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MariENB FNV 2.5.1

This commit is contained in:
Marisa the Magician 2019-04-07 17:39:13 +02:00
commit fb5dca59c5
18 changed files with 486 additions and 1990 deletions

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@ -1 +1 @@
2.5.0-1 "Cazador Waifu"
2.5.1nv "Cazador Waifu"

View file

@ -3,34 +3,24 @@ TECHNIQUE=0
Enable Block GFX=false
Emulated Resolution Width=0.5
Emulated Resolution Height=0.5
Zoom Factor X=0.0
Zoom Factor Y=0.0
Palette Type=4
CGA Palette=1
EGA Palette=0
VGA Palette=0
Dithering Pattern=2
Contrast Modifier=1.0
Saturation Modifier=0.75
Dither Offset=-0.1
Dither Range=0.15
Enable ASCII=false
ASCII Monochrome=true
ASCII Blend=0.0
Enable Chroma Key=false
Chroma Key Red=0.0
Chroma Key Green=0.5
Chroma Key Blue=0.0
Chroma Key Depth=0.99
Enable Dot Matrix=false
Dot Size=1
Dot Blend=0.2
Dot Intensity=2.5
Dot Contrast=2.2
Enable Curvature=false
Curve Chromatic Aberration=0.5
Curve Zooming=50.29995
Curve Distortion=0.0
Curve Sampling Soften=0.0
Chroma Key Depth Horizontal Tilt Center=0.5
Chroma Key Depth Vertical Tilt Center=0.5
Chroma Key Depth Horizontal Tilt=0.0
Chroma Key Depth Vertical Tilt=0.0
Enable Blur=true
Blur Sampling Range=0.18
Enable Sharp=true
@ -38,11 +28,6 @@ Sharp Sampling Range=0.8
Sharpening Amount=1.45
Enable Shift=true
Shift Sampling Range=0.5
VGA Palette=0
Chroma Key Depth Horizontal Tilt Center=0.5
Chroma Key Depth Vertical Tilt Center=0.5
Chroma Key Depth Horizontal Tilt=0.0
Chroma Key Depth Vertical Tilt=0.0
Enable Black Bars=false
Box Horizontal Ratio=2.39
Box Vertical Ratio=1.0

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@ -2,68 +2,54 @@
TECHNIQUE=0
Bloom Intensity Night=0.39
Bloom Intensity Day=0.33
Bloom Intensity Interior Night=0.36
Bloom Intensity Interior Day=0.36
Bloom Intensity Interior=0.36
Bloom Contrast Night=1.02
Bloom Contrast Day=1.05
Bloom Contrast Interior Night=1.03
Bloom Contrast Interior Day=1.03
Bloom Contrast Interior=1.03
Bloom Saturation Night=1.09
Bloom Saturation Day=1.06
Bloom Saturation Interior Night=1.13
Bloom Saturation Interior Day=1.13
Bloom Saturation Interior=1.13
Bloom Offset Night=-0.1
Bloom Offset Day=-0.15
Bloom Offset Interior Night=-0.13
Bloom Offset Interior Day=-0.13
Bloom Offset Interior=-0.13
Bloom Intensity Cap Night=25.0
Bloom Intensity Cap Day=25.0
Bloom Intensity Cap Interior Night=25.0
Bloom Intensity Cap Interior Day=25.0
Bloom Blur Radius=1.0
Bloom Intensity Cap Interior=25.0
Bloom Blur Radius X=1.0
Bloom Blur Radius Y=1.0
Blue Shift Night Red=0.7
Blue Shift Night Green=0.4
Blue Shift Night Blue=1.0
Blue Shift Day Red=0.2
Blue Shift Day Green=0.6
Blue Shift Day Blue=1.0
Blue Shift Interior Night Red=0.6
Blue Shift Interior Night Green=0.3
Blue Shift Interior Night Blue=1.0
Blue Shift Interior Day Red=0.6
Blue Shift Interior Day Green=0.3
Blue Shift Interior Day Blue=1.0
Blue Shift Interior Red=0.6
Blue Shift Interior Green=0.3
Blue Shift Interior Blue=1.0
Blue Shift Intensity Night=0.31
Blue Shift Intensity Day=0.22
Blue Shift Intensity Interior Night=0.38
Blue Shift Intensity Interior Day=0.38
Blue Shift Intensity Interior=0.38
Blue Shift Luminance Factor Per-pass=0.41
Blue Shift Color Factor Per-pass=0.9
Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.42
Anamorphic Bloom Blend Day=0.31
Anamorphic Bloom Blend Interior Night=0.38
Anamorphic Bloom Blend Interior Day=0.38
Anamorphic Bloom Blend Interior=0.75
Anamorphic Bloom Blue Shift Night Red=0.35
Anamorphic Bloom Blue Shift Night Green=0.08
Anamorphic Bloom Blue Shift Night Blue=1.0
Anamorphic Bloom Blue Shift Day Red=0.35
Anamorphic Bloom Blue Shift Day Green=0.57
Anamorphic Bloom Blue Shift Day Blue=1.0
Anamorphic Bloom Blue Shift Interior Night Red=0.42
Anamorphic Bloom Blue Shift Interior Night Green=0.21
Anamorphic Bloom Blue Shift Interior Night Blue=1.0
Anamorphic Bloom Blue Shift Interior Day Red=0.21
Anamorphic Bloom Blue Shift Interior Day Green=0.42
Anamorphic Bloom Blue Shift Interior Day Blue=1.0
Anamorphic Bloom Blue Shift Interior Red=0.42
Anamorphic Bloom Blue Shift Interior Green=0.21
Anamorphic Bloom Blue Shift Interior Blue=1.0
Anamorphic Bloom Blue Shift Intensity Night=0.89
Anamorphic Bloom Blue Shift Intensity Day=0.83
Anamorphic Bloom Blue Shift Interior Night=0.96
Anamorphic Bloom Blue Shift Interior Day=0.96
Anamorphic Bloom Blue Shift Intensity Interior=0.96
Anamorphic Bloom Contrast Night=1.22
Anamorphic Bloom Contrast Day=1.34
Anamorphic Bloom Contrast Interior Night=1.26
Anamorphic Bloom Contrast Interior Day=1.26
Anamorphic Bloom Contrast Interior=1.26
Anamorphic Bloom Radius Multiplier=1.0
Bloom Pass 1 Blend=0.33
Bloom Pass 2 Blend=0.45
@ -73,16 +59,3 @@ Bloom Pass 7 Blend=0.98
Bloom Pass 8 Blend=1.34
Bloom Prepass Blend=0.0
Bloom Base Blend=0.0
Enable Lens Dirt=true
Dirt Pass 1 Blend=0.02
Dirt Pass 2 Blend=0.04
Dirt Pass 3 Blend=0.08
Dirt Pass 4 Blend=0.11
Dirt Pass 7 Blend=0.59
Dirt Pass 8 Blend=3.01
Dirt Prepass Blend=0.0
Dirt Base Blend=0.0
Dirt Contrast=1.0
Dirt Factor=1.2
Bloom Blur Radius X=1.0
Bloom Blur Radius Y=1.0

