MariENB FROST 3.3.1
This commit is contained in:
parent
357bcfa339
commit
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8 changed files with 268 additions and 477 deletions
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@ -1 +1 @@
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3.3.0 "Malden's Angel"
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3.3.1 "Malden's Angel"
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@ -39,40 +39,6 @@ float distcha
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string UIName = "Distortion Chromatic Aberration";
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string UIWidget = "Spinner";
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> = {10.0};
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bool waterenable
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<
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string UIName = "Enable Underwater";
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string UIWidget = "Checkbox";
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> = {false};
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float3 uwm
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<
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string UIName = "Underwater Frequency";
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string UIWidget = "Vector";
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float3 UIMin = {0.0,0.0,0.0};
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> = {1.4,1.6,1.4};
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float3 uwf
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<
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string UIName = "Underwater Speed";
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string UIWidget = "Vector";
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float3 UIMin = {0.0,0.0,0.0};
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> = {10.0,8.0,16.0};
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float3 uws
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<
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string UIName = "Underwater Amplitude";
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string UIWidget = "Vector";
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float3 UIMin = {0.0,0.0,0.0};
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> = {0.3,0.5,0.8};
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float uwz
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<
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string UIName = "Underwater Zoom";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.5};
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bool wateralways
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<
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string UIName = "Always Underwater";
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string UIWidget = "Checkbox";
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> = {false};
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bool heatenable
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<
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string UIName = "Enable Hot Air Refraction";
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@ -123,148 +89,37 @@ float heatfactor_dw
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<
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string UIName = "Heat Factor Dawn";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.2};
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float heatfactor_sr
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<
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string UIName = "Heat Factor Sunrise";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.5};
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float heatfactor_dy
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<
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string UIName = "Heat Factor Day";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float heatfactor_ss
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<
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string UIName = "Heat Factor Sunset";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.7};
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float heatfactor_ds
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<
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string UIName = "Heat Factor Dusk";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.1};
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float heatfactor_nt
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<
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string UIName = "Heat Factor Night";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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float heatfactor_i
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<
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string UIName = "Heat Factor Interior";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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bool heatalways
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<
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string UIName = "Heat Always Enable";
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string UIWidget = "Checkbox";
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> = {false};
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bool frostenable
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<
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string UIName = "Enable Screen Frost";
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string UIWidget = "Checkbox";
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> = {false};
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float frostpow
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<
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string UIName = "Frost Contrast";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float froststrength
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<
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string UIName = "Frost Strength";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float frostrpow
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<
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string UIName = "Frost Radial Contrast";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float frostrmult
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<
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string UIName = "Frost Radial Intensity";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float frostrbump
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<
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string UIName = "Frost Radial Offset";
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string UIWidget = "Spinner";
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> = {0.0};
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float frostblend
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<
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string UIName = "Frost Texture Blend";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float frostbpow
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<
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string UIName = "Frost Texture Blend Contrast";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float frostsize
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<
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string UIName = "Frost Texture Size";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {1.0};
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float frostfactor_dw
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<
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string UIName = "Frost Factor Dawn";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.1};
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float frostfactor_sr
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<
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string UIName = "Frost Factor Sunrise";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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float frostfactor_dy
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<
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string UIName = "Frost Factor Day";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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float frostfactor_ss
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<
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string UIName = "Frost Factor Sunset";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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float frostfactor_ds
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<
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string UIName = "Frost Factor Dusk";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.1};
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float frostfactor_nt
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<
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string UIName = "Frost Factor Night";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.25};
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float frostfactor_i
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<
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string UIName = "Frost Factor Interior";
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string UIWidget = "Spinner";
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float UIMin = 0.0;
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> = {0.0};
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bool frostalways
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<
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string UIName = "Frost Always Enable";
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string UIWidget = "Checkbox";
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> = {false};
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string str_focus = "Focusing Parameters";
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/*
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focus modes:
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@ -1197,22 +1052,6 @@ Texture2D TextureHeat
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string ResourceName = "menbheat.png";
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#endif
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>;
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Texture2D TextureFrost
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<
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#ifdef FROST_DDS
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string ResourceName = "menbfrost.dds";
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#else
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string ResourceName = "menbfrost.png";
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#endif
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>;
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Texture2D TextureFrostBump
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<
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#ifdef FROSTBUMP_DDS
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string ResourceName = "menbfrostbump.dds";
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#else
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string ResourceName = "menbfrostbump.png";
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#endif
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>;
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SamplerState Sampler0
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{
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@ -1541,21 +1380,6 @@ float4 PS_SSAOApply( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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return res*mud;
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}
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/*
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Underwater distortion, which currently has no real use due to Boris being
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lazy. fWaterLevel doesn't yet provide any usable values.
