLORCORRECTION] [COLORCORRECTION]
UseProceduralCorrection=true UseProceduralCorrection=true
@ -64,14 +64,14 @@ AmountInteriorNight=1.0
[SKY] [SKY]
IgnoreWeatherSystem=true IgnoreWeatherSystem=true
Enable=true Enable=true
GradientIntensityDawn=0.66 GradientIntensityDawn=0.81
GradientIntensitySunrise=0.92 GradientIntensitySunrise=0.97
GradientIntensityDay=1.37 GradientIntensityDay=1.01
GradientIntensitySunset=0.870001 GradientIntensitySunset=0.910001
GradientIntensityDusk=0.750001 GradientIntensityDusk=0.850001
GradientIntensityNight=0.970001 GradientIntensityNight=0.950001
GradientIntensityInteriorDay=1.32 GradientIntensityInteriorDay=1.02
GradientIntensityInteriorNight=0.79 GradientIntensityInteriorNight=0.9
GradientDesaturationDawn=0.0 GradientDesaturationDawn=0.0
GradientDesaturationSunrise=0.0 GradientDesaturationSunrise=0.0
GradientDesaturationDay=0.0 GradientDesaturationDay=0.0
@ -81,121 +81,121 @@ GradientDesaturationNight=0.0
GradientDesaturationInteriorDay=0.0 GradientDesaturationInteriorDay=0.0
GradientDesaturationInteriorNight=0.0 GradientDesaturationInteriorNight=0.0
GradientTopIntensityDawn=0.77 GradientTopIntensityDawn=0.59
GradientTopIntensitySunrise=0.82 GradientTopIntensitySunrise=0.77
GradientTopIntensityDay=1.430001 GradientTopIntensityDay=0.980001
GradientTopIntensitySunset=0.86 GradientTopIntensitySunset=0.69
GradientTopIntensityDusk=0.75 GradientTopIntensityDusk=0.52
GradientTopIntensityNight=0.63 GradientTopIntensityNight=0.42
GradientTopIntensityInteriorDay=1.39 GradientTopIntensityInteriorDay=0.97
GradientTopIntensityInteriorNight=0.52 GradientTopIntensityInteriorNight=0.97
GradientTopCurveDawn=0.87 GradientTopCurveDawn=0.87
GradientTopCurveSunrise=0.82 GradientTopCurveSunrise=0.82
GradientTopCurveDay=0.54 GradientTopCurveDay=0.95
GradientTopCurveSunset=0.81 GradientTopCurveSunset=0.88
GradientTopCurveDusk=0.89 GradientTopCurveDusk=0.86
GradientTopCurveNight=0.74 GradientTopCurveNight=0.89
GradientTopCurveInteriorDay=0.53 GradientTopCurveInteriorDay=0.98
GradientTopCurveInteriorNight=0.67 GradientTopCurveInteriorNight=0.67
GradientTopColorFilterDawn=0.953, 0.208, 0.753 GradientTopColorFilterDawn=0.984, 0.757, 0.925
GradientTopColorFilterSunrise=0.918, 0.349, 0.188 GradientTopColorFilterSunrise=0.973, 0.765, 0.706
GradientTopColorFilterDay=0.882, 0.502, 0.263 GradientTopColorFilterDay=0.969, 0.871, 0.812
GradientTopColorFilterSunset=0.91, 0.286, 0.188 GradientTopColorFilterSunset=0.961, 0.702, 0.663
GradientTopColorFilterDusk=0.855, 0.165, 0.463 GradientTopColorFilterDusk=0.906, 0.459, 0.651
GradientTopColorFilterNight=0.486, 0.443, 0.561 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 GradientTopColorFilterInteriorNight=0.596, 0.506, 0.678
GradientMiddleIntensityDawn=0.7 GradientMiddleIntensityDawn=0.62
GradientMiddleIntensitySunrise=1.02 GradientMiddleIntensitySunrise=0.8
GradientMiddleIntensityDay=1.25 GradientMiddleIntensityDay=1.11
GradientMiddleIntensitySunset=1.02 GradientMiddleIntensitySunset=0.44
GradientMiddleIntensityDusk=0.77 GradientMiddleIntensityDusk=0.63
GradientMiddleIntensityNight=0.82 GradientMiddleIntensityNight=0.95
GradientMiddleIntensityInteriorDay=1.27 GradientMiddleIntensityInteriorDay=1.1
GradientMiddleIntensityInteriorNight=0.64 GradientMiddleIntensityInteriorNight=0.64
GradientMiddleCurveDawn=0.94 GradientMiddleCurveDawn=0.94
GradientMiddleCurveSunrise=0.81 GradientMiddleCurveSunrise=0.89
GradientMiddleCurveDay=0.69 GradientMiddleCurveDay=0.83
GradientMiddleCurveSunset=0.88 GradientMiddleCurveSunset=0.95
GradientMiddleCurveDusk=0.9 GradientMiddleCurveDusk=0.83
GradientMiddleCurveNight=0.77 GradientMiddleCurveNight=0.9
GradientMiddleCurveInteriorDay=0.72 GradientMiddleCurveInteriorDay=0.89
GradientMiddleCurveInteriorNight=0.64 GradientMiddleCurveInteriorNight=0.64
GradientMiddleColorFilterDawn=0.824, 0.533, 0.8 GradientMiddleColorFilterDawn=0.929, 0.812, 0.922
GradientMiddleColorFilterSunrise=0.898, 0.392, 0.239 GradientMiddleColorFilterSunrise=0.965, 0.792, 0.745
GradientMiddleColorFilterDay=0.816, 0.529, 0.4 GradientMiddleColorFilterDay=0.953, 0.882, 0.851
