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MariENB FROST 3.4.1

This commit is contained in:
Marisa the Magician 2019-04-07 17:53:23 +02:00
commit ebefcee4f4
11 changed files with 94 additions and 82 deletions

View file

@ -61,7 +61,7 @@ GradientIntensitySunrise=1.110001
GradientIntensityDay=1.330001
GradientIntensitySunset=1.110001
GradientIntensityDusk=1.03
GradientIntensityNight=0.930001
GradientIntensityNight=0.970001
GradientIntensityInteriorDay=1.29
GradientIntensityInteriorNight=0.94
GradientDesaturationDawn=0.0
@ -109,7 +109,7 @@ GradientMiddleCurveSunrise=0.96
GradientMiddleCurveDay=1.02
GradientMiddleCurveSunset=0.95
GradientMiddleCurveDusk=0.92
GradientMiddleCurveNight=0.88
GradientMiddleCurveNight=0.89
GradientMiddleCurveInteriorDay=1.05
GradientMiddleCurveInteriorNight=0.87
GradientMiddleColorFilterDawn=0.945, 0.859, 0.992
@ -149,7 +149,7 @@ CloudsIntensitySunrise=1.030001
CloudsIntensityDay=1.230001
CloudsIntensitySunset=1.040001
CloudsIntensityDusk=0.880001
CloudsIntensityNight=0.650001
CloudsIntensityNight=0.640001
CloudsIntensityInteriorDay=1.26
CloudsIntensityInteriorNight=0.64
CloudsCurveDawn=1.28
@ -234,50 +234,50 @@ MoonColorFilterInteriorDay=1, 1, 1
MoonColorFilterInteriorNight=0.455, 0.522, 0.816
[ENVIRONMENT]
IgnoreWeatherSystem=true
DirectLightingIntensityDawn=1.26
DirectLightingIntensityDawn=1.06
DirectLightingIntensitySunrise=1.47
DirectLightingIntensityDay=1.71
DirectLightingIntensitySunset=1.39
DirectLightingIntensityDusk=1.21
DirectLightingIntensityNight=1.12
DirectLightingIntensityDay=1.74
DirectLightingIntensitySunset=1.37
DirectLightingIntensityDusk=1.02
DirectLightingIntensityNight=0.81
DirectLightingIntensityInteriorDay=1.59
DirectLightingIntensityInteriorNight=0.89
DirectLightingDesaturationDawn=0.06
DirectLightingDesaturationSunrise=0.1
DirectLightingDesaturationDay=0.14
DirectLightingDesaturationSunset=0.11
DirectLightingDesaturationDusk=0.09
DirectLightingDesaturationNight=0.04
DirectLightingDesaturationInteriorDay=0.14
DirectLightingDesaturationInteriorNight=0.04
DirectLightingDesaturationDawn=0.0
DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationDay=0.0
DirectLightingDesaturationSunset=0.0
DirectLightingDesaturationDusk=0.0
DirectLightingDesaturationNight=0.0
DirectLightingDesaturationInteriorDay=0.0
DirectLightingDesaturationInteriorNight=0.0
DirectLightingColorFilterDawn=0.996, 0.886, 0.98
DirectLightingColorFilterSunrise=0.996, 0.878, 0.906
DirectLightingColorFilterDay=1, 1, 1
DirectLightingColorFilterSunset=0.992, 0.906, 0.937
DirectLightingColorFilterDusk=0.976, 0.922, 0.992
DirectLightingColorFilterNight=0.886, 0.882, 0.992
DirectLightingColorFilterNight=0.894, 0.89, 0.992
DirectLightingColorFilterInteriorDay=1, 1, 1
DirectLightingColorFilterInteriorNight=0.886, 0.863, 0.996
AmbientLightingIntensityDawn=0.33
AmbientLightingIntensitySunrise=0.55
AmbientLightingIntensityDay=0.65
AmbientLightingIntensitySunset=0.53
AmbientLightingIntensityDusk=0.42
AmbientLightingIntensityNight=0.27
AmbientLightingIntensityInteriorDay=0.15
AmbientLightingIntensityDawn=0.75
AmbientLightingIntensitySunrise=0.87
AmbientLightingIntensityDay=0.91
AmbientLightingIntensitySunset=0.83
AmbientLightingIntensityDusk=0.77
AmbientLightingIntensityNight=0.71
AmbientLightingIntensityInteriorDay=0.17
AmbientLightingIntensityInteriorNight=0.12
[SSAO_SSIL]
UseIndirectLighting=true
SamplingQuality=1
SamplingRange=0.1
AOIntensity=0.94
SamplingRange=0.25
AOIntensity=0.99
AOIntensityInterior=0.89
AOAmount=1.25
AOAmount=1.33
AOAmountInterior=1.13
ILAmount=1.29
ILAmountInterior=1.18
AOMixingType=2
AOMixingTypeInterior=3
AOMixingTypeInterior=2
ResolutionScale=0.5
SourceTexturesScale=1.0
[FOG]

