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MariENB Skyrim 2.2.7

This commit is contained in:
Marisa the Magician 2019-04-07 17:42:52 +02:00
commit eeac0ad0cc
8 changed files with 109 additions and 80 deletions

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@ -1 +1 @@
2.2.6-1 "Waifus And Lore"
2.2.7-1 "Color by Technicolor"

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@ -5,14 +5,14 @@ Emulated Resolution Width=0.0
Emulated Resolution Height=0.0
Zoom Factor X=0.0
Zoom Factor Y=0.0
Palette Type=1
Palette Type=3
CGA Palette=0
EGA Palette=0
Dithering Pattern=2
Contrast Modifier=0.9
Saturation Modifier=1.5
Dither Offset=0.0
Dither Range=0.2
Contrast Modifier=0.8
Saturation Modifier=1.0
Dither Offset=-0.05
Dither Range=0.1
Enable ASCII=false
ASCII Monochrome=false
ASCII Blend=0.0

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@ -13,9 +13,9 @@ Bloom Saturation Day=1.07
Bloom Saturation Interior Night=1.05
Bloom Saturation Interior Day=1.04
Bloom Offset Night=-0.04
Bloom Offset Day=-0.05
Bloom Offset Interior Night=-0.04
Bloom Offset Interior Day=-0.06
Bloom Offset Day=-0.08
Bloom Offset Interior Night=-0.05
Bloom Offset Interior Day=-0.07
Bloom Intensity Cap Night=10.0
Bloom Intensity Cap Day=10.0
Bloom Intensity Cap Interior Night=10.0

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@ -24,9 +24,9 @@ Adaptation Min Day=0.94
Adaptation Min Interior Night=0.95
Adaptation Min Interior Day=0.93
Adaptation Max Night=1.17
Adaptation Max Day=1.18
Adaptation Max Day=1.39
Adaptation Max Interior Night=1.18
Adaptation Max Interior Day=1.21
Adaptation Max Interior Day=1.28
Enable Tonemapping=true
Tonemap Shoulder Strength Night=0.87
Tonemap Shoulder Strength Day=0.84
@ -52,10 +52,10 @@ Tonemap Toe Denominator Night=0.99
Tonemap Toe Denominator Day=0.9
Tonemap Toe Denominator Interior Night=1.04
Tonemap Toe Denominator Interior Day=1.04
Tonemap Linear White Night=1.03
Tonemap Linear White Day=1.07
Tonemap Linear White Interior Night=1.04
Tonemap Linear White Interior Day=1.04
Tonemap Linear White Night=1.12
Tonemap Linear White Day=1.26
Tonemap Linear White Interior Night=1.11
Tonemap Linear White Interior Day=1.21
Tonemap Before Compensate=false
Enable Compensate=false
Compensate Factor Night=0.14
@ -151,3 +151,5 @@ Enable Vanilla Imagespace=true
Vanilla Vibrance Blend=1.0
Vanilla Contrast Blend=1.0
Use Lighten Blend=true
Enable Technicolor=true
Technicolor Blend=1.0

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@ -73,7 +73,7 @@ DOF Fixed Focus Blend Day=0.0
DOF Fixed Focus Blend Interior Night=0.0
DOF Fixed Focus Blend Interior Day=0.0
DOF Fixed Unfocus Intensity Night=1.16
DOF Fixed Unfocus Intensity Day=1.12
DOF Fixed Unfocus Intensity Day=1.2
DOF Fixed Unfocus Intensity Interior Night=1.18
DOF Fixed Unfocus Intensity Interior Day=1.14
DOF Fixed Unfocus Contrast Night=99.099998
@ -97,8 +97,8 @@ DOF Relative to FOV=true
Default FOV=75.0
DOF Relative Factor Night=2.76
DOF Relative Factor Day=2.9
DOF Relative Factor Interior Night=2.65
DOF Relative Factor Interior Day=2.73
DOF Relative Factor Interior Night=2.8
DOF Relative Factor Interior Day=2.93
Debug Depth=false
Debug Focus=false
Enable Depth Edge Detect=false

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@ -364,6 +364,16 @@ float3 GradingPal( float3 res )
palt.b = tex2D(_s7,coord).b;
return lerp(res,palt,palblend);
}
/* I think this Technicolor implementation is correct... maybe */
float3 Technicolor( float3 res )
{
res = clamp(res,0.0,1.0);
float red = 1.0-(res.r-(res.g+res.b)*0.5);
float green = 1.0-(res.g-(res.r+res.b)*0.5);
float blue = 1.0-(res.b-(res.r+res.g)*0.5);
float3 tint = float3(green*blue,red*blue,red*green)*res;
return lerp(res,res+0.5*(tint-res),techblend);
}
/* post-pass dithering, something apparently only my ENB does */
float3 Dither( float3 res, float2 coord )
{
@ -455,6 +465,7 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
else res.rgb += bcol;
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
if ( palenable ) res.rgb = GradingPal(res.rgb);
if ( techenable ) res.rgb = Technicolor(res.rgb);
if ( ne ) res.rgb = FilmGrain(res.rgb,coord);
#ifdef FALLOUT
res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);

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@ -708,6 +708,22 @@ float palblend
<
string UIName = "Palette Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
/* technicolor shader */
string str_tech = "Technicolor";
bool techenable
<
string UIName = "Enable Technicolor";
string UIWidget = "Checkbox";
> = {false};
float techblend
<
string UIName = "Technicolor Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
string str_dither = "Dithering";
bool dodither