GradientMiddleColorFilterSunset=0.882, 0.318, 0.129 GradientMiddleColorFilterSunset=0.945, 0.69, 0.608
GradientMiddleColorFilterDusk=0.827, 0.302, 0.529 GradientMiddleColorFilterDusk=0.89, 0.553, 0.698
GradientMiddleColorFilterNight=0.62, 0.506, 0.773 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 GradientMiddleColorFilterInteriorNight=0.549, 0.431, 0.722
GradientHorizonIntensityDawn=1.42 GradientHorizonIntensityDawn=1.21
GradientHorizonIntensitySunrise=1.57 GradientHorizonIntensitySunrise=1.17
GradientHorizonIntensityDay=1.240001 GradientHorizonIntensityDay=1.060001
GradientHorizonIntensitySunset=1.56 GradientHorizonIntensitySunset=1.14
GradientHorizonIntensityDusk=1.26 GradientHorizonIntensityDusk=1.21
GradientHorizonIntensityNight=1.13 GradientHorizonIntensityNight=1.09
GradientHorizonIntensityInteriorDay=1.25 GradientHorizonIntensityInteriorDay=1.1
GradientHorizonIntensityInteriorNight=1.39 GradientHorizonIntensityInteriorNight=1.39
GradientHorizonCurveDawn=0.63 GradientHorizonCurveDawn=0.65
GradientHorizonCurveSunrise=0.4 GradientHorizonCurveSunrise=0.57
GradientHorizonCurveDay=0.36 GradientHorizonCurveDay=0.94
GradientHorizonCurveSunset=0.44 GradientHorizonCurveSunset=0.55
GradientHorizonCurveDusk=0.63 GradientHorizonCurveDusk=0.63
GradientHorizonCurveNight=0.92 GradientHorizonCurveNight=0.88
GradientHorizonCurveInteriorDay=0.33 GradientHorizonCurveInteriorDay=0.86
GradientHorizonCurveInteriorNight=0.65 GradientHorizonCurveInteriorNight=0.65
GradientHorizonColorFilterDawn=0.741, 0.576, 0.62 GradientHorizonColorFilterDawn=0.878, 0.8, 0.82
GradientHorizonColorFilterSunrise=0.925, 0.635, 0.416 GradientHorizonColorFilterSunrise=0.953, 0.769, 0.639
GradientHorizonColorFilterDay=0.906, 0.467, 0.263 GradientHorizonColorFilterDay=0.98, 0.898, 0.863
GradientHorizonColorFilterSunset=0.82, 0.471, 0.294 GradientHorizonColorFilterSunset=0.918, 0.757, 0.675
GradientHorizonColorFilterDusk=0.749, 0.396, 0.357 GradientHorizonColorFilterDusk=0.812, 0.549, 0.522
GradientHorizonColorFilterNight=0.557, 0.608, 0.722 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 GradientHorizonColorFilterInteriorNight=0.522, 0.557, 0.639
CloudsIntensityDawn=0.15 CloudsIntensityDawn=0.78
CloudsIntensitySunrise=0.7 CloudsIntensitySunrise=0.7
CloudsIntensityDay=0.910001 CloudsIntensityDay=0.910001
CloudsIntensitySunset=0.610001 CloudsIntensitySunset=0.610001
CloudsIntensityDusk=0.180001 CloudsIntensityDusk=0.760001
CloudsIntensityNight=0.100001 CloudsIntensityNight=0.850001
CloudsIntensityInteriorDay=0.94 CloudsIntensityInteriorDay=0.94
CloudsIntensityInteriorNight=0.04 CloudsIntensityInteriorNight=0.04
CloudsCurveDawn=1.94 CloudsCurveDawn=1.37
CloudsCurveSunrise=1.18 CloudsCurveSunrise=1.18
CloudsCurveDay=0.79 CloudsCurveDay=0.79
CloudsCurveSunset=1.16 CloudsCurveSunset=1.15
CloudsCurveDusk=1.9 CloudsCurveDusk=1.23
CloudsCurveNight=2.44 CloudsCurveNight=1.07
CloudsCurveInteriorDay=1.31 CloudsCurveInteriorDay=1.31
CloudsCurveInteriorNight=2.39 CloudsCurveInteriorNight=2.39
CloudsDesaturationDawn=0.0 CloudsDesaturationDawn=0.34
CloudsDesaturationSunrise=0.0 CloudsDesaturationSunrise=0.17
CloudsDesaturationDay=0.0 CloudsDesaturationDay=0.09
CloudsDesaturationSunset=0.0 CloudsDesaturationSunset=0.21
CloudsDesaturationDusk=0.0 CloudsDesaturationDusk=0.39
CloudsDesaturationNight=0.0 CloudsDesaturationNight=0.16
CloudsDesaturationInteriorDay=0.0 CloudsDesaturationInteriorDay=0.14
CloudsDesaturationInteriorNight=0.0 CloudsDesaturationInteriorNight=0.16
CloudsOpacityDawn=1.13 CloudsOpacityDawn=1.13
CloudsOpacitySunrise=0.98 CloudsOpacitySunrise=0.98
CloudsOpacityDay=0.75 CloudsOpacityDay=0.75
CloudsOpacitySunset=0.96 CloudsOpacitySunset=0.96
CloudsOpacityDusk=1.19 CloudsOpacityDusk=1.19
CloudsOpacityNight=1.1 CloudsOpacityNight=1.11
CloudsOpacityInteriorDay=1.0 CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0 CloudsOpacityInteriorNight=1.0
CloudsColorFilterDawn=0.973, 0.0471, 0.0471 CloudsColorFilterDawn=0.996, 0.816, 0.816
CloudsColorFilterSunrise=0.98, 0.671, 0.431 CloudsColorFilterSunrise=0.992, 0.835, 0.718