View file

@ -1,5 +1,20 @@
[ENBEFFECT.FX]
TECHNIQUE=0
Fixed Resolution Width=1920
Fixed Resolution Height=1080
Distortion Chromatic Aberration=0.0
Enable Screen Frost=false
Frost Contrast=1.0
Frost Strength=0.0
Frost Radial Contrast=1.0
Frost Radial Intensity=1.0
Frost Radial Offset=0.0
Frost Texture Blend=0.0
Frost Texture Blend Contrast=1.0
Frost Texture Size=1.0
Frost Factor Night=1.0
Frost Factor Day=1.0
Frost Factor Interior=1.0
Enable Grain=true
Grain Speed=15.0
Grain Intensity=0.140001
@ -18,44 +33,42 @@ Grain Pass 2 Magnification 1=4.25
Grain Pass 2 Magnification 2=9.42
Grain Pass 2 Magnification 3=6.29
Grain Contrast=5.6
Apply Grain Before Tone Mapping=true
Enable Adaptation=true
Adaptation Min Night=0.69
Adaptation Min Day=0.85
Adaptation Min Interior Night=0.72
Adaptation Min Interior Day=0.72
Adaptation Min Interior=0.72
Adaptation Max Night=1.57
Adaptation Max Day=1.86
Adaptation Max Interior Night=1.43
Adaptation Max Interior Day=1.43
Enable Tonemapping=true
Tonemap Shoulder Strength Night=0.97
Tonemap Shoulder Strength Day=0.94
Tonemap Shoulder Strength Interior Night=0.91
Tonemap Shoulder Strength Interior Day=0.91
Tonemap Linear Strength Night=1.11
Tonemap Linear Strength Day=1.17
Tonemap Linear Strength Interior Night=1.15
Tonemap Linear Strength Interior Day=1.15
Tonemap Linear Angle Night=0.74
Tonemap Linear Angle Day=0.85
Tonemap Linear Angle Interior Night=0.69
Tonemap Linear Angle Interior Day=0.69
Tonemap Toe Strength Night=0.85
Tonemap Toe Strength Day=0.87
Tonemap Toe Strength Interior Night=0.89
Tonemap Toe Strength Interior Day=0.89
Tonemap Toe Numerator Night=3.64
Tonemap Toe Numerator Day=3.98
Tonemap Toe Numerator Interior Night=3.85
Tonemap Toe Numerator Interior Day=3.85
Tonemap Toe Denominator Night=1.24
Tonemap Toe Denominator Day=1.08
Tonemap Toe Denominator Interior Night=1.27
Tonemap Toe Denominator Interior Day=1.27
Tonemap Linear White Night=6.61
Tonemap Linear White Day=8.54
Tonemap Linear White Interior Night=5.57
Tonemap Linear White Interior Day=5.57
Adaptation Max Interior=1.43
Tonemapping Method=2
Tonemap Exposure Night=6.45
Tonemap Exposure Day=6.289999
Tonemap Exposure Interior=6.89
Tonemap Blend Night=1.0
Tonemap Blend Day=1.0
Tonemap Blend Interior=1.0
Uncharted2 Shoulder Strength Night=0.22
Uncharted2 Shoulder Strength Day=0.12
Uncharted2 Shoulder Strength Interior=0.16
Uncharted2 Linear Strength Night=1.37
Uncharted2 Linear Strength Day=1.44
Uncharted2 Linear Strength Interior=1.49
Uncharted2 Linear Angle Night=0.45
Uncharted2 Linear Angle Day=0.51
Uncharted2 Linear Angle Interior=0.62
Uncharted2 Toe Strength Night=1.37
Uncharted2 Toe Strength Day=1.31
Uncharted2 Toe Strength Interior=1.26
Uncharted2 Toe Numerator Night=0.23
Uncharted2 Toe Numerator Day=0.39
Uncharted2 Toe Numerator Interior=0.28
Uncharted2 Toe Denominator Night=1.44
Uncharted2 Toe Denominator Day=1.13
Uncharted2 Toe Denominator Interior=1.19
Uncharted2 Linear White Night=15.7
Uncharted2 Linear White Day=32.290001
Uncharted2 Linear White Interior=29.4
Enable RGB Grading=true
Grading Intensity Night Red=1.03
Grading Intensity Night Green=1.01
@ -63,24 +76,18 @@ Grading Intensity Night Blue=1.06
Grading Intensity Day Red=1.01
Grading Intensity Day Green=1.0
Grading Intensity Day Blue=1.03
Grading Intensity Interior Night Red=1.0
Grading Intensity Interior Night Green=1.05
Grading Intensity Interior Night Blue=1.01
Grading Intensity Interior Day Red=1.0
Grading Intensity Interior Day Green=1.05
Grading Intensity Interior Day Blue=1.01
Grading Intensity Interior Red=1.0
Grading Intensity Interior Green=1.05
Grading Intensity Interior Blue=1.01
Grading Contrast Night Red=0.98
Grading Contrast Night Green=0.99
Grading Contrast Night Blue=0.93
Grading Contrast Day Red=0.94
Grading Contrast Day Green=0.99
Grading Contrast Day Blue=0.91
Grading Contrast Interior Night Red=0.95
Grading Contrast Interior Night Green=0.99
Grading Contrast Interior Night Blue=0.96
Grading Contrast Interior Day Red=0.95
Grading Contrast Interior Day Green=0.99
Grading Contrast Interior Day Blue=0.96
Grading Contrast Interior Red=0.95
Grading Contrast Interior Green=0.99
Grading Contrast Interior Blue=0.96
Enable Vibrance Grading=true
Grading Color Night Red=-0.61
Grading Color Night Green=-0.12
@ -88,121 +95,40 @@ Grading Color Night Blue=-0.85
Grading Color Day Red=-0.77
Grading Color Day Green=-0.07
Grading Color Day Blue=-0.24
Grading Color Interior Night Red=-0.21