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*/
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float2 UnderwaterDistort( float2 coord )
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{
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if ( !wateralways ) return coord;
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float2 ofs = float2(0.0,0.0);
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float siny = sin(pi*2.0*(coord.y*uwm.x+Timer.x*uwf.x*100.0))*uws.x;
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ofs.y = siny+sin(pi*2.0*(coord.x*uwm.y+Timer.x*uwf.y*100.0))*uws.y;
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ofs.x = siny+sin(pi*2.0*(coord.x*uwm.z+Timer.x*uwf.z*100.0))*uws.z;
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ofs -= (coord-0.5)*2.0*uwz;
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return coord+ofs*0.01;
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}
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/* Distant hot air refraction. Not very realistic, but does the job. */
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float2 DistantHeat( float2 coord )
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{
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@ -1565,8 +1389,8 @@ float2 DistantHeat( float2 coord )
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float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul
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+heatfadebump,0.0,1.0);
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if ( distfade <= 0.0 ) return coord;
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float todpow = todx_ind(heatfactor);
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if ( !heatalways && (todpow <= 0.0) ) return coord;
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float todpow = max(0.0,todx_ind(heatfactor));
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if ( todpow <= 0.0 ) return coord;
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if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
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else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float2 nc = coord*(bresl/HEATSIZE)*heatsize;
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@ -1575,7 +1399,7 @@ float2 DistantHeat( float2 coord )
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ofs = (ofs-0.5)*2.0;
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ofs *= pow(length(ofs),heatpow);
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ofs *= todpow;
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if ( !heatalways ) ofs *= max(0.0,warmfactor-coldfactor);
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/*ofs *= max(0.0,warmfactor-coldfactor);*/
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odep = TextureDepth.SampleLevel(Sampler1,coord+ofs*heatstrength
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*distfade*0.01,0).x;
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float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul
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@ -1592,7 +1416,6 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
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else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float2 ofs = coord;
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if ( waterenable ) ofs = UnderwaterDistort(ofs);
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if ( heatenable ) ofs = DistantHeat(ofs);
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ofs -= coord;
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float4 res;
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@ -1843,61 +1666,11 @@ float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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return res;
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}
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/* Screen frost shader. Not very realistic either, but looks fine too. */
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float2 ScreenFrost( float2 coord )
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{
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float2 bresl;
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if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
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else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
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float2 ofs = TextureFrostBump.Sample(Sampler2,nc).xy;
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ofs = (ofs-0.5)*2.0;
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ofs *= pow(length(ofs),frostpow)*froststrength;
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float todpow = todx_ind(frostfactor);