CloudsColorFilterDay=0.984, 0.757, 0.561 CloudsColorFilterDay=0.996, 0.918, 0.855
CloudsColorFilterSunset=0.984, 0.737, 0.545 CloudsColorFilterSunset=0.984, 0.737, 0.545
CloudsColorFilterDusk=0.878, 0.11, 0.11 CloudsColorFilterDusk=0.965, 0.729, 0.729
CloudsColorFilterNight=0.58, 0.337, 0.808 CloudsColorFilterNight=0.953, 0.925, 0.98
CloudsColorFilterInteriorDay=0.882, 0.569, 0.255 CloudsColorFilterInteriorDay=0.953, 0.835, 0.718
CloudsColorFilterInteriorNight=0.565, 0.388, 0.827 CloudsColorFilterInteriorNight=0.953, 0.933, 0.98
SunIntensityDawn=4.0 SunIntensityDawn=4.0
SunIntensitySunrise=6.0 SunIntensitySunrise=6.0
@ -214,12 +214,12 @@ SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0 SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0 SunDesaturationInteriorNight=0.0
SunColorFilterDawn=0.953, 0.098, 0.0353 SunColorFilterDawn=0.953, 0.098, 0.0353
SunColorFilterSunrise=0.906, 0.216, 0.0275 SunColorFilterSunrise=0.98, 0.455, 0.322
SunColorFilterDay=0.996, 0.62, 0.369 SunColorFilterDay=1, 0.647, 0.38
SunColorFilterSunset=0.953, 0.247, 0.122 SunColorFilterSunset=0.969, 0.471, 0.38
SunColorFilterDusk=0.969, 0.161, 0.161 SunColorFilterDusk=0.969, 0.161, 0.161
SunColorFilterNight=0.839, 0.0275, 0.0157 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 SunColorFilterInteriorNight=0.859, 0.0471, 0.00392
MoonIntensityDawn=1.77 MoonIntensityDawn=1.77
@ -248,12 +248,12 @@ MoonColorFilterInteriorDay=1, 1, 1
MoonColorFilterInteriorNight=0.314, 0.431, 0.957 MoonColorFilterInteriorNight=0.314, 0.431, 0.957
[ENVIRONMENT] [ENVIRONMENT]
IgnoreWeatherSystem=true IgnoreWeatherSystem=true
DirectLightingIntensityDawn=2.57 DirectLightingIntensityDawn=1.86
DirectLightingIntensitySunrise=2.47 DirectLightingIntensitySunrise=1.52
DirectLightingIntensityDay=1.92 DirectLightingIntensityDay=1.14
DirectLightingIntensitySunset=2.43 DirectLightingIntensitySunset=1.58
DirectLightingIntensityDusk=2.53 DirectLightingIntensityDusk=1.95
DirectLightingIntensityNight=3.04 DirectLightingIntensityNight=2.53
DirectLightingIntensityInteriorDay=1.72 DirectLightingIntensityInteriorDay=1.72
DirectLightingIntensityInteriorNight=2.96 DirectLightingIntensityInteriorNight=2.96
DirectLightingDesaturationDawn=0.0 DirectLightingDesaturationDawn=0.0
@ -264,22 +264,22 @@ DirectLightingDesaturationDusk=0.0
DirectLightingDesaturationNight=0.0 DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0 DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0 DirectLightingDesaturationInteriorNight=0.0
DirectLightingColorFilterDawn=0.878, 0.643, 0.839 DirectLightingColorFilterDawn=0.937, 0.812, 0.914
DirectLightingColorFilterSunrise=0.922, 0.706, 0.514 DirectLightingColorFilterSunrise=0.961, 0.851, 0.757
DirectLightingColorFilterDay=0.957, 0.831, 0.58 DirectLightingColorFilterDay=0.984, 0.945, 0.867
DirectLightingColorFilterSunset=0.961, 0.635, 0.435 DirectLightingColorFilterSunset=0.988, 0.871, 0.8
DirectLightingColorFilterDusk=0.843, 0.624, 0.651 DirectLightingColorFilterDusk=0.937, 0.851, 0.863
DirectLightingColorFilterNight=0.722, 0.706, 0.973 DirectLightingColorFilterNight=0.722, 0.706, 0.976
DirectLightingColorFilterInteriorDay=0.949, 0.753, 0.478 DirectLightingColorFilterInteriorDay=0.973, 0.859, 0.698
DirectLightingColorFilterInteriorNight=0.816, 0.773, 0.992 DirectLightingColorFilterInteriorNight=0.816, 0.773, 0.992
AmbientLightingIntensityDawn=0.35 AmbientLightingIntensityDawn=0.7
AmbientLightingIntensitySunrise=0.53 AmbientLightingIntensitySunrise=0.83
AmbientLightingIntensityDay=0.79 AmbientLightingIntensityDay=0.95
AmbientLightingIntensitySunset=0.56 AmbientLightingIntensitySunset=0.81
AmbientLightingIntensityDusk=0.35 AmbientLightingIntensityDusk=0.75
AmbientLightingIntensityNight=0.81 AmbientLightingIntensityNight=0.65
AmbientLightingIntensityInteriorDay=0.75 AmbientLightingIntensityInteriorDay=0.84
AmbientLightingIntensityInteriorNight=0.83 AmbientLightingIntensityInteriorNight=0.66
[SSAO_SSIL] [SSAO_SSIL]
UseIndirectLighting=true UseIndirectLighting=true
ResolutionScale=0.5 ResolutionScale=0.5