Grading Color Interior Night Green=-0.05
Grading Color Interior Night Blue=-0.79
Grading Color Interior Day Red=-0.25
Grading Color Interior Day Green=-0.05
Grading Color Interior Day Blue=-0.79
Grading Color Interior Red=-0.21
Grading Color Interior Green=-0.05
Grading Color Interior Blue=-0.79
Grading Color Factor Night=-0.16
Grading Color Factor Day=-0.06
Grading Color Factor Interior Night=-0.1
Grading Color Factor Interior Day=-0.1
Grading Color Factor Interior=-0.1
Enable HSV Grading=true
Grading Saturation Intensity Night=1.23
Grading Saturation Intensity Day=1.17
Grading Saturation Intensity Interior Night=1.16
Grading Saturation Intensity Interior Day=1.16
Grading Saturation Intensity Interior=1.16
Grading Saturation Contrast Night=1.18
Grading Saturation Contrast Day=1.11
Grading Saturation Contrast Interior Night=1.13
Grading Saturation Contrast Interior Day=1.13
Grading Saturation Contrast Interior=1.13
Grading Value Intensity Night=0.98
Grading Value Intensity Day=0.93
Grading Value Intensity Interior Night=0.96
Grading Value Intensity Interior Day=0.96
Grading Value Intensity Interior=0.96
Grading Value Contrast Night=1.12
Grading Value Contrast Day=1.19
Grading Value Contrast Interior Night=1.06
Grading Value Contrast Interior Day=1.06
Grading Value Contrast Interior=1.06
Colorize After HSV=true
Enable Vanilla Imagespace=true
Vanilla Tint Blend=0.97
Vanilla Vibrance Blend=0.87
Vanilla Contrast Blend=0.67
Enable LUT Grading=true
LUT Blend Night=0.42
LUT Blend Day=0.35
LUT Blend Interior Night=0.31
LUT Blend Interior Day=0.31
Enable ENB Palette=false
Palette Blend=1.0
Enable Post Dither=true
Dither Pattern=2
Display Bloom=false
Apply Grain Before Tone Mapping=true
Tonemapping Method=2
Tonemap Exposure Night=6.45
Tonemap Exposure Day=6.289999
Tonemap Exposure Interior Night=6.89
Tonemap Exposure Interior Day=6.89
Tonemap Blend Night=1.0
Tonemap Blend Day=1.0
Tonemap Blend Interior Night=1.0
Tonemap Blend Interior Day=1.0
Uncharted2 Shoulder Strength Night=0.22
Uncharted2 Shoulder Strength Day=0.12
Uncharted2 Shoulder Strength Interior Night=0.16
Uncharted2 Shoulder Strength Interior Day=0.16
Uncharted2 Linear Strength Night=1.37
Uncharted2 Linear Strength Day=1.44
Uncharted2 Linear Strength Interior Night=1.49
Uncharted2 Linear Strength Interior Day=1.49
Uncharted2 Linear Angle Night=0.45
Uncharted2 Linear Angle Day=0.51
Uncharted2 Linear Angle Interior Night=0.62
Uncharted2 Linear Angle Interior Day=0.62
Uncharted2 Toe Strength Night=1.37
Uncharted2 Toe Strength Day=1.31
Uncharted2 Toe Strength Interior Night=1.26
Uncharted2 Toe Strength Interior Day=1.26
Uncharted2 Toe Numerator Night=0.23
Uncharted2 Toe Numerator Day=0.39
Uncharted2 Toe Numerator Interior Night=0.28
Uncharted2 Toe Numerator Interior Day=0.28
Uncharted2 Toe Denominator Night=1.44
Uncharted2 Toe Denominator Day=1.13
Uncharted2 Toe Denominator Interior Night=1.19
Uncharted2 Toe Denominator Interior Day=1.19
Uncharted2 Linear White Night=15.7
Uncharted2 Linear White Day=32.290001
Uncharted2 Linear White Interior Night=29.4
Uncharted2 Linear White Interior Day=29.4
SweetFX Gamma Night=1.0
SweetFX Gamma Day=1.0
SweetFX Gamma Interior Night=1.0
SweetFX Gamma Interior Day=1.0
SweetFX Exposure Night=0.0
SweetFX Exposure Day=0.0
SweetFX Exposure Interior Night=0.0
SweetFX Exposure Interior Day=0.0
SweetFX Saturation Night=0.0
SweetFX Saturation Day=0.0
SweetFX Saturation Interior Night=0.0
SweetFX Saturation Interior Day=0.0
SweetFX Bleach Night=0.0
SweetFX Bleach Day=0.0
SweetFX Bleach Interior Night=0.0
SweetFX Bleach Interior Day=0.0
SweetFX Defog Night=0.0
SweetFX Defog Day=0.0
SweetFX Defog Interior Night=0.0
SweetFX Defog Interior Day=0.0
SweetFX Defog Color Red Night=0.0
SweetFX Defog Color Green Night=0.0
SweetFX Defog Color Blue Night=1.0
SweetFX Defog Color Red Day=0.0
SweetFX Defog Color Green Day=0.0
SweetFX Defog Color Blue Day=1.0
SweetFX Defog Color Red Interior Night=0.0
SweetFX Defog Color Green Interior Night=0.0
SweetFX Defog Color Blue Interior Night=1.0
SweetFX Defog Color Red Interior Day=0.0
SweetFX Defog Color Green Interior Day=0.0
SweetFX Defog Color Blue Interior Day=1.0
Vanilla Tint Contrast=1.1
Vanilla Tint Strength=1.0
Vanilla Vibrance Contrast=1.07
Vanilla Vibrance Strength=1.0
Enable LUT Grading=true
LUT Blend Night=0.42
LUT Blend Day=0.35
LUT Blend Interior=0.31
Enable Technicolor=true
Technicolor Blend=0.5
Enable Post Dither=true
Dither Pattern=2
Display Bloom=false