View file

@ -1 +1 @@
3.4.0 "Who In Their Right Mind Would Frost A Cake With Their Butt"
3.4.1 "Who In Their Right Mind Would Frost A Cake With Their Butt"

View file

@ -16,6 +16,7 @@ SamplerState Sampler0
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
};
struct VS_INPUT_POST

View file

@ -342,12 +342,14 @@ SamplerState Sampler
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Border;
AddressV = Border;
MaxLOD = 0;
};
SamplerState Sampler2
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
};
struct VS_INPUT_POST

View file

@ -1250,18 +1250,21 @@ SamplerState Sampler0
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
};
SamplerState Sampler1
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
};
SamplerState Sampler2
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
MaxLOD = 0;
};
struct VS_INPUT_POST
@ -1792,34 +1795,34 @@ float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
float cstep = 2.0*pi*(1.0/3.0);
float ang = 0.5*pi;
res.r = TextureColor.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0,0).r;
+gcircle(ang)*bsz*dofpcha*0.1,0).r;
deps.r = TextureDepth.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
dfcs.r = RenderTargetR32F.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
ang += cstep;
res.g = TextureColor.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0,0).g;
+gcircle(ang)*bsz*dofpcha*0.1,0).g;
deps.g = TextureDepth.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
dfcs.g = RenderTargetR32F.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
ang += cstep;
res.b = TextureColor.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0,0).b;
+gcircle(ang)*bsz*dofpcha*0.1,0).b;
deps.b = TextureDepth.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
dfcs.b = RenderTargetR32F.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
if ( bDoHighlight )
{
float l = luminance(res.rgb);
float threshold = max((l-dofbthreshold)*dofbgain,0.0);
res += lerp(0,res,threshold*blur);
}
res.a = TextureColor.SampleLevel(Sampler1,coord,0,0).a;
deps.a = TextureDepth.SampleLevel(Sampler1,coord,0,0).x;
dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0,0).x;
res.a = TextureColor.SampleLevel(Sampler1,coord,0).a;
deps.a = TextureDepth.SampleLevel(Sampler1,coord,0).x;
dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0).x;
return res;
}
/* gather blur pass */
@ -1875,7 +1878,7 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
if ( dfc <= dofminblur ) return res;
float dep = TextureDepth.Sample(Sampler1,coord).x;
float2 sf = bof+(TextureNoise3.SampleLevel(Sampler2,coord
*(bresl/256.0),0,0).xy*2.0-1.0)*dofbnoise*0.001;
*(bresl/256.0),0).xy*2.0-1.0)*dofbnoise*0.001;
float2 sr = sf*dofbradius*dfc;
int rsamples;
float bstep, bw;

View file

@ -700,18 +700,21 @@ SamplerState Sampler0
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
};
SamplerState Sampler1
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
};
SamplerState Sampler2
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
MaxLOD = 0;
};
SamplerState SamplerLUT
{
@ -719,6 +722,7 @@ SamplerState SamplerLUT
AddressU = Clamp;
AddressV = Clamp;
AddressW = Clamp;
MaxLOD = 0;
};
struct VS_INPUT_POST
@ -1106,8 +1110,8 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
}
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
if ( techenable ) res.rgb = Technicolor(res.rgb);
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
/* fade has same index on both games */
res.rgb = Params01[5].rgb*Params01[5].a+res.rgb*(1.0-Params01[5].a);