View file

@ -529,7 +529,7 @@ float4 Anamorphic( float2 coord, Texture2D intex, float insz )
res.rgb *= lerp(1.0,flu,lm); res.rgb *= lerp(1.0,flu,lm);
float fbl = tod_ind(fbl); float fbl = tod_ind(fbl);
float fpw = tod_ind(fpw); float fpw = tod_ind(fpw);
res.rgb = pow(res.rgb,fpw)*fbl; res.rgb = pow(max(0,res.rgb),fpw)*fbl;
return res; return res;
} }

View file

@ -1,17 +1,17 @@
[ENBBLOOM.FX] [ENBBLOOM.FX]
TECHNIQUE=1 TECHNIQUE=2
Bloom Intensity Night=0.51 Bloom Intensity Night=0.78
Bloom Intensity Day=0.43 Bloom Intensity Day=0.67
Bloom Intensity Interior=0.46 Bloom Intensity Interior=0.71
Bloom Contrast Night=0.92 Bloom Contrast Night=0.88
Bloom Contrast Day=0.95 Bloom Contrast Day=0.98
Bloom Contrast Interior=0.93 Bloom Contrast Interior=0.93
Bloom Saturation Night=0.87 Bloom Saturation Night=0.87
Bloom Saturation Day=0.77 Bloom Saturation Day=0.81
Bloom Saturation Interior=0.84 Bloom Saturation Interior=0.84
Bloom Offset Night=-0.28 Bloom Offset Night=-0.14
Bloom Offset Day=-0.44 Bloom Offset Day=-0.23
Bloom Offset Interior=-0.38 Bloom Offset Interior=-0.16
Bloom Intensity Cap Night=1.0 Bloom Intensity Cap Night=1.0
Bloom Intensity Cap Day=1.0 Bloom Intensity Cap Day=1.0
Bloom Intensity Cap Interior=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 Night=0.294, 0.424, 0.859
Blue Shift Day=0.22, 0.537, 0.855 Blue Shift Day=0.22, 0.537, 0.855
Blue Shift Interior=0.337, 0.525, 0.878 Blue Shift Interior=0.337, 0.525, 0.878
Blue Shift Intensity Night=0.97 Blue Shift Intensity Night=0.96
Blue Shift Intensity Day=0.72 Blue Shift Intensity Day=0.71
Blue Shift Intensity Interior=0.88 Blue Shift Intensity Interior=0.88
Blue Shift Luminance Factor Per-pass=0.31 Blue Shift Luminance Factor Per-pass=0.31
Blue Shift Color Factor Per-pass=0.79 Blue Shift Color Factor Per-pass=0.79
Enable Anamorphic Bloom=true Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.68 Anamorphic Bloom Blend Night=0.95
Anamorphic Bloom Blend Day=0.34 Anamorphic Bloom Blend Day=0.7
Anamorphic Bloom Blend Interior=0.44 Anamorphic Bloom Blend Interior=0.86
Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851 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 Day=0.424, 0.384, 0.831
Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89 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 Night=0.95
Anamorphic Bloom Contrast Day=1.0 Anamorphic Bloom Contrast Day=1.0
Anamorphic Bloom Contrast Interior=0.97 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 Night=1.33
Bloom Intensity Interior Day=1.26 Bloom Intensity Interior Day=1.26
Bloom Contrast Interior Night=0.73 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 Blue Shift Interior Day=1.86
Anamorphic Bloom Contrast Interior Night=1.12 Anamorphic Bloom Contrast Interior Night=1.12
Anamorphic Bloom Contrast Interior Day=1.22 Anamorphic Bloom Contrast Interior Day=1.22
Bloom Pass 1 Blend=0.13 Bloom Pass 1 Blend=0.98
Bloom Pass 2 Blend=0.24 Bloom Pass 2 Blend=0.94
Bloom Pass 3 Blend=0.36 Bloom Pass 3 Blend=0.88
Bloom Pass 4 Blend=0.52 Bloom Pass 4 Blend=0.89
Bloom Pass 5 Blend=0.69 Bloom Pass 5 Blend=0.91
Bloom Pass 6 Blend=1.0 Bloom Pass 6 Blend=0.98
Enable Lens Dirt=true Enable Lens Dirt=true
Dirt Pass 1 Blend=0.03 Dirt Pass 1 Blend=0.03
Dirt Pass 2 Blend=0.12 Dirt Pass 2 Blend=0.12
Dirt Pass 3 Blend=0.24 Dirt Pass 3 Blend=0.24
Dirt Pass 4 Blend=0.4 Dirt Pass 4 Blend=0.4
Dirt Pass 5 Blend=0.67 Dirt Pass 5 Blend=0.67
Dirt Pass 6 Blend=3.66 Dirt Pass 6 Blend=5.15
Dirt Contrast=0.92 Dirt Contrast=0.91
Dirt Factor=2.07 Dirt Factor=2.07
Bloom Blur Radius X=1.0 Bloom Blur Radius X=1.0
Bloom Blur Radius Y=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 Dirt Single Pass Blend=1.13