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if ( !frostalways ) ofs *= max(0.0,coldfactor-warmfactor)*todpow;
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else ofs *= todpow;
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float dist = distance(coord,float2(0.5,0.5))*2.0;
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ofs *= clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,1.0);
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return coord+ofs;
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}
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/* screen frost overlay */
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float4 PS_FrostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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float4 PS_DebugFocus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
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{
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float2 coord = IN.txcoord.xy;
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float2 bresl;
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if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
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else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
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float4 res;
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[branch] if ( frostenable )
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{
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float2 ofs = ScreenFrost(coord);
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ofs -= coord;
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if ( (distcha != 0.0) && (length(ofs) != 0.0) )
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{
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float2 ofr, ofg, ofb;
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ofr = ofs*(1.0-distcha*0.01);
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ofg = ofs;
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ofb = ofs*(1.0+distcha*0.01);
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res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
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TextureColor.Sample(Sampler1,coord+ofg).g,
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TextureColor.Sample(Sampler1,coord+ofb).b,1.0);
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}
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else res = TextureColor.Sample(Sampler1,coord+ofs);
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float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
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float bmp = pow(max(0,TextureFrost.SampleLevel(Sampler2,nc,
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0).x),frostbpow);
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float dist = distance(coord,float2(0.5,0.5))*2.0;
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dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
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1.0)*frostblend;
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float todpow = todx_ind(frostfactor);
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/* Weathers not implemented in FO4 ENB as of 0.291 */
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if ( !frostalways )
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dist *= max(0.0,coldfactor-warmfactor)*todpow;
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else dist *= todpow;
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res.rgb *= 1.0+bmp*dist;
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}
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else res = TextureColor.Sample(Sampler1,coord);
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float4 res = TextureColor.Sample(Sampler1,coord);
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if ( !focusdisplay || (focuscircle == -1) ) return res;
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if ( focuscircle == -2 )
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{
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@ -2032,7 +1805,7 @@ technique11 Prepass8
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
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SetPixelShader(CompileShader(ps_5_0,PS_DebugFocus()));
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}
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}
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@ -2105,7 +1878,7 @@ technique11 PrepassB8
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pass p0
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{
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SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