View file

@ -21,78 +21,78 @@ Frost Factor Night=1.32
Frost Factor Interior=0.22
Enable Grain=true
Grain Speed=25.0
Grain Intensity=0.650001
Grain Intensity=0.65
Grain Saturation=-0.35
Grain Two-Pass=true
Grain Blending Mode=3
Grain Dark Mask Contrast=22.140013
Grain Dark Mask Contrast=22.139999
Grain Two-Pass Factor=0.04
Grain Magnification=13.3, 19.6, 17.4
Grain Pass 1 Magnification=2.05, 3.11, 2.22
Grain Pass 2 Magnification=4.25, 9.42, 6.29
Grain Contrast=8.450001
Grain Contrast=8.45
Apply Grain Before Tone Mapping=true
Enable Adaptation=true
Tonemapping Method=3
Tonemap Exposure Night=1.05
Tonemap Exposure Night=1.23
Tonemap Exposure Day=1.320001
Tonemap Exposure Interior=1.179999
Tonemap Exposure Interior=1.229999
Tonemap Blend Night=1.0
Tonemap Blend Day=1.0
Tonemap Blend Interior=1.0
Uncharted2 Shoulder Strength Night=0.21
Uncharted2 Shoulder Strength Day=0.32
Uncharted2 Shoulder Strength Day=0.37
Uncharted2 Shoulder Strength Interior=0.24
Uncharted2 Linear Strength Night=1.34
Uncharted2 Linear Strength Day=1.38
Uncharted2 Linear Strength Interior=1.51
Uncharted2 Linear Angle Night=0.64
Uncharted2 Linear Strength Night=1.26
Uncharted2 Linear Strength Day=1.6
Uncharted2 Linear Strength Interior=1.41
Uncharted2 Linear Angle Night=0.72
Uncharted2 Linear Angle Day=0.68
Uncharted2 Linear Angle Interior=0.57
Uncharted2 Toe Strength Night=1.22
Uncharted2 Toe Strength Day=1.22
Uncharted2 Toe Strength Interior=1.23
Uncharted2 Linear Angle Interior=0.58
Uncharted2 Toe Strength Night=1.18
Uncharted2 Toe Strength Day=1.14
Uncharted2 Toe Strength Interior=1.35
Uncharted2 Toe Numerator Night=0.21
Uncharted2 Toe Numerator Day=0.28
Uncharted2 Toe Numerator Interior=0.23
Uncharted2 Toe Denominator Night=1.38
Uncharted2 Toe Denominator Night=1.31
Uncharted2 Toe Denominator Day=1.32
Uncharted2 Toe Denominator Interior=1.25
Uncharted2 Toe Denominator Interior=1.33
Uncharted2 Linear White Night=20.299999
Uncharted2 Linear White Day=24.139999
Uncharted2 Linear White Interior=22.130001
Enable RGB Grading=true
Grading Intensity Night=1.02, 0.98, 0.93
Grading Intensity Day=1.04, 1.02, 1
Grading Intensity Interior=1.03, 1.01, 1
Grading Contrast Night=1.02, 0.95, 0.91
Grading Contrast Day=0.94, 0.95, 0.96
Grading Contrast Interior=0.96, 0.94, 0.97
Grading Intensity Night=1.09, 0.98, 0.88
Grading Intensity Day=1.04, 1, 0.94
Grading Intensity Interior=0.96, 0.93, 1.02
Grading Contrast Night=1.03, 0.99, 0.88
Grading Contrast Day=1, 0.98, 0.93
Grading Contrast Interior=0.94, 0.97, 1.02
Enable Vibrance Grading=true
Grading Color Night=-0.75, -0.32, -0.69
Grading Color Day=-0.24, -0.12, -0.38
Grading Color Interior=-0.33, -0.04, -0.89
Grading Color Factor Night=-0.12
Grading Color Night=-1.04, -0.32, -0.54
Grading Color Day=-0.43, -0.12, -0.7
Grading Color Interior=-0.61, -0.1, -0.43
Grading Color Factor Night=-0.11
Grading Color Factor Day=-0.1
Grading Color Factor Interior=-0.05
Grading Color Factor Interior=-0.09
Enable HSV Grading=true
Grading Saturation Intensity Night=1.13
Grading Saturation Intensity Day=1.17
Grading Saturation Intensity Interior=1.1
Grading Saturation Contrast Night=1.35
Grading Saturation Contrast Day=1.27
Grading Saturation Contrast Interior=1.24
Grading Value Intensity Night=0.95
Grading Saturation Intensity Night=1.09
Grading Saturation Intensity Day=1.13
Grading Saturation Intensity Interior=1.12
Grading Saturation Contrast Night=1.39
Grading Saturation Contrast Day=1.28
Grading Saturation Contrast Interior=1.13
Grading Value Intensity Night=0.84
Grading Value Intensity Day=0.92
Grading Value Intensity Interior=0.97
Grading Value Contrast Night=1.05
Grading Value Contrast Night=1.24
Grading Value Contrast Day=1.12
Grading Value Contrast Interior=1.06
Grading Value Contrast Interior=1.16
Colorize After HSV=true
Enable LUT Grading=true
LUT Blend Night=0.19
LUT Blend Day=0.25
LUT Blend Interior=0.36
LUT Blend Night=0.27
LUT Blend Day=0.32
LUT Blend Interior=0.39
Enable Technicolor=true
Technicolor Blend=0.5
Enable Vanilla Imagespace=true

View file

@ -518,12 +518,14 @@ SamplerState Sampler
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
};
SamplerState SamplerB
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Border;
AddressV = Border;
MaxLOD = 0;
};
struct VS_INPUT_POST

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