View file

@ -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 */ /* these are znear/zfar values for Skyrim, but MAY match Fallout too */
float depthlinear( float2 coord ) 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)); 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 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 ofs1 = float2(0,1.0/bresl.y); float2 ofs1 = float2(0,1.0/bresl.y);
float2 ofs2 = float2(1.0/bresl.x,0); float2 ofs2 = float2(1.0/bresl.x,0);
float dep1 = TextureDepth.Sample(Sampler1,coord+ofs1).x; float dep1 = TextureDepth.SampleLevel(Sampler1,coord+ofs1,0).x;
float dep2 = TextureDepth.Sample(Sampler1,coord+ofs2).x; float dep2 = TextureDepth.SampleLevel(Sampler1,coord+ofs2,0).x;
float3 p1 = float3(ofs1,dep1-dep); float3 p1 = float3(ofs1,dep1-dep);
float3 p2 = float3(ofs2,dep2-dep); float3 p2 = float3(ofs2,dep2-dep);
float3 normal = cross(p1,p2); 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); float3 normal = pseudonormal(depth,coord);
float2 nc = coord*(bresl/256.0); float2 nc = coord*(bresl/256.0);
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius; float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*ssaoradius;
float2 nc2 = TextureNoise3.Sample(Sampler2,nc+48000.0*Timer.x float2 nc2 = TextureNoise3.SampleLevel(Sampler2,nc+48000.0*Timer.x
*ssaonoise).xy; *ssaonoise,0).xy;
float3 rnormal = TextureNoise3.Sample(Sampler2,nc2).xyz*2.0-1.0; float3 rnormal = TextureNoise3.SampleLevel(Sampler2,nc2,0).xyz*2.0-1.0;
rnormal = normalize(rnormal); rnormal = normalize(rnormal);
float occ = 0.0; float occ = 0.0;
int i; 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 = reflect(ssao_samples_lq[i],rnormal);
sample *= sign(dot(normal,sample)); sample *= sign(dot(normal,sample));
so = ldepth-sample.z*bof; so = ldepth-sample.z*bof.x;
sdepth = depthlinear(coord+bof*sample.xy/ldepth); sdepth = depthlinear(coord+bof*sample.xy/ldepth);
delta = saturate(so-sdepth); delta = saturate(so-sdepth);
delta *= 1.0-smoothstep(0.0,sclamp,delta); 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 = reflect(ssao_samples_hq[i],rnormal);
sample *= sign(dot(normal,sample)); sample *= sign(dot(normal,sample));
so = ldepth-sample.z*bof; so = ldepth-sample.z*bof.x;
sdepth = depthlinear(coord+bof*sample.xy/ldepth); sdepth = depthlinear(coord+bof*sample.xy/ldepth);
delta = saturate(so-sdepth); delta = saturate(so-sdepth);
delta *= 1.0-smoothstep(0.0,sclamp,delta); 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 uocc = saturate(occ/(ssaoquarter?16.0:64.0));
float fade = 1.0-depth; float fade = 1.0-depth;
uocc *= saturate(pow(fade,ssaofadepow)*ssaofademult); uocc *= saturate(pow(max(0,fade),ssaofadepow)*ssaofademult);
uocc = saturate(pow(uocc,ssaopow)*ssaomult); uocc = saturate(pow(max(0,uocc),ssaopow)*ssaomult);
return saturate(1.0-(uocc*ssaoblend)); return saturate(1.0-(uocc*ssaoblend));
} }
/* /*
@ -1207,8 +1207,8 @@ float3 EdgeView( float3 res, float2 coord )
mdy += GY[2][2]*depths[2][2]; mdy += GY[2][2]*depths[2][2];
mud = pow(mdx*mdx+mdy*mdy,0.5); mud = pow(mdx*mdx+mdy*mdy,0.5);
float fade = 1.0-TextureDepth.Sample(Sampler1,coord).x; float fade = 1.0-TextureDepth.Sample(Sampler1,coord).x;
mud *= saturate(pow(fade,edgevfadepow)*edgevfademult); mud *= saturate(pow(max(0,fade),edgevfadepow)*edgevfademult);
mud = saturate(pow(mud,edgevpow)*edgevmult); mud = saturate(pow(max(0,mud),edgevpow)*edgevmult);
return mud; return mud;
} }
@ -1242,8 +1242,8 @@ float2 DistantHeat( float2 coord )
float2 bresl; float2 bresl;
float dep, odep; float dep, odep;
dep = TextureDepth.Sample(Sampler1,coord).x; dep = TextureDepth.Sample(Sampler1,coord).x;
float distfade = clamp(pow(dep,heatfadepow)*heatfademul+heatfadebump, float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul
0.0,1.0); +heatfadebump,0.0,1.0);