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SetPixelShader(CompileShader(ps_5_0,PS_FrostPass()));
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SetPixelShader(CompileShader(ps_5_0,PS_DebugFocus()));
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}
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}
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@ -6,12 +6,6 @@ Depth Cutoff=999998.0
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Near Z=0.05
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Far Z=3098.0
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Distortion Chromatic Aberration=9.5
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Enable Underwater=false
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Underwater Frequency=2.36, 3.39, 2.72
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Underwater Speed=24.3, 21.9, 26.5
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Underwater Amplitude=0.1, 0.11, 0.07
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Underwater Zoom=0.15
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Always Underwater=false
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Enable Hot Air Refraction=false
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Heat Texture Size=6.4
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Heat Speed=0.45
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@ -27,24 +21,6 @@ Heat Factor Sunset=0.85
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Heat Factor Dusk=0.38
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Heat Factor Night=0.0
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Heat Factor Interior=0.0
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Heat Always Enable=true
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Enable Screen Frost=true
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Frost Contrast=1.67
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Frost Strength=0.02
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Frost Radial Contrast=1.67
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Frost Radial Intensity=0.83
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Frost Radial Offset=-0.66
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Frost Texture Blend=0.94
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Frost Texture Blend Contrast=2.44
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Frost Texture Size=0.85
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Frost Factor Dawn=1.02
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Frost Factor Sunrise=0.79
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Frost Factor Day=0.61
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Frost Factor Sunset=0.78
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Frost Factor Dusk=1.02
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Frost Factor Night=1.32
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Frost Factor Interior=0.37
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Frost Always Enable=true
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Focus Mode=1
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Display Focus Points=false
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Enable Manual Focus=false
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@ -150,40 +126,40 @@ Depth Grading Center Depth=0.0
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Depth Grading Contrast Night=284.570007
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Depth Grading Contrast Day=296.130005
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Depth Grading Contrast Interior=290.209991
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Depth Grading Intensity Night=1.16
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Depth Grading Intensity Day=1.47
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Depth Grading Intensity Interior=1.29
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Depth Grading Shift Night=-0.54
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Depth Grading Shift Day=-0.61
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Depth Grading Intensity Night=1.07
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Depth Grading Intensity Day=1.17
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Depth Grading Intensity Interior=1.19
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Depth Grading Shift Night=-0.65
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Depth Grading Shift Day=-0.63
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Depth Grading Shift Interior=-0.59
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Depth Grading Blend Night=1.0
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Depth Grading Blend Day=1.0
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Depth Grading Blend Interior=1.0