View file

@ -6,18 +6,6 @@ Depth Cutoff=999999.0
Near Z=0.05
Far Z=3098.0
Distortion Chromatic Aberration=27.469999
Enable Underwater=true
Underwater Frequency 1=2.36
Underwater Frequency 2=3.39
Underwater Frequency 3=2.72
Underwater Speed 1=24.309999
Underwater Speed 2=21.9
Underwater Speed 3=26.549999
Underwater Amplitude 1=0.1
Underwater Amplitude 2=0.11
Underwater Amplitude 3=0.07
Underwater Zoom=0.15
Always Underwater=false
Enable Hot Air Refraction=true
Heat Texture Size=8.16
Heat Speed=0.36
@ -26,97 +14,87 @@ Heat Fade Intensity=0.72
Heat Fade Offset=-0.63
Heat Intensity=0.64
Heat Contrast=1.18
Heat Time-of-day Contrast=7.73
Heat Always Enable=false
Enable Screen Frost=false
Frost Contrast=1.08
Frost Strength=0.04
Frost Radial Contrast=0.87
Frost Radial Intensity=1.11
Frost Radial Offset=-0.93
Frost Texture Blend=3.79
Frost Texture Blend Contrast=4.56
Frost Texture Size=1.0
Frost Indoor Factor=0.0
Frost Night Factor=0.5
Frost Always Enable=false
Enable Focus Triangle=true
Heat Factor Night=-0.98
Heat Factor Day=1.37
Heat Factor Interior=0.0
Focus Mode=1
Display Focus Points=false
Enable Manual Focus=false
Manual Focus Depth=1.0
Focus Point Center X=50.0
Focus Point Center Y=50.0
Focus Triangle Angle=0.5
Focus Triangle Radius Night=6.0
Focus Triangle Radius Day=10.0
Focus Triangle Radius Interior Night=4.0
Focus Triangle Radius Interior Day=4.0
Focus Triangle Radius Interior=4.0
Focus Triangle Blending Night=0.4
Focus Triangle Blending Day=0.3
Focus Triangle Blending Interior Night=0.5
Focus Triangle Blending Interior Day=0.5
Focus Triangle Blending Interior=0.5
Focus Maximum Depth Night=990.349976
Focus Maximum Depth Day=994.340027
Focus Maximum Depth Interior Night=984.919983
Focus Maximum Depth Interior Day=984.919983
Focus Maximum Depth Interior=984.919983
DOF Intensity Night=481.829987
DOF Intensity Day=449.019989
DOF Intensity Interior Night=496.119995
DOF Intensity Interior Day=496.119995
DOF Intensity Interior=496.119995
DOF Contrast Night=2.93
DOF Contrast Day=3.33
DOF Contrast Interior Night=3.08
DOF Contrast Interior Day=3.08
DOF Contrast Interior=3.08
DOF Shift Night=0.0
DOF Shift Day=0.0
DOF Shift Interior Night=0.0
DOF Shift Interior Day=0.0
DOF Shift Interior=0.0
DOF Fixed Focus Intensity Night=1.0
DOF Fixed Focus Intensity Day=1.0
DOF Fixed Focus Intensity Interior Night=1.0
DOF Fixed Focus Intensity Interior Day=1.0
DOF Fixed Focus Intensity Interior=1.0
DOF Fixed Focus Contrast Night=1.0
DOF Fixed Focus Contrast Day=1.0
DOF Fixed Focus Contrast Interior Night=1.0
DOF Fixed Focus Contrast Interior Day=1.0
DOF Fixed Focus Contrast Interior=1.0
DOF Fixed Focus Shift Night=0.0
DOF Fixed Focus Shift Day=0.0
DOF Fixed Focus Shift Interior Night=0.0
DOF Fixed Focus Shift Interior Day=0.0
DOF Fixed Focus Shift Interior=0.0
DOF Fixed Focus Blend Night=0.0
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 Focus Blend Interior=0.0
DOF Fixed Focus Depth=0.0
DOF Fixed Focus Cap=1.0
DOF Fixed Unfocus Intensity Night=1.29
DOF Fixed Unfocus Intensity Day=1.23
DOF Fixed Unfocus Intensity Interior Night=1.18
DOF Fixed Unfocus Intensity Interior Day=1.18
DOF Fixed Unfocus Intensity Interior=1.18
DOF Fixed Unfocus Contrast Night=229.100006
DOF Fixed Unfocus Contrast Day=324.540009
DOF Fixed Unfocus Contrast Interior Night=188.509995
DOF Fixed Unfocus Contrast Interior Day=188.509995
DOF Fixed Unfocus Contrast Interior=188.509995
DOF Fixed Unfocus Shift Night=-1.02
DOF Fixed Unfocus Shift Day=-1.07
DOF Fixed Unfocus Shift Interior Night=-1.11
DOF Fixed Unfocus Shift Interior Day=-1.11
DOF Fixed Unfocus Shift Interior=-1.11
DOF Fixed Unfocus Blend Night=1.0
DOF Fixed Unfocus Blend Day=1.0
DOF Fixed Unfocus Blend Interior Night=1.0
DOF Fixed Unfocus Blend Interior Day=1.0
DOF Fixed Unfocus Blend Interior=1.0
DOF Fixed Unfocus Depth=0.0
DOF Fixed Use Cutoff=true
Disable DOF=false
Use Only Fixed DOF=false
DOF Gather Blur Radius=8.0
Enable DOF Post-Blur=true
DOF Post-Blur Radius=1.0
DOF Blur Chromatic Aberration=2.34
Enable DOF Highlights=true
DOF Highlight Threshold=0.53
DOF Highlight Gain=2.32
DOF Bokeh Blur Radius=1.79
DOF Bokeh Edge Bias=0.63
DOF Bokeh Fuzz=0.05
Focus Plane Horizontal Tilt Center=0.5
Focus Plane Vertical Tilt Center=0.5
Focus Plane Horizontal Tilt=0.0
Focus Plane Vertical Tilt=0.0
DOF Minimum Blur=0.01
Debug Depth=false
Debug Focus=false
Enable Edgevision=false
Edgevision Fade Contrast Night=2.0
Edgevision Fade Contrast Day=2.0
Edgevision Fade Contrast Interior Night=2.0
Edgevision Fade Contrast Interior Day=2.0
Edgevision Fade Contrast Interior=2.0
Edgevision Fade Intensity Night=500.0
Edgevision Fade Intensity Day=500.0
Edgevision Fade Intensity Interior Night=500.0
Edgevision Fade Intensity Interior Day=500.0
Edgevision Fade Intensity Interior=500.0
Edgevision Contrast=0.25
Edgevision Intensity=4.0
Edgevision Radius=1.0
@ -125,12 +103,10 @@ SSAO Radius=0.05
SSAO Noise=0
SSAO Fade Contrast Night=0.48
SSAO Fade Contrast Day=0.45
SSAO Fade Contrast Interior Night=0.43
SSAO Fade Contrast Interior Day=0.43
SSAO Fade Contrast Interior=0.43
SSAO Fade Intensity Night=1.343
SSAO Fade Intensity Day=1.53
SSAO Fade Intensity Interior Night=1.41