if ( distfade <= 0.0 ) return coord; if ( distfade <= 0.0 ) return coord;
float todpow = todx_ind(heatfactor); float todpow = todx_ind(heatfactor);
if ( !heatalways && (todpow <= 0.0) ) return coord; if ( !heatalways && (todpow <= 0.0) ) return coord;
@ -1251,15 +1251,15 @@ float2 DistantHeat( float2 coord )
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 nc = coord*(bresl/HEATSIZE)*heatsize; float2 nc = coord*(bresl/HEATSIZE)*heatsize;
float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed; 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 = (ofs-0.5)*2.0;
ofs *= pow(length(ofs),heatpow); ofs *= pow(length(ofs),heatpow);
ofs *= todpow; ofs *= todpow;
if ( !heatalways ) ofs *= weatherfactor(WT_HOT); if ( !heatalways ) ofs *= weatherfactor(WT_HOT);
odep = TextureDepth.Sample(Sampler1,coord+ofs*heatstrength*distfade odep = TextureDepth.SampleLevel(Sampler1,coord+ofs*heatstrength
*0.01).x; *distfade*0.01,0).x;
float odistfade = clamp(pow(odep,heatfadepow)*heatfademul+heatfadebump, float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul
0.0,1.0); +heatfadebump,0.0,1.0);
if ( odistfade <= 0.0 ) return coord; if ( odistfade <= 0.0 ) return coord;
return coord+ofs*heatstrength*distfade*0.01; 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, sc = TextureColor.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
dfc*4.0); dfc*4.0);
ds = TextureDepth.Sample(Sampler1,coord+poisson32[i]*bsz).x; ds = TextureDepth.SampleLevel(Sampler1,coord+poisson32[i]*bsz,
sd = RenderTargetR32F.Sample(Sampler1,coord+poisson32[i] 0).x;
*bsz).x; sd = RenderTargetR32F.SampleLevel(Sampler1,coord+poisson32[i]
*bsz,0).x;
sw = (ds>dep)?1.0:sd; sw = (ds>dep)?1.0:sd;
tw += sw; tw += sw;
res += sc*sw; res += sc*sw;
@ -1405,14 +1406,14 @@ float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
isd = dfc; isd = dfc;
[unroll] for ( i=-7; i<=7; i++ ) [unroll] for ( i=-7; i<=7; i++ )
{ {
sd = RenderTargetR32F.Sample(Sampler1,coord+float2(i,0)*bof sd = RenderTargetR32F.SampleLevel(Sampler1,coord+float2(i,0)
*dfc).x; *bof*dfc,0).x;
ds = abs(isd-sd)*dofbfact+0.5; ds = abs(isd-sd)*dofbfact+0.5;
sw = 1.0/(ds+1.0); sw = 1.0/(ds+1.0);
sw *= gauss8[abs(i)]; sw *= gauss8[abs(i)];
tw += sw; tw += sw;
res += sw*TextureColor.Sample(Sampler1,coord+float2(i,0)*bof res += sw*TextureColor.SampleLevel(Sampler1,coord+float2(i,0)
*dfc); *bof*dfc,0);
} }
res /= tw; res /= tw;
return res; return res;
@ -1433,14 +1434,14 @@ float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
isd = dfc; isd = dfc;
[unroll] for ( i=-7; i<=7; i++ ) [unroll] for ( i=-7; i<=7; i++ )
{ {
sd = RenderTargetR32F.Sample(Sampler1,coord+float2(0,i)*bof sd = RenderTargetR32F.SampleLevel(Sampler1,coord+float2(0,i)
*dfc).x; *bof*dfc,0).x;
ds = abs(isd-sd)*dofbfact+0.5; ds = abs(isd-sd)*dofbfact+0.5;
sw = 1.0/(ds+1.0); sw = 1.0/(ds+1.0);
sw *= gauss8[abs(i)]; sw *= gauss8[abs(i)];
tw += sw; tw += sw;
res += sw*TextureColor.Sample(Sampler1,coord+float2(0,i)*bof res += sw*TextureColor.SampleLevel(Sampler1,coord+float2(0,i)
*dfc); *bof*dfc,0);
} }
res /= tw; res /= tw;
return res; 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; if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w); else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float4 res; float4 res;
if ( frostenable ) [branch] if ( frostenable )
{ {
float2 ofs = ScreenFrost(coord); float2 ofs = ScreenFrost(coord);
ofs -= 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); else res = TextureColor.Sample(Sampler1,coord+ofs);
float2 nc = coord*(bresl/FROSTSIZE)*frostsize; 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; float dist = distance(coord,float2(0.5,0.5))*2.0;
dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0, dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
1.0)*frostblend; 1.0)*frostblend;