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Depth Grading Blend Night=0.3
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Depth Grading Blend Day=0.4
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Depth Grading Blend Interior=0.5
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Enable RGB Grading=true
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Grading Intensity Night=1.06, 1.01, 0.98
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Grading Intensity Day=0.96, 1, 1.03
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Grading Intensity Night=1.05, 0.96, 0.89
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Grading Intensity Day=0.98, 1, 1.02
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Grading Intensity Interior=0.98, 0.99, 1.02
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Grading Contrast Night=1, 0.92, 0.87
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Grading Contrast Night=1.03, 0.98, 0.96
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Grading Contrast Day=1, 0.96, 0.93
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Grading Contrast Interior=1, 0.97, 0.94
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Enable Vibrance Grading=true
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Grading Color Night=-0.23, -0.5, -0.94
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Grading Color Day=-0.41, -0.38, -0.6
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Grading Color Night=-0.67, -0.36, -0.45
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Grading Color Day=-0.73, -0.36, -0.3
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Grading Color Interior=-0.153, -0.359, -0.629
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Grading Color Factor Night=-0.1
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Grading Color Factor Day=-0.18
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Grading Color Factor Interior=-0.15
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Grading Color Factor Night=-0.11
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Grading Color Factor Day=-0.13
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Grading Color Factor Interior=-0.11
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Enable HSV Grading=true
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Grading Saturation Intensity Night=1.07
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Grading Saturation Intensity Day=1.21
|
||||
Grading Saturation Intensity Day=1.04
|
||||
Grading Saturation Intensity Interior=1.14
|
||||
Grading Saturation Contrast Night=1.14
|
||||
Grading Saturation Contrast Day=1.01
|
||||
Grading Saturation Contrast Night=1.08
|
||||
Grading Saturation Contrast Day=1.09
|
||||
Grading Saturation Contrast Interior=1.07
|
||||
Grading Value Intensity Night=0.68
|
||||
Grading Value Intensity Day=0.96
|
||||
Grading Value Intensity Interior=0.78
|
||||
Grading Value Contrast Night=0.86
|
||||
Grading Value Contrast Day=0.72
|
||||
Grading Value Contrast Interior=0.78
|
||||
Grading Value Intensity Night=0.8
|
||||
Grading Value Intensity Day=0.73
|
||||
Grading Value Intensity Interior=0.72
|
||||
Grading Value Contrast Night=0.9
|
||||
Grading Value Contrast Day=0.92
|
||||
Grading Value Contrast Interior=0.95
|
||||
Colorize After HSV=true
|
||||
|
|
|
|||
|
|
@ -6,6 +6,107 @@
|
|||
*/
|
||||
#include "menbglobaldefs.fx"
|
||||
|
||||
string str_misc = "Miscellaneous";
|
||||
/* fixed resolution, keeps blur filters at a consistent internal resolution */
|
||||
int2 fixed
|
||||
<
|
||||
string UIName = "Fixed Resolution";
|
||||
string UIWidget = "Vector";
|
||||
int2 UIMin = {0,0};
|
||||
> = {1920,1080};
|
||||
string str_dist = "Distortion Filters";
|
||||
float distcha
|
||||
<
|
||||
string UIName = "Distortion Chromatic Aberration";
|
||||
string UIWidget = "Spinner";
|
||||
> = {10.0};
|
||||
bool frostenable
|
||||
<
|
||||
string UIName = "Enable Screen Frost";
|
||||
string UIWidget = "Checkbox";
|
||||
> = {false};
|
||||
float frostpow
|
||||
<
|
||||
string UIName = "Frost Contrast";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float froststrength
|
||||
<
|
||||
string UIName = "Frost Strength";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float frostrpow
|
||||
<
|
||||
string UIName = "Frost Radial Contrast";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float frostrmult
|
||||
<
|
||||
string UIName = "Frost Radial Intensity";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float frostrbump
|
||||
<
|
||||
string UIName = "Frost Radial Offset";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float frostblend
|
||||
<
|
||||
string UIName = "Frost Texture Blend";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float frostbpow
|
||||
<
|
||||
string UIName = "Frost Texture Blend Contrast";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float frostsize