SSAO Fade Intensity Interior Day=1.41
SSAO Fade Intensity Interior=1.41
SSAO Intensity=1.25
SSAO Contrast=0.65
SSAO Blending=0.8
@ -140,75 +116,23 @@ SSAO Range=20.0
SSAO Range Min=0.0
SSAO Blur Radius=1.0
Debug SSAO=false
SSAO Use Less Samples=true
SSAO Blur Use Less Samples=true
Sharpen Enable=true
Sharpen Radius=0.8
Sharpen Clamp=0.1
Sharpen Blending=8.0
DOF Bilateral Factor=20.0
DOF Blur Radius=8.0
DOF Minimum Blur=0.01
Focus Mode=1
Enable DOF Fog=false
DOF Fog Intensity Night=2.0
DOF Fog Intensity Day=2.0
DOF Fog Intensity Interior Night=2.0
DOF Fog Intensity Interior Day=2.0
DOF Fog Contrast Night=1000.0
DOF Fog Contrast Day=1000.0
DOF Fog Contrast Interior Night=1000.0
DOF Fog Contrast Interior Day=1000.0
DOF Fog Shift Night=0.0
DOF Fog Shift Day=0.0
DOF Fog Shift Interior Night=0.0
DOF Fog Shift Interior Day=0.0
DOF Fog Blend Night=0.0
DOF Fog Blend Day=0.0
DOF Fog Blend Interior Night=0.0
DOF Fog Blend Interior Day=0.0
Use Only Fixed DOF=false
DOF Blur Chromatic Aberration=2.34
Focus Plane Horizontal Tilt Center=0.5
Focus Plane Vertical Tilt Center=0.5
Focus Plane Horizontal Tilt=0.0
Focus Plane Vertical Tilt=0.0
DOF Fixed Focus Depth=0.0
DOF Fixed Focus Cap=1.0
DOF Fixed Unfocus Depth=0.0
Enable DOF Post-Blur=true
DOF Post-Blur Radius=1.0
Enable DOF Highlights=true
DOF Highlight Threshold=0.53
DOF Highlight Gain=2.32
DOF Bokeh Blur Radius=1.79
DOF Bokeh Edge Bias=0.63
DOF Bokeh Fuzz=0.05
Heat Factor Night=0.0
Heat Factor Day=1.17
Heat Factor Interior Night=0.0
Heat Factor Interior Day=0.62
Frost Factor Night=0.0
Frost Factor Day=0.0
Frost Factor Interior Night=0.0
Frost Factor Interior Day=0.0
Depth Grading Center Depth=0.0
Depth Grading Contrast Night=126.330002
Depth Grading Contrast Day=155.559998
Depth Grading Contrast Interior Night=169.070007
Depth Grading Contrast Interior Day=169.070007
Depth Grading Contrast Interior=169.070007
Depth Grading Intensity Night=1.27
Depth Grading Intensity Day=1.15
Depth Grading Intensity Interior Night=1.29
Depth Grading Intensity Interior Day=1.29
Depth Grading Intensity Interior=1.29
Depth Grading Shift Night=-0.64
Depth Grading Shift Day=-0.73
Depth Grading Shift Interior Night=-0.9
Depth Grading Shift Interior Day=-0.9
Depth Grading Shift Interior=-0.9
Depth Grading Blend Night=1.0
Depth Grading Blend Day=1.0
Depth Grading Blend Interior Night=1.0
Depth Grading Blend Interior Day=1.0
Depth Grading Blend Interior=1.0
Enable RGB Grading=true
Grading Intensity Night Red=1.0
Grading Intensity Night Green=0.96
@ -216,24 +140,18 @@ Grading Intensity Night Blue=0.88
Grading Intensity Day Red=1.0
Grading Intensity Day Green=0.96
Grading Intensity Day Blue=0.91
Grading Intensity Interior Night Red=1.0
Grading Intensity Interior Night Green=0.95
Grading Intensity Interior Night Blue=0.89
Grading Intensity Interior Day Red=1.0
Grading Intensity Interior Day Green=0.95
Grading Intensity Interior Day Blue=0.89
Grading Intensity Interior Red=1.0
Grading Intensity Interior Green=0.95
Grading Intensity Interior Blue=0.89
Grading Contrast Night Red=1.0
Grading Contrast Night Green=0.92
Grading Contrast Night Blue=0.83
Grading Contrast Day Red=1.0
Grading Contrast Day Green=0.91
Grading Contrast Day Blue=0.81
Grading Contrast Interior Night Red=1.0
Grading Contrast Interior Night Green=0.92
Grading Contrast Interior Night Blue=0.81
Grading Contrast Interior Day Red=1.0
Grading Contrast Interior Day Green=0.92
Grading Contrast Interior Day Blue=0.81
Grading Contrast Interior Red=1.0
Grading Contrast Interior Green=0.92
Grading Contrast Interior Blue=0.81
Enable Vibrance Grading=true
Grading Color Night Red=-0.14
Grading Color Night Green=-0.58
@ -241,31 +159,23 @@ Grading Color Night Blue=-1.38
Grading Color Day Red=-0.16
Grading Color Day Green=-0.39
Grading Color Day Blue=-1.04
Grading Color Interior Night Red=-0.16
Grading Color Interior Night Green=-0.39
Grading Color Interior Night Blue=-1.38
Grading Color Interior Day Red=-0.16
Grading Color Interior Day Green=-0.39
Grading Color Interior Day Blue=-1.38
Grading Color Interior Red=-0.16
Grading Color Interior Green=-0.39
Grading Color Interior Blue=-1.38
Grading Color Factor Night=-0.2
Grading Color Factor Day=-0.24
Grading Color Factor Interior Night=-0.27
Grading Color Factor Interior Day=-0.27
Grading Color Factor Interior=-0.27
Enable HSV Grading=true
Grading Saturation Intensity Night=1.28
Grading Saturation Intensity Day=1.31
Grading Saturation Intensity Interior Night=1.26
Grading Saturation Intensity Interior Day=1.26
Grading Saturation Intensity Interior=1.26
Grading Saturation Contrast Night=1.19
Grading Saturation Contrast Day=1.12
Grading Saturation Contrast Interior Night=1.24
Grading Saturation Contrast Interior Day=1.24
Grading Saturation Contrast Interior=1.24
Grading Value Intensity Night=0.42
Grading Value Intensity Day=0.97
Grading Value Intensity Interior Night=0.63
Grading Value Intensity Interior Day=0.63
Grading Value Intensity Interior=0.63
Grading Value Contrast Night=0.6
Grading Value Contrast Day=0.43
Grading Value Contrast Interior Night=0.57
Grading Value Contrast Interior Day=0.57
Grading Value Contrast Interior=0.57
Colorize After HSV=true