View file

@ -70,18 +70,18 @@ DOF Fixed Focus Shift Interior=-0.01
DOF Fixed Focus Blend Night=1.0 DOF Fixed Focus Blend Night=1.0
DOF Fixed Focus Blend Day=1.0 DOF Fixed Focus Blend Day=1.0
DOF Fixed Focus Blend Interior=1.0 DOF Fixed Focus Blend Interior=1.0
DOF Fixed Unfocus Intensity Night=1.6 DOF Fixed Unfocus Intensity Night=1.5
DOF Fixed Unfocus Intensity Day=1.4 DOF Fixed Unfocus Intensity Day=1.6
DOF Fixed Unfocus Intensity Interior=1.5 DOF Fixed Unfocus Intensity Interior=1.5
DOF Fixed Unfocus Contrast Night=220.0 DOF Fixed Unfocus Contrast Night=480.0
DOF Fixed Unfocus Contrast Day=240.0 DOF Fixed Unfocus Contrast Day=450.0
DOF Fixed Unfocus Contrast Interior=250.0 DOF Fixed Unfocus Contrast Interior=350.0
DOF Fixed Unfocus Shift Night=-1.05 DOF Fixed Unfocus Shift Night=-1.1
DOF Fixed Unfocus Shift Day=-0.9 DOF Fixed Unfocus Shift Day=-1.25
DOF Fixed Unfocus Shift Interior=-1.03 DOF Fixed Unfocus Shift Interior=-1.0
DOF Fixed Unfocus Blend Night=0.0 DOF Fixed Unfocus Blend Night=1.0
DOF Fixed Unfocus Blend Day=0.0 DOF Fixed Unfocus Blend Day=1.0
DOF Fixed Unfocus Blend Interior=0.0 DOF Fixed Unfocus Blend Interior=1.0
DOF Fixed Use Cutoff=true DOF Fixed Use Cutoff=true
Disable DOF=false Disable DOF=false
DOF Gather Blur Radius=8.0 DOF Gather Blur Radius=8.0
@ -97,7 +97,7 @@ Edgevision Fade Intensity Interior=600.0
Edgevision Contrast=0.25 Edgevision Contrast=0.25
Edgevision Intensity=1.0 Edgevision Intensity=1.0
Edgevision Radius=1.0 Edgevision Radius=1.0
Enable SSAO=true Enable SSAO=false
SSAO Radius=0.15 SSAO Radius=0.15
SSAO Noise=0 SSAO Noise=0
SSAO Fade Contrast Night=0.9 SSAO Fade Contrast Night=0.9

View file

@ -589,7 +589,7 @@ float3 GradingRGB( float3 res )
{ {
float3 grademul = tod_ind(grademul); float3 grademul = tod_ind(grademul);
float3 gradepow = tod_ind(gradepow); float3 gradepow = tod_ind(gradepow);
return pow(res,gradepow)*grademul; return pow(max(0,res),gradepow)*grademul;
} }
float3 GradingColorize( float3 res ) float3 GradingColorize( float3 res )
{ {
@ -606,8 +606,8 @@ float3 GradingHSV( float3 res )
float gradevalmul = tod_ind(gradevalmul); float gradevalmul = tod_ind(gradevalmul);
float gradevalpow = tod_ind(gradevalpow); float gradevalpow = tod_ind(gradevalpow);
float3 hsv = rgb2hsv(res); float3 hsv = rgb2hsv(res);
hsv.y = clamp(pow(hsv.y,gradesatpow)*gradesatmul,0.0,1.0); hsv.y = clamp(pow(max(0,hsv.y),gradesatpow)*gradesatmul,0.0,1.0);
hsv.z = pow(hsv.z,gradevalpow)*gradevalmul; hsv.z = pow(max(0,hsv.z),gradevalpow)*gradevalmul;
return hsv2rgb(hsv); return hsv2rgb(hsv);
} }
/* LUT colour grading */ /* 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); 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); float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
#endif #endif
float3 tcl1 = TextureLUT.Sample(SamplerLUT,lc1); float3 tcl1 = TextureLUT.Sample(SamplerLUT,lc1).rgb;
float3 tcl2 = TextureLUT.Sample(SamplerLUT,lc2); float3 tcl2 = TextureLUT.Sample(SamplerLUT,lc2).rgb;
tcol = lerp(tcl1,tcl2,dec); tcol = lerp(tcl1,tcl2,dec);
float lutblend = tod_ind(lutblend); float lutblend = tod_ind(lutblend);
return lerp(res,tcol,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; r1.xyz = Params01[2].w*r1.xyz-r0.w;
r0.xyz = Params01[2].z*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 = 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); color.xyz = pow(color.xyz,1.0/2.2);
res.xyz = max(0,color.xyz); res.xyz = max(0,color.xyz);
res.w = 1.0; 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; r1.xyz = Params01[2].w*r1.xyz-r0.w;
r0.xyz = Params01[2].z*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 = 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; res.w = 1.0;
return res; return res;
} }