|
||||
<
|
||||
string UIName = "Frost Texture Size";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
> = {1.0};
|
||||
float frostfactor_dw
|
||||
<
|
||||
string UIName = "Frost Factor Dawn";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.1};
|
||||
float frostfactor_sr
|
||||
<
|
||||
string UIName = "Frost Factor Sunrise";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float frostfactor_dy
|
||||
<
|
||||
string UIName = "Frost Factor Day";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float frostfactor_ss
|
||||
<
|
||||
string UIName = "Frost Factor Sunset";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
float frostfactor_ds
|
||||
<
|
||||
string UIName = "Frost Factor Dusk";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.1};
|
||||
float frostfactor_nt
|
||||
<
|
||||
string UIName = "Frost Factor Night";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.25};
|
||||
float frostfactor_i
|
||||
<
|
||||
string UIName = "Frost Factor Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {0.0};
|
||||
string str_noise = "Film Grain";
|
||||
bool ne
|
||||
<
|
||||
|
|
@ -109,14 +210,13 @@ string str_tonemap = "Tone Mapping";
|
|||
3 : Uncharted 2
|
||||
4 : Hejl Dawson
|
||||
5 : Haarm-Peter Duiker
|
||||
6 : SweetFX
|
||||
*/
|
||||
int tmapenable
|
||||
<
|
||||
string UIName = "Tonemapping Method";
|
||||
string UIWidget = "Spinner";
|
||||
int UIMin = -1;
|
||||
int UIMax = 6;
|
||||
int UIMax = 5;
|
||||
> = {3};
|
||||
float tmapexposure_n
|
||||
<
|
||||
|
|
@ -262,126 +362,6 @@ float unW_i
|
|||
string UIName = "Uncharted2 Linear White Interior";
|
||||
string UIWidget = "Spinner";
|
||||
> = {10.0};
|
||||
float sfxgamma_n
|
||||
<
|
||||
string UIName = "SweetFX Gamma Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 2.0;
|
||||
> = {1.0};
|
||||
float sfxgamma_d
|
||||
<
|
||||
string UIName = "SweetFX Gamma Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 2.0;
|
||||
> = {1.0};
|
||||
float sfxgamma_i
|
||||
<
|
||||
string UIName = "SweetFX Gamma Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 2.0;
|
||||
> = {1.0};
|
||||
float sfxexposure_n
|
||||
<
|
||||
string UIName = "SweetFX Exposure Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxexposure_d
|
||||
<
|
||||
string UIName = "SweetFX Exposure Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxexposure_i
|
||||
<
|
||||
string UIName = "SweetFX Exposure Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxsaturation_n
|
||||
<
|
||||
string UIName = "SweetFX Saturation Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxsaturation_d
|
||||
<
|
||||
string UIName = "SweetFX Saturation Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxsaturation_i
|
||||
<
|
||||
string UIName = "SweetFX Saturation Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = -1.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxbleach_n
|
||||
<
|
||||
string UIName = "SweetFX Bleach Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxbleach_d
|
||||
<
|
||||
string UIName = "SweetFX Bleach Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxbleach_i
|
||||
<
|
||||
string UIName = "SweetFX Bleach Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxdefog_n
|
||||
<
|
||||
string UIName = "SweetFX Defog Night";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxdefog_d
|
||||
<
|
||||
string UIName = "SweetFX Defog Day";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float sfxdefog_i
|
||||
<
|
||||
string UIName = "SweetFX Defog Interior";
|
||||
string UIWidget = "Spinner";
|
||||
float UIMin = 0.0;
|
||||
float UIMax = 1.0;
|
||||
> = {0.0};
|
||||
float3 sfxfogcolor_n
|
||||
<
|
||||
string UIName = "SweetFX Defog Color Night";
|
||||
string UIWidget = "Color";
|
||||
> = {0.0,0.0,1.0};
|
||||
float3 sfxfogcolor_d
|
||||
<
|
||||
string UIName = "SweetFX Defog Color Day";
|
||||
string UIWidget = "Color";
|
||||
> = {0.0,0.0,1.0};
|
||||
float3 sfxfogcolor_i
|
||||
<
|
||||
string UIName = "SweetFX Defog Color Interior";
|
||||
string UIWidget = "Color";
|
||||
> = {0.0,0.0,1.0};
|
||||
|
||||
/* Color grading */
|
||||
string str_grade = "Color Grading Suite";
|
||||
|
|
@ -720,6 +700,14 @@ Texture2D TextureTonemap
|
|||
<
|
||||
string ResourceName = "menbfilmlut.png";
|
||||
>;
|
||||
Texture2D TextureFrost
|
||||
<
|
||||
#ifdef FROST_DDS
|
||||
string ResourceName = "menbfrost.dds";
|
||||
#else
|
||||
string ResourceName = "menbfrost.png";
|
||||
#endif
|
||||
>;
|
||||
|
||||
SamplerState Sampler0
|
||||
{
|
||||
|
|
@ -733,6 +721,13 @@ SamplerState Sampler1
|
|||
AddressU = Clamp;
|
||||
AddressV = Clamp;
|
||||
};
|
||||
SamplerState Sampler2
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
AddressU = Wrap;
|
||||
AddressV = Wrap;
|
||||
};
|
||||
|
||||
SamplerState SamplerLUT
|
||||
{
|
||||
Filter = MIN_MAG_MIP_LINEAR;
|
||||