View file

@ -91,8 +91,7 @@ float4 PS_BloomTexture2(VS_OUTPUT_POST In) : COLOR
/* blue shift */
float3 blu_n = float3(blu_n_r,blu_n_g,blu_n_b);
float3 blu_d = float3(blu_d_r,blu_d_g,blu_d_b);
float3 blu_in = float3(blu_in_r,blu_in_g,blu_in_b);
float3 blu_id = float3(blu_id_r,blu_id_g,blu_id_b);
float3 blu_i = float3(blu_i_r,blu_i_g,blu_i_b);
float3 blu = tod_ind(blu);
float bsi = tod_ind(bsi);
float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*bsi;
@ -137,8 +136,7 @@ float4 PS_AnamPass(VS_OUTPUT_POST In) : COLOR
/* blue shift */
float3 flu_n = float3(flu_n_r,flu_n_g,flu_n_b);
float3 flu_d = float3(flu_d_r,flu_d_g,flu_d_b);
float3 flu_in = float3(flu_in_r,flu_in_g,flu_in_b);
float3 flu_id = float3(flu_id_r,flu_id_g,flu_id_b);
float3 flu_i = float3(flu_i_r,flu_i_g,flu_i_b);
float3 flu = tod_ind(flu);
float fsi = tod_ind(fsi);
float lm = clamp(0,1,luminance(res.rgb)-luminance(base.rgb))*fsi;

View file

@ -18,15 +18,9 @@ float bloomintensity_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloomintensity_in
float bloomintensity_i
<
string UIName = "Bloom Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloomintensity_id
<
string UIName = "Bloom Intensity Interior Day";
string UIName = "Bloom Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -43,15 +37,9 @@ float bloompower_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloompower_in
float bloompower_i
<
string UIName = "Bloom Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bloompower_id
<
string UIName = "Bloom Contrast Interior Day";
string UIName = "Bloom Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -66,14 +54,9 @@ float bloomsaturation_d
string UIName = "Bloom Saturation Day";
string UIWidget = "Spinner";
> = {0.75};
float bloomsaturation_in
float bloomsaturation_i
<
string UIName = "Bloom Saturation Interior Night";
string UIWidget = "Spinner";
> = {0.75};
float bloomsaturation_id
<
string UIName = "Bloom Saturation Interior Day";
string UIName = "Bloom Saturation Interior";
string UIWidget = "Spinner";
> = {0.75};
/* bloom offset (negative values keep dark areas from muddying up) */
@ -87,14 +70,9 @@ float bloombump_d
string UIName = "Bloom Offset Day";
string UIWidget = "Spinner";
> = {-0.5};
float bloombump_in
float bloombump_i
<
string UIName = "Bloom Offset Interior Night";
string UIWidget = "Spinner";
> = {-0.5};
float bloombump_id
<
string UIName = "Bloom Offset Interior Day";
string UIName = "Bloom Offset Interior";
string UIWidget = "Spinner";
> = {-0.5};
/* bloom cap (maximum brightness samples can have) */
@ -108,14 +86,9 @@ float bloomcap_d
string UIName = "Bloom Intensity Cap Day";
string UIWidget = "Spinner";
> = {20.0};
float bloomcap_in
float bloomcap_i
<
string UIName = "Bloom Intensity Cap Interior Night";
string UIWidget = "Spinner";
> = {20.0};
float bloomcap_id
<
string UIName = "Bloom Intensity Cap Interior Day";
string UIName = "Bloom Intensity Cap Interior";
string UIWidget = "Spinner";
> = {20.0};
string str_bloomper = "Bloom Per-pass";
@ -163,34 +136,19 @@ float blu_d_b
string UIName = "Blue Shift Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float blu_in_r
float blu_i_r
<
string UIName = "Blue Shift Interior Night Red";
string UIName = "Blue Shift Interior Red";
string UIWidget = "Spinner";
> = {0.2};
float blu_in_g
float blu_i_g
<
string UIName = "Blue Shift Interior Night Green";
string UIName = "Blue Shift Interior Green";
string UIWidget = "Spinner";
> = {0.6};
float blu_in_b
float blu_i_b
<
string UIName = "Blue Shift Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float blu_id_r
<
string UIName = "Blue Shift Interior Day Red";
string UIWidget = "Spinner";
> = {0.2};
float blu_id_g
<
string UIName = "Blue Shift Interior Day Green";
string UIWidget = "Spinner";
> = {0.6};
float blu_id_b
<
string UIName = "Blue Shift Interior Day Blue";
string UIName = "Blue Shift Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
float bsi_n
@ -205,15 +163,9 @@ float bsi_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bsi_in
float bsi_i
<
string UIName = "Blue Shift Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float bsi_id
<
string UIName = "Blue Shift Intensity Interior Day";
string UIName = "Blue Shift Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
@ -248,15 +200,9 @@ float fbl_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.75};
float fbl_in
float fbl_i
<
string UIName = "Anamorphic Bloom Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.75};
float fbl_id
<
string UIName = "Anamorphic Bloom Blend Interior Day";
string UIName = "Anamorphic Bloom Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.75};
@ -290,34 +236,19 @@ float flu_d_b
string UIName = "Anamorphic Bloom Blue Shift Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float flu_in_r
float flu_i_r
<
string UIName = "Anamorphic Bloom Blue Shift Interior Night Red";
string UIName = "Anamorphic Bloom Blue Shift Interior Red";
string UIWidget = "Spinner";
> = {0.5};
float flu_in_g
float flu_i_g
<
string UIName = "Anamorphic Bloom Blue Shift Interior Night Green";
string UIName = "Anamorphic Bloom Blue Shift Interior Green";
string UIWidget = "Spinner";
> = {0.1};
float flu_in_b
float flu_i_b
<
string UIName = "Anamorphic Bloom Blue Shift Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float flu_id_r
<
string UIName = "Anamorphic Bloom Blue Shift Interior Day Red";
string UIWidget = "Spinner";
> = {0.5};
float flu_id_g
<
string UIName = "Anamorphic Bloom Blue Shift Interior Day Green";
string UIWidget = "Spinner";
> = {0.1};
float flu_id_b
<
string UIName = "Anamorphic Bloom Blue Shift Interior Day Blue";
string UIName = "Anamorphic Bloom Blue Shift Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
float fsi_n
@ -332,15 +263,9 @@ float fsi_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fsi_in
float fsi_i
<
string UIName = "Anamorphic Bloom Blue Shift Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fsi_id
<
string UIName = "Anamorphic Bloom Blue Shift Interior Day";
string UIName = "Anamorphic Bloom Blue Shift Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -356,15 +281,9 @@ float fpw_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fpw_in
float fpw_i
<
string UIName = "Anamorphic Bloom Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fpw_id
<
string UIName = "Anamorphic Bloom Contrast Interior Day";
string UIName = "Anamorphic Bloom Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};