View file

@ -36,15 +36,15 @@ Tonemap Linear White Day=1.39
Tonemap Linear White Interior=1.32 Tonemap Linear White Interior=1.32
Enable RGB Grading=true Enable RGB Grading=true
Grading Intensity Night=1.04, 1.08, 1.07 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 Intensity Interior=1.1, 1.05, 1.02
Grading Contrast Night=0.97, 0.94, 0.96 Grading Contrast Night=0.97, 0.94, 0.95
Grading Contrast Day=0.84, 0.94, 0.97 Grading Contrast Day=0.96, 0.97, 0.93
Grading Contrast Interior=0.94, 0.96, 0.99 Grading Contrast Interior=0.94, 0.96, 0.99
Enable Vibrance Grading=true Enable Vibrance Grading=true
Grading Color Night=-0.91, -0.62, -0.94 Grading Color Night=-0.34, -0.6, -0.94
Grading Color Day=-1.16, -0.06, -0.23 Grading Color Day=-0.28, -0.19, -0.82
Grading Color Interior=-0.47, -0.12, -0.14 Grading Color Interior=-0.38, -0.12, -0.14
Grading Color Factor Night=-0.14 Grading Color Factor Night=-0.14
Grading Color Factor Day=-0.12 Grading Color Factor Day=-0.12
Grading Color Factor Interior=-0.1 Grading Color Factor Interior=-0.1
@ -63,9 +63,9 @@ Grading Value Contrast Day=1.48
Grading Value Contrast Interior=1.58 Grading Value Contrast Interior=1.58
Colorize After HSV=true Colorize After HSV=true
Enable LUT Grading=true Enable LUT Grading=true
LUT Blend Night=0.58 LUT Blend Night=0.26
LUT Blend Day=0.77 LUT Blend Day=0.53
LUT Blend Interior=0.45 LUT Blend Interior=0.33
Enable Post Dither=true Enable Post Dither=true
Dither Pattern=4 Dither Pattern=4
Display Bloom=false Display Bloom=false

View file

@ -532,9 +532,9 @@ float3 hsv2rgb( float3 c )
/* prepass */ /* prepass */
float4 ReducePrepass( in float4 col, in float2 coord ) 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.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)); col.rgb = hsv2rgb(saturate(hsv));
if ( dither == 0 ) if ( dither == 0 )
col += bdbump+checkers[int(coord.x%2)+2*int(coord.y%2)]*bdmult; 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. moire patterns when using the default size of 2x2.
*/ */
float4 dots = TextureDots.Sample(SamplerDots,coord*bresl)*dac; 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; res.rgb = res.rgb*(1-dotblend)+tcol*dotblend;
return res; 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 += TextureColor.Sample(Sampler,coord+float2(0,1)*bof);
crawling *= 0.25; crawling *= 0.25;
float4 inmyskin = res-crawling; float4 inmyskin = res-crawling;
float thesewounds = luminance(inmyskin); float thesewounds = luminance(inmyskin.rgb);
thesewounds = clamp(thesewounds,-lsharpclamp*0.01,lsharpclamp*0.01); thesewounds = clamp(thesewounds,-lsharpclamp*0.01,lsharpclamp*0.01);
float4 theywillnotheal = res+thesewounds*lsharpblend; float4 theywillnotheal = res+thesewounds*lsharpblend;
return theywillnotheal; return theywillnotheal;

View file

@ -30,13 +30,13 @@ Curve Sampling Soften=0.0
Enable Blur=false Enable Blur=false
Blur Sampling Range=0.15 Blur Sampling Range=0.15
Enable Sharp=false Enable Sharp=false
Sharp Sampling Range=0.75 Sharp Sampling Range=0.35
Sharpening Amount=3.0 Sharpening Amount=2.0
Enable Shift=false Enable Shift=false
Shift Sampling Range=0.65 Shift Sampling Range=0.6
Luma Sharpen Enable=true Luma Sharpen Enable=true
Luma Sharpen Radius=0.8 Luma Sharpen Radius=0.8
Luma Sharpen Clamp=0.1 Luma Sharpen Clamp=0.12
Luma Sharpen Blending=6.0 Luma Sharpen Blending=6.0
Emulated Resolution Width=0.0 Emulated Resolution Width=0.0
Emulated Resolution Height=0.0 Emulated Resolution Height=0.0