diff --git a/enbseries.ini b/enbseries.ini index 0d809fd..ccb82c4 100644 --- a/enbseries.ini +++ b/enbseries.ini @@ -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] diff --git a/enbseries/VERSION b/enbseries/VERSION index 53f3b01..eed5b27 100644 --- a/enbseries/VERSION +++ b/enbseries/VERSION @@ -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" diff --git a/enbseries/enbadaptation.fx b/enbseries/enbadaptation.fx index 5d591cd..2b2da31 100644 --- a/enbseries/enbadaptation.fx +++ b/enbseries/enbadaptation.fx @@ -16,6 +16,7 @@ SamplerState Sampler0 Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; + MaxLOD = 0; }; struct VS_INPUT_POST diff --git a/enbseries/enbbloom.fx b/enbseries/enbbloom.fx index 0e988c6..b03988e 100644 --- a/enbseries/enbbloom.fx +++ b/enbseries/enbbloom.fx @@ -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 diff --git a/enbseries/enbdepthoffield.fx b/enbseries/enbdepthoffield.fx index eac5c37..05983b2 100644 --- a/enbseries/enbdepthoffield.fx +++ b/enbseries/enbdepthoffield.fx @@ -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; diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx index 79e064c..84ab1f4 100644 --- a/enbseries/enbeffect.fx +++ b/enbseries/enbeffect.fx @@ -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); diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini index fb0f091..305e7a3 100644 --- a/enbseries/enbeffect.fx.ini +++ b/enbseries/enbeffect.fx.ini @@ -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 diff --git a/enbseries/enbeffectpostpass.fx b/enbseries/enbeffectpostpass.fx index 9b070ed..63c6276 100644 --- a/enbseries/enbeffectpostpass.fx +++ b/enbseries/enbeffectpostpass.fx @@ -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 diff --git a/enbseries/menblut_day.dds b/enbseries/menblut_day.dds index bb5d01d..356d66d 100644 Binary files a/enbseries/menblut_day.dds and b/enbseries/menblut_day.dds differ diff --git a/enbseries/menblut_interior.dds b/enbseries/menblut_interior.dds index a5e2a6c..283c2ec 100644 Binary files a/enbseries/menblut_interior.dds and b/enbseries/menblut_interior.dds differ diff --git a/enbseries/menblut_night.dds b/enbseries/menblut_night.dds index 07d5996..e3bc0b9 100644 Binary files a/enbseries/menblut_night.dds and b/enbseries/menblut_night.dds differ