View file

@ -11,7 +11,6 @@ VS_OUTPUT_POST VS_Pass( VS_INPUT_POST IN )
OUT.txcoord0.xy = IN.txcoord0.xy;
return OUT;
}
#ifdef FALLOUT
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c19 : register(c19);
@ -37,33 +36,6 @@ float4 _c22 : register(c22);
z -> tint blue z -> fade blue
w -> tint value w -> fade value
*/
#else
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c3 : register(c3);
float4 _c4 : register(c4);
float4 _c5 : register(c5);
#define _r1 _c1
#define _r2 _c2
#define _r3 _c3
#define _r4 _c4
#define _r5 _c5
/*
SKYRIM REGISTERS
r1 (c1): r2 (c2): r3 (c3):
x -> adapt max x -> bloom bump (?) x -> vibrance
y -> adapt min y -> bloom mult (?) y -> unused
z -> unused z -> unused z -> multiplier 1
w -> unused w -> unused w -> multiplier 2
r4 (c4): r5 (c5):
x -> tint red x -> fade red
y -> tint green y -> fade green
z -> tint blue z -> fade blue
w -> tint value w -> fade value
*/
#endif
/* helper functions */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
@ -151,32 +123,6 @@ 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 = float3(tod_ind(sfxfogcolor_r),tod_ind(sfxfogcolor_g),
tod_ind(sfxfogcolor_b));
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);
@ -184,8 +130,7 @@ float3 Tonemap( float3 res )
res *= tod_ind(tmapexposure);
float tblend = tod_ind(tmapblend);
float3 mapped;
if ( tmapenable == 5 ) mapped = TonemapSFX(res);
else if ( tmapenable == 4 ) mapped = TonemapHaarmPeterDuiker(res);
if ( tmapenable == 4 ) mapped = TonemapHaarmPeterDuiker(res);
else if ( tmapenable == 3 ) mapped = TonemapHejlDawson(res);
else if ( tmapenable == 2 ) mapped = TonemapUC2(res);
else if ( tmapenable == 1 ) mapped = TonemapReinhard(res);
@ -230,11 +175,6 @@ float3 GradingHSV( float3 res )
/* game grading filters */
float3 GradingGame( float3 res )
{
/*
Skyrim method depends explicitly on vanilla eye adaptation which is
ass as I still CANNOT EVEN UNDERSTAND how the hell it's calculated
just from a mess of disassembled code.
*/
float3 tgray = luminance(res);
/* saturation */
float satv = (_r3.x<0.0)?(-pow(abs(_r3.x),vsatpow)*vsatmul)
@ -247,146 +187,11 @@ float3 GradingGame( float3 res )
tcol = tintv*(tgray*_r4.rgb-tcol)+tcol;
tcol = lerp(res,tcol,vtintblend);
/* contrast(?) stuff */
#ifdef FALLOUT
float oft = _r3.y;
#else
/* TODO figure the offset thingy for Skyrim someday */
float oft = 0.0;
#endif
tcol = max(0,(tcol*_r3.w-oft)*_r3.z+oft);
tcol = lerp(res,tcol,vconblend);
return tcol;
}
/*
vanilla imagespace rough interpretation, just in case you don't believe
me when I say I cannot understand
c6 -> 0 0 0 0
c7 -> 0.2125 0.7154 0.0721 1
c6 is used in a cmp instruction
c7 xyz is in a dot product, so we can assume it's a
luminance calculation
c7 w is used in some mad instructions as the "add"
component, I wonder why
s0 is diffuse
s1 is bloom
s2 is adaptation
code
rcp r0.x,c2.y
r0.x now contains 1.0/c2.y (this is one of the bloom params)
texld r1, v0, s2
r1 contains the adaptation texture now
mul r0.yz, r1.xxyw, c1.y
r0.yz for some reason contains adaptation's xxyw (wat)
multiplied by adapt min
rcp r0.w, r0.y
r0.w is now 1.0/r0.y (again, I don't know what's going on)
mul r0.z, r0.w, r0.z
r0.z *= r0.w, really don't know where this is going since
I SERIOUSLY have no idea what all the adaptation texture
channels do
this is where adaptation ends and bloom stuff starts
results:
r0.x is 1.0/c2.y
r0.y is ... I don't even know anymore, what the heck
r0.z is ... I'm at a loss here too
r0.w is 1.0/r0.y and I don't even know what r0.y is anyway
r1 still contains the adaptation texture
texld r1, v0, s1
oh, here the bloom texture is loaded to r1
mul r1.xyz,r1,c1.y
multiplies bloom rgb by adaptation min
dp3 r0.w, c7, r1
r0.w contains the luminance of bloom
mul r1.w, r0.w, r0.z
multiplies the luminance by whatever was calculated from
all the adaptation stuff
mad r0.z, r0.z, r0.w, c7.w
r0.z now contains r0.z multiplied by the original luminance
plus one
rcp r0.z, r0.z
r0.z is now 1.0/r0.z
mad r0.x, r1.w, r0.x, c7.w
r0.x is now r1.w * r0.x + 1
r0.x previously contained 1.0/c2.y, so this would be
r1.w*(1.0/c2.y)+1 (no idea)
mul r0.x,r0.x,r1.w
r0.x changes again by multiplying it by r1.w (luminance?)
mul r0.x,r0.z,r0.x
here it gets multiplied by r0.z, which I HAVE NO IDEA what
it is
cmp r0.x,-r0.w,c6.x,r0.x
r0.x contains c6.x if -r0.w >= 0, otherwise it's unchanged
I'm only getting more confused at this point
rcp r0.z,r0.w
great, now we get the inverse of luminance to r0.z
