MariENB FROST 3.4.1
This commit is contained in:
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857953bf9e
commit
ebefcee4f4
11 changed files with 94 additions and 82 deletions
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@ -61,7 +61,7 @@ GradientIntensitySunrise=1.110001
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GradientIntensityDay=1.330001
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GradientIntensitySunset=1.110001
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GradientIntensityDusk=1.03
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GradientIntensityNight=0.930001
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GradientIntensityNight=0.970001
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GradientIntensityInteriorDay=1.29
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GradientIntensityInteriorNight=0.94
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GradientDesaturationDawn=0.0
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@ -109,7 +109,7 @@ GradientMiddleCurveSunrise=0.96
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GradientMiddleCurveDay=1.02
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GradientMiddleCurveSunset=0.95
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GradientMiddleCurveDusk=0.92
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GradientMiddleCurveNight=0.88
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GradientMiddleCurveNight=0.89
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GradientMiddleCurveInteriorDay=1.05
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GradientMiddleCurveInteriorNight=0.87
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GradientMiddleColorFilterDawn=0.945, 0.859, 0.992
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@ -149,7 +149,7 @@ CloudsIntensitySunrise=1.030001
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CloudsIntensityDay=1.230001
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CloudsIntensitySunset=1.040001
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CloudsIntensityDusk=0.880001
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CloudsIntensityNight=0.650001
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CloudsIntensityNight=0.640001
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CloudsIntensityInteriorDay=1.26
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CloudsIntensityInteriorNight=0.64
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CloudsCurveDawn=1.28
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@ -234,50 +234,50 @@ MoonColorFilterInteriorDay=1, 1, 1
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MoonColorFilterInteriorNight=0.455, 0.522, 0.816
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[ENVIRONMENT]
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IgnoreWeatherSystem=true
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DirectLightingIntensityDawn=1.26
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DirectLightingIntensityDawn=1.06
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DirectLightingIntensitySunrise=1.47
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DirectLightingIntensityDay=1.71
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DirectLightingIntensitySunset=1.39
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DirectLightingIntensityDusk=1.21
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DirectLightingIntensityNight=1.12
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DirectLightingIntensityDay=1.74
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DirectLightingIntensitySunset=1.37
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DirectLightingIntensityDusk=1.02
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DirectLightingIntensityNight=0.81
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DirectLightingIntensityInteriorDay=1.59
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DirectLightingIntensityInteriorNight=0.89
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DirectLightingDesaturationDawn=0.06
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DirectLightingDesaturationSunrise=0.1
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DirectLightingDesaturationDay=0.14
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DirectLightingDesaturationSunset=0.11
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DirectLightingDesaturationDusk=0.09
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DirectLightingDesaturationNight=0.04
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DirectLightingDesaturationInteriorDay=0.14
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DirectLightingDesaturationInteriorNight=0.04
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DirectLightingDesaturationDawn=0.0
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DirectLightingDesaturationSunrise=0.0
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DirectLightingDesaturationDay=0.0
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DirectLightingDesaturationSunset=0.0
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DirectLightingDesaturationDusk=0.0
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DirectLightingDesaturationNight=0.0
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DirectLightingDesaturationInteriorDay=0.0
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DirectLightingDesaturationInteriorNight=0.0
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DirectLightingColorFilterDawn=0.996, 0.886, 0.98
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DirectLightingColorFilterSunrise=0.996, 0.878, 0.906
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DirectLightingColorFilterDay=1, 1, 1
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DirectLightingColorFilterSunset=0.992, 0.906, 0.937
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DirectLightingColorFilterDusk=0.976, 0.922, 0.992
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DirectLightingColorFilterNight=0.886, 0.882, 0.992
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DirectLightingColorFilterNight=0.894, 0.89, 0.992
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DirectLightingColorFilterInteriorDay=1, 1, 1
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DirectLightingColorFilterInteriorNight=0.886, 0.863, 0.996
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AmbientLightingIntensityDawn=0.33
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AmbientLightingIntensitySunrise=0.55
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AmbientLightingIntensityDay=0.65
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AmbientLightingIntensitySunset=0.53
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AmbientLightingIntensityDusk=0.42
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AmbientLightingIntensityNight=0.27
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AmbientLightingIntensityInteriorDay=0.15
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AmbientLightingIntensityDawn=0.75
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AmbientLightingIntensitySunrise=0.87
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AmbientLightingIntensityDay=0.91
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AmbientLightingIntensitySunset=0.83
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AmbientLightingIntensityDusk=0.77
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AmbientLightingIntensityNight=0.71
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AmbientLightingIntensityInteriorDay=0.17
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AmbientLightingIntensityInteriorNight=0.12
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[SSAO_SSIL]
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UseIndirectLighting=true
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SamplingQuality=1
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SamplingRange=0.1
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AOIntensity=0.94
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SamplingRange=0.25
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AOIntensity=0.99
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AOIntensityInterior=0.89
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AOAmount=1.25
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AOAmount=1.33
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AOAmountInterior=1.13
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ILAmount=1.29
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ILAmountInterior=1.18
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AOMixingType=2
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AOMixingTypeInterior=3
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AOMixingTypeInterior=2
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ResolutionScale=0.5
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SourceTexturesScale=1.0
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[FOG]
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@ -1 +1 @@
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3.4.0 "Who In Their Right Mind Would Frost A Cake With Their Butt"
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3.4.1 "Who In Their Right Mind Would Frost A Cake With Their Butt"
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@ -16,6 +16,7 @@ SamplerState Sampler0