|
|
@ -875,31 +870,6 @@ float3 TonemapHejlDawson( float3 res )
|
|||
float3 x = max(0.0,res-0.004);
|
||||
return (x*(6.2*x+.5))/(x*(6.2*x+1.7)+0.06);
|
||||
}
|
||||
/* The standard tonemap from sweetfx */
|
||||
float3 TonemapSFX( float3 res )
|
||||
{
|
||||
float Gamma = tod_ind(sfxgamma);
|
||||
float Exposure = tod_ind(sfxexposure);
|
||||
float Saturation = tod_ind(sfxsaturation);
|
||||
float Bleach = tod_ind(sfxbleach);
|
||||
float Defog = tod_ind(sfxdefog);
|
||||
float3 FogColor = tod_ind(sfxfogcolor);
|
||||
float3 tcol = res;
|
||||
tcol = saturate(tcol-Defog*FogColor*2.55);
|
||||
tcol *= pow(2.0,Exposure);
|
||||
tcol = pow(tcol,Gamma);
|
||||
float lum = luminance(tcol);
|
||||
float L = saturate(1.0*(lum-0.45));
|
||||
float3 A2 = Bleach*tcol;
|
||||
float3 res1 = 2.0*tcol*lum;
|
||||
float3 res2 = 1.0-2.0*(1.0-lum)*(1.0-tcol);
|
||||
float3 newc = lerp(res1,res2,L);
|
||||
float3 mixrgb = A2*newc;
|
||||
tcol += (1.0-A2)*mixrgb;
|
||||
float3 gray = dot(tcol,1.0/3.0);
|
||||
float3 diff = tcol-gray;
|
||||
return (tcol+diff*Saturation)/(1+(diff*Saturation));
|
||||
}
|
||||
float3 Tonemap( float3 res )
|
||||
{
|
||||
float3 tcol = pow(max(res,0.0),1.0/2.2);
|
||||
|
|
@ -907,8 +877,7 @@ float3 Tonemap( float3 res )
|
|||
res *= tod_ind(tmapexposure);
|
||||
float tblend = tod_ind(tmapblend);
|
||||
float3 mapped;
|
||||
if ( tmapenable == 6 ) mapped = TonemapSFX(res);
|
||||
else if ( tmapenable == 5 ) mapped = TonemapHaarmPeterDuiker(res);
|
||||
if ( tmapenable == 5 ) mapped = TonemapHaarmPeterDuiker(res);
|
||||
else if ( tmapenable == 4 ) mapped = TonemapHejlDawson(res);
|
||||
else if ( tmapenable == 3 ) mapped = TonemapUC2(res);
|
||||
else if ( tmapenable == 2 ) mapped = TonemapReinhard(res);
|
||||
|
|
@ -1111,15 +1080,87 @@ float2 Adaptation( float2 coord )
|
|||
#endif
|
||||
}
|
||||
|
||||
/* Screen frost shader. Not very realistic either, but looks fine too. */
|
||||
float2 ScreenFrost( float2 coord )
|
||||
{
|
||||
float2 bresl;
|
||||
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
|
||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
|
||||
float2 ofs = TextureFrost.Sample(Sampler2,nc).xy;
|
||||
ofs = (ofs-0.5)*2.0;
|
||||
ofs *= pow(length(ofs),frostpow)*froststrength;
|
||||
float todpow = max(0.0,todx_ind(frostfactor));
|
||||
ofs *= todpow;
|
||||
/*ofs *= max(0.0,coldfactor-warmfactor);*/
|
||||
float dist = distance(coord,float2(0.5,0.5))*2.0;
|
||||
ofs *= clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,1.0);
|
||||
return coord+ofs;
|
||||
}
|
||||
|
||||
float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
|
||||
{
|
||||
float2 coord = IN.txcoord0.xy;
|
||||
float4 res = TextureColor.Sample(Sampler0,coord);
|
||||
float2 bresl;
|
||||
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
|
||||
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
|
||||
float4 res, mud;
|
||||
[branch] if ( frostenable )
|
||||
{
|
||||
float2 ofs = ScreenFrost(coord);
|
||||
ofs -= coord;
|
||||
if ( (distcha != 0.0) && (length(ofs) != 0.0) )
|
||||
{
|
||||
float2 ofr, ofg, ofb;
|
||||
ofr = ofs*(1.0-distcha*0.01);
|
||||
ofg = ofs;
|
||||
ofb = ofs*(1.0+distcha*0.01);
|
||||
res = float4(TextureColor.Sample(Sampler0,coord+ofr).r,
|
||||
TextureColor.Sample(Sampler0,coord+ofg).g,
|
||||
TextureColor.Sample(Sampler0,coord+ofb).b,1.0);
|
||||
#ifdef SKYRIMSE
|
||||
float4 mud = TextureBloom.Sample(Sampler1,coord);
|
||||
mud = float4(TextureBloom.Sample(Sampler1,coord+ofr).r,
|
||||
TextureBloom.Sample(Sampler1,coord+ofg).g,
|
||||
TextureBloom.Sample(Sampler1,coord+ofb).b,1.0);
|
||||
#else
|
||||
float4 mud = TextureBloom.Sample(Sampler1,Params01[4].zw*coord);
|
||||
mud = float4(TextureBloom.Sample(Sampler1,
|
||||
Params01[4].zw*(coord+ofr)).r,
|
||||
TextureBloom.Sample(Sampler1,Params01[4].zw
|
||||
*(coord+ofg)).g,TextureBloom.Sample(Sampler1,
|
||||
Params01[4].zw*(coord+ofb)).b,1.0);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
res = TextureColor.Sample(Sampler0,coord+ofs);
|
||||
#ifdef SKYRIMSE
|
||||
mud = TextureBloom.Sample(Sampler1,coord+ofs);
|
||||
#else
|
||||
mud = TextureBloom.Sample(Sampler1,Params01[4].zw
|
||||
*(coord+ofs));
|
||||
#endif
|
||||
}
|
||||
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
|
||||
float bmp = pow(max(0,TextureFrost.SampleLevel(Sampler2,nc,
|
||||
0).z),frostbpow);
|
||||
float dist = distance(coord,float2(0.5,0.5))*2.0;
|
||||
dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
|
||||
1.0)*frostblend;
|
||||
float todpow = max(0.0,todx_ind(frostfactor));
|
||||
dist *= todpow;
|
||||
/* Weathers not implemented in FO4 ENB as of 0.291 */
|
||||
/*dist *= max(0.0,coldfactor-warmfactor);*/
|
||||
res.rgb *= 1.0+bmp*dist;
|
||||
}
|
||||
else
|
||||
{
|
||||
res = TextureColor.Sample(Sampler0,coord);
|
||||
#ifdef SKYRIMSE
|
||||
mud = TextureBloom.Sample(Sampler1,coord);
|
||||
#else
|
||||
mud = TextureBloom.Sample(Sampler1,Params01[4].zw*coord);
|
||||
#endif
|
||||
}
|
||||
/* Insert MariENB filters here */
|
||||
float2 adapt = Adaptation(coord);
|
||||
if ( bloomdebug ) res.rgb *= 0;
|
||||
|
|
|
|||
|
|
@ -1,5 +1,24 @@
|
|||
[ENBEFFECT.FX]
|
||||
TECHNIQUE=1
|
||||
Fixed ResolutionX=1920
|
||||
Fixed ResolutionY=1080
|
||||
Distortion Chromatic Aberration=9.45
|
||||
Enable Screen Frost=true
|
||||
Frost Contrast=1.24
|
||||
Frost Strength=0.09
|
||||
Frost Radial Contrast=2.18
|
||||
Frost Radial Intensity=0.86
|
||||
Frost Radial Offset=-0.73
|
||||
Frost Texture Blend=2.23
|
||||
Frost Texture Blend Contrast=1.36
|
||||
Frost Texture Size=1.0
|
||||
Frost Factor Dawn=1.02
|
||||
Frost Factor Sunrise=0.79
|
||||
Frost Factor Day=0.61
|
||||
Frost Factor Sunset=0.78
|
||||
Frost Factor Dusk=1.02
|
||||
Frost Factor Night=1.32
|
||||
Frost Factor Interior=0.22
|
||||
Enable Grain=true
|
||||
Grain Speed=25.0
|
||||
Grain Intensity=0.650001
|
||||
|
|
@ -17,81 +36,63 @@ Enable Adaptation=true
|
|||
Tonemapping Method=3
|
||||
Tonemap Exposure Night=1.05
|
||||
Tonemap Exposure Day=1.320001
|
||||
Tonemap Exposure Interior=1.199999
|
||||
Tonemap Exposure Interior=1.179999
|
||||
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 Interior=0.23
|
||||
Uncharted2 Linear Strength Night=1.64
|
||||
Uncharted2 Linear Strength Day=1.4
|
||||
Uncharted2 Linear Strength Interior=1.55
|
||||
Uncharted2 Linear Angle Night=0.54
|
||||
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 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=1.24
|
||||
Uncharted2 Toe Strength Interior=1.23
|
||||
Uncharted2 Toe Numerator Night=0.21
|
||||
Uncharted2 Toe Numerator Day=0.28
|
||||
Uncharted2 Toe Numerator Interior=0.2
|
||||
Uncharted2 Toe Denominator Night=1.29
|
||||
Uncharted2 Toe Numerator Interior=0.23
|
||||
Uncharted2 Toe Denominator Night=1.38
|
||||
Uncharted2 Toe Denominator Day=1.32
|
||||
Uncharted2 Toe Denominator Interior=1.27
|
||||
Uncharted2 Linear White Night=20.289999
|
||||
Uncharted2 Toe Denominator Interior=1.25
|
||||
Uncharted2 Linear White Night=20.299999
|
||||
Uncharted2 Linear White Day=24.139999
|
||||
Uncharted2 Linear White Interior=23.09
|
||||
SweetFX Gamma Night=0.38
|
||||
SweetFX Gamma Day=0.36
|
||||
SweetFX Gamma Interior=0.37
|
||||
SweetFX Exposure Night=-0.83
|
||||
SweetFX Exposure Day=-0.86
|
||||
SweetFX Exposure Interior=-0.84
|
||||
SweetFX Saturation Night=0.0
|
||||
SweetFX Saturation Day=0.0
|
||||
SweetFX Saturation Interior=0.0
|
||||
SweetFX Bleach Night=0.0
|
||||
SweetFX Bleach Day=0.0
|
||||
SweetFX Bleach Interior=0.0
|
||||
SweetFX Defog Night=0.0
|
||||
SweetFX Defog Day=0.0
|
||||
SweetFX Defog Interior=0.0
|
||||
SweetFX Defog Color Night=0, 0, 1
|
||||
SweetFX Defog Color Day=0, 0, 1
|
||||
SweetFX Defog Color Interior=0, 0, 1
|
||||
Uncharted2 Linear White Interior=22.130001
|
||||
Enable RGB Grading=true
|
||||
Grading Intensity Night=1.02, 1, 1.05
|
||||
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=0.97, 0.95, 0.96
|
||||
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
|
||||
Enable Vibrance Grading=true
|
||||
Grading Color Night=-0.59, 0.16, -0.74
|
||||
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=-0.06
|
||||
Grading Color Factor Night=-0.12
|
||||
Grading Color Factor Day=-0.1
|
||||
Grading Color Factor Interior=-0.05
|
||||
Enable HSV Grading=true
|
||||
Grading Saturation Intensity Night=1.12
|
||||
Grading Saturation Intensity Night=1.13
|
||||
Grading Saturation Intensity Day=1.17
|
||||
Grading Saturation Intensity Interior=1.16
|
||||
Grading Saturation Contrast Night=1.18
|
||||
Grading Saturation Intensity Interior=1.1
|
||||
Grading Saturation Contrast Night=1.35
|
||||
Grading Saturation Contrast Day=1.27
|
||||
Grading Saturation Contrast Interior=1.1
|
||||
Grading Saturation Contrast Interior=1.24
|
||||
Grading Value Intensity Night=0.95
|
||||
Grading Value Intensity Day=0.92
|
||||
Grading Value Intensity Interior=0.95
|
||||
Grading Value Intensity Interior=0.97
|
||||
Grading Value Contrast Night=1.05
|
||||
Grading Value Contrast Day=1.12
|
||||
Grading Value Contrast Interior=1.08
|
||||
Grading Value Contrast Interior=1.06
|
||||
Colorize After HSV=true
|
||||
Enable LUT Grading=true
|
||||
LUT Blend Night=0.19
|
||||
LUT Blend Day=0.25
|
||||
LUT Blend Interior=0.22
|
||||
LUT Blend Interior=0.36
|
||||
Enable Technicolor=true
|
||||
Technicolor Blend=0.5
|
||||
Enable Vanilla Imagespace=true
|
||||
|
|
|
|||
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|
Before Width: | Height: | Size: 737 KiB After Width: | Height: | Size: 2.6 MiB |
Binary file not shown.
|
Before Width: | Height: | Size: 2.2 MiB |
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|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 273 KiB |
Reference in a new issue