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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struct VS_INPUT_POST
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@ -342,12 +342,14 @@ SamplerState Sampler
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Border;
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AddressV = Border;
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MaxLOD = 0;
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};
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SamplerState Sampler2
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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struct VS_INPUT_POST
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@ -1250,18 +1250,21 @@ SamplerState Sampler0
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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SamplerState Sampler1
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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SamplerState Sampler2
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Wrap;
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AddressV = Wrap;
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MaxLOD = 0;
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};
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struct VS_INPUT_POST
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@ -1792,34 +1795,34 @@ float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
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float cstep = 2.0*pi*(1.0/3.0);
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float ang = 0.5*pi;
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res.r = TextureColor.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).r;
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+gcircle(ang)*bsz*dofpcha*0.1,0).r;
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deps.r = TextureDepth.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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dfcs.r = RenderTargetR32F.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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ang += cstep;
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res.g = TextureColor.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).g;
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+gcircle(ang)*bsz*dofpcha*0.1,0).g;
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deps.g = TextureDepth.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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dfcs.g = RenderTargetR32F.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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ang += cstep;
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res.b = TextureColor.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).b;
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+gcircle(ang)*bsz*dofpcha*0.1,0).b;
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deps.b = TextureDepth.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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dfcs.b = RenderTargetR32F.SampleLevel(Sampler1,coord
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+gcircle(ang)*bsz*dofpcha*0.1,0,0).x;
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+gcircle(ang)*bsz*dofpcha*0.1,0).x;
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if ( bDoHighlight )
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{
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float l = luminance(res.rgb);
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float threshold = max((l-dofbthreshold)*dofbgain,0.0);
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res += lerp(0,res,threshold*blur);
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}
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res.a = TextureColor.SampleLevel(Sampler1,coord,0,0).a;
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deps.a = TextureDepth.SampleLevel(Sampler1,coord,0,0).x;
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dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0,0).x;
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res.a = TextureColor.SampleLevel(Sampler1,coord,0).a;
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deps.a = TextureDepth.SampleLevel(Sampler1,coord,0).x;
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dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0).x;
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return res;
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}
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/* gather blur pass */
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@ -1875,7 +1878,7 @@ float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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if ( dfc <= dofminblur ) return res;
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float dep = TextureDepth.Sample(Sampler1,coord).x;
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float2 sf = bof+(TextureNoise3.SampleLevel(Sampler2,coord
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*(bresl/256.0),0,0).xy*2.0-1.0)*dofbnoise*0.001;
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*(bresl/256.0),0).xy*2.0-1.0)*dofbnoise*0.001;
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float2 sr = sf*dofbradius*dfc;
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int rsamples;
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float bstep, bw;
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@ -700,18 +700,21 @@ SamplerState Sampler0
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Filter = MIN_MAG_MIP_POINT;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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SamplerState Sampler1
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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SamplerState Sampler2
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Wrap;
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AddressV = Wrap;
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MaxLOD = 0;
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};
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SamplerState SamplerLUT
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{
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@ -719,6 +722,7 @@ SamplerState SamplerLUT
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AddressU = Clamp;
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AddressV = Clamp;
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AddressW = Clamp;
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MaxLOD = 0;
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};
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struct VS_INPUT_POST
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@ -1106,8 +1110,8 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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if ( gradeenable2 ) res.rgb = GradingColorize(res.rgb);
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if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
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}
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if ( lutenable ) res.rgb = GradingLUT(res.rgb);
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if ( techenable ) res.rgb = Technicolor(res.rgb);
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if ( lutenable ) res.rgb = GradingLUT(res.rgb);
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if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
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/* fade has same index on both games */
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res.rgb = Params01[5].rgb*Params01[5].a+res.rgb*(1.0-Params01[5].a);
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@ -21,78 +21,78 @@ Frost Factor Night=1.32
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Frost Factor Interior=0.22
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Enable Grain=true
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Grain Speed=25.0
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Grain Intensity=0.650001
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Grain Intensity=0.65
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Grain Saturation=-0.35
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Grain Two-Pass=true
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Grain Blending Mode=3
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Grain Dark Mask Contrast=22.140013
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Grain Dark Mask Contrast=22.139999
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Grain Two-Pass Factor=0.04
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Grain Magnification=13.3, 19.6, 17.4
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Grain Pass 1 Magnification=2.05, 3.11, 2.22
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Grain Pass 2 Magnification=4.25, 9.42, 6.29
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Grain Contrast=8.450001
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Grain Contrast=8.45
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Apply Grain Before Tone Mapping=true
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Enable Adaptation=true
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Tonemapping Method=3
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Tonemap Exposure Night=1.05
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Tonemap Exposure Night=1.23
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Tonemap Exposure Day=1.320001
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Tonemap Exposure Interior=1.179999
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Tonemap Exposure Interior=1.229999
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Tonemap Blend Night=1.0
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Tonemap Blend Day=1.0
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Tonemap Blend Interior=1.0
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Uncharted2 Shoulder Strength Night=0.21
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Uncharted2 Shoulder Strength Day=0.32
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Uncharted2 Shoulder Strength Day=0.37
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Uncharted2 Shoulder Strength Interior=0.24
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Uncharted2 Linear Strength Night=1.34
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Uncharted2 Linear Strength Day=1.38
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Uncharted2 Linear Strength Interior=1.51
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Uncharted2 Linear Angle Night=0.64
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Uncharted2 Linear Strength Night=1.26
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Uncharted2 Linear Strength Day=1.6
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Uncharted2 Linear Strength Interior=1.41
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Uncharted2 Linear Angle Night=0.72
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Uncharted2 Linear Angle Day=0.68
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Uncharted2 Linear Angle Interior=0.57
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Uncharted2 Toe Strength Night=1.22
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Uncharted2 Toe Strength Day=1.22
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Uncharted2 Toe Strength Interior=1.23
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Uncharted2 Linear Angle Interior=0.58
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Uncharted2 Toe Strength Night=1.18
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Uncharted2 Toe Strength Day=1.14
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Uncharted2 Toe Strength Interior=1.35
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Uncharted2 Toe Numerator Night=0.21
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Uncharted2 Toe Numerator Day=0.28
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Uncharted2 Toe Numerator Interior=0.23
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Uncharted2 Toe Denominator Night=1.38
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Uncharted2 Toe Denominator Night=1.31
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Uncharted2 Toe Denominator Day=1.32
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Uncharted2 Toe Denominator Interior=1.25
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Uncharted2 Toe Denominator Interior=1.33
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Uncharted2 Linear White Night=20.299999
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Uncharted2 Linear White Day=24.139999
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Uncharted2 Linear White Interior=22.130001
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Enable RGB Grading=true
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Grading Intensity Night=1.02, 0.98, 0.93
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Grading Intensity Day=1.04, 1.02, 1
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Grading Intensity Interior=1.03, 1.01, 1
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Grading Contrast Night=1.02, 0.95, 0.91
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Grading Contrast Day=0.94, 0.95, 0.96
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Grading Contrast Interior=0.96, 0.94, 0.97
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Grading Intensity Night=1.09, 0.98, 0.88
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Grading Intensity Day=1.04, 1, 0.94
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Grading Intensity Interior=0.96, 0.93, 1.02
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Grading Contrast Night=1.03, 0.99, 0.88
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Grading Contrast Day=1, 0.98, 0.93
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Grading Contrast Interior=0.94, 0.97, 1.02
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Enable Vibrance Grading=true
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Grading Color Night=-0.75, -0.32, -0.69
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Grading Color Day=-0.24, -0.12, -0.38
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Grading Color Interior=-0.33, -0.04, -0.89
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Grading Color Factor Night=-0.12
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Grading Color Night=-1.04, -0.32, -0.54
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Grading Color Day=-0.43, -0.12, -0.7
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Grading Color Interior=-0.61, -0.1, -0.43
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Grading Color Factor Night=-0.11
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Grading Color Factor Day=-0.1
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Grading Color Factor Interior=-0.05
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Grading Color Factor Interior=-0.09
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Enable HSV Grading=true
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Grading Saturation Intensity Night=1.13
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Grading Saturation Intensity Day=1.17
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Grading Saturation Intensity Interior=1.1
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Grading Saturation Contrast Night=1.35
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Grading Saturation Contrast Day=1.27
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Grading Saturation Contrast Interior=1.24
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Grading Value Intensity Night=0.95
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Grading Saturation Intensity Night=1.09
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Grading Saturation Intensity Day=1.13
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Grading Saturation Intensity Interior=1.12
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Grading Saturation Contrast Night=1.39
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Grading Saturation Contrast Day=1.28
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Grading Saturation Contrast Interior=1.13
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Grading Value Intensity Night=0.84
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Grading Value Intensity Day=0.92
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Grading Value Intensity Interior=0.97
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Grading Value Contrast Night=1.05
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Grading Value Contrast Night=1.24
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Grading Value Contrast Day=1.12
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Grading Value Contrast Interior=1.06
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Grading Value Contrast Interior=1.16
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Colorize After HSV=true
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Enable LUT Grading=true
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LUT Blend Night=0.19
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LUT Blend Day=0.25
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LUT Blend Interior=0.36
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LUT Blend Night=0.27
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LUT Blend Day=0.32
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LUT Blend Interior=0.39
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Enable Technicolor=true
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Technicolor Blend=0.5
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Enable Vanilla Imagespace=true
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@ -518,12 +518,14 @@ SamplerState Sampler
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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MaxLOD = 0;
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};
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SamplerState SamplerB
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Border;
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AddressV = Border;
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MaxLOD = 0;
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};
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struct VS_INPUT_POST
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