mul r0.z,r0.z,r0.x
r0.z is multiplied by r0.x
add_sat r0.x,-r0.x,c2.x
r0.x now contains c2.x-r0.x, all of this is saturated
I seriously don't know where this is going
now it finally loads the diffuse
results:
r0.x is some sort of brightness modifier (?)
r0.y never changed, and I still have no clue what it does
r0.z is the inverse of bloom texture luminance
r0.w is the bloom luminance
r1 contains the bloom texture and something luminance-related
on the alpha channel
texld r2, v0, s0
loads diffuse onto r2
mul r2.xyz, r2, c1.y
adjusts diffuse by adaptation min
mul r2.xyz, r0.x, r2
adjusts the brightness again from the bloom "section"
mad r1.xyz, r1, r0.z, r2
adds the bloom into diffuse using r0.z as the opacity,
r1 now contains the blend, goodbye adaptation texture
dp3 r0.x, r1, c7
calculates the luminance of the diffuse+bloom, put in r0.x
mov r1.w, c7.w
r1.w is set to one
lrp r2, c3.x, r1, r0.x
r2 contains lerp(r0.x,r1,c3.x)
c3.x is a vibrance/saturation factor
OK this is at least very simple
mad r1, r0.x, c4, -r2
r1 is r0.x*c4-r2
first instruction of tint filter
mad r1, c4.w, r1, r2
r1 is now c4.w*r1+r2
second instruction of tint filter
combining the two, we get
r1 = c4.w*(r0.x*c4-r2)+r2
I thought tinting was a simple lerp, but nope
mad r1, c3.w, r1, -r0.y
r1 is c3.w*r1-r0.y
this is one of the contrast instructions, and it's where the
whole adaptation mess comes from, since I have NO IDEA
what r0.y contains
mad r0, c3.z, r1, r0.y
r0 is now c3.z*r1+r0.y
the second contrast instruction, really at a loss here
whole thing would be
r0 = c3.z*(c3.w*r1-r0.y)+r0.y
add r1, -r0, c5
r1 contains c5-r0
c5 is the fade parameters
mad oC0, c5.w, r1, r0
the final output color is c5.w*r1+r0
so... oC0 = c5.w*(c5-r0)+r0
I'm confused, this is also not a simple lerp, oh well?
verdict: I HAVE NO IDEA WHAT r0.y CONTAINS, DAMN IT
*/
/* LUT colour grading */
float3 GradingLUT( float3 res )
{
@ -408,12 +213,9 @@ float3 GradingLUT( float3 res )
/* day samples */
float3 tcl1_d = tex2D(SamplerLUT,lc1+float2(0,clut_d/64.0)).rgb;
float3 tcl2_d = tex2D(SamplerLUT,lc2+float2(0,clut_d/64.0)).rgb;
/* interior night samples */
float3 tcl1_in = tex2D(SamplerLUT,lc1+float2(0,clut_in/64.0)).rgb;
float3 tcl2_in = tex2D(SamplerLUT,lc2+float2(0,clut_in/64.0)).rgb;
/* interior day samples */
float3 tcl1_id = tex2D(SamplerLUT,lc1+float2(0,clut_id/64.0)).rgb;
float3 tcl2_id = tex2D(SamplerLUT,lc2+float2(0,clut_id/64.0)).rgb;
/* interior samples */
float3 tcl1_i = tex2D(SamplerLUT,lc1+float2(0,clut_in/64.0)).rgb;
float3 tcl2_i = tex2D(SamplerLUT,lc2+float2(0,clut_in/64.0)).rgb;
#else
#ifdef LUTMODE_16
float3 tcol = clamp(res,0.08,0.92);
@ -435,12 +237,9 @@ float3 GradingLUT( float3 res )
/* day samples */
float3 tcl1_d = tex2D(SamplerLUTD,lc1).rgb;
float3 tcl2_d = tex2D(SamplerLUTD,lc2).rgb;
/* interior night samples */
float3 tcl1_in = tex2D(SamplerLUTIN,lc1).rgb;
float3 tcl2_in = tex2D(SamplerLUTIN,lc2).rgb;
/* interior day samples */
float3 tcl1_id = tex2D(SamplerLUTID,lc1).rgb;
float3 tcl2_id = tex2D(SamplerLUTID,lc2).rgb;
/* interior samples */
float3 tcl1_i = tex2D(SamplerLUTI,lc1).rgb;
float3 tcl2_i = tex2D(SamplerLUTI,lc2).rgb;
#endif
float3 tcl1 = tod_ind(tcl1);
float3 tcl2 = tod_ind(tcl2);
@ -448,23 +247,6 @@ float3 GradingLUT( float3 res )
float lutblend = tod_ind(lutblend);
return lerp(res,tcol,lutblend);
}
/* classic ENB palette colour grading, seems to kill dark and light values */
float3 GradingPal( float3 res )
{
float4 adapt = tex2D(_s4,0.5);
adapt = adapt/(adapt+1.0);
float adapts = max(adapt.r,max(adapt.g,adapt.b));
float3 palt;
float2 coord;
coord.y = adapts;
coord.x = res.r;
palt.r = tex2D(_s7,coord).r;
coord.x = res.g;
palt.g = tex2D(_s7,coord).g;
coord.x = res.b;
palt.b = tex2D(_s7,coord).b;
return lerp(res,palt,palblend);
}
/* I think this Technicolor implementation is correct... maybe */
float3 Technicolor( float3 res )
{
@ -539,13 +321,66 @@ float3 FilmGrain( float3 res, float2 coord )
}
return lerp(res,nt,ni*0.01);
}
/* Screen frost distortion */
float2 ScreenFrost( float2 coord )
{
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
float2 ofs = tex2D(SamplerFrost,nc).xy;
ofs = (ofs-0.5)*2.0;
ofs *= pow(length(ofs),frostpow)*froststrength;
ofs *= max(0.0,tod_ind(frostfactor));
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;
}
/* MariENB shader */
float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
{
float2 coord = IN.txcoord0.xy;
float4 res = tex2D(_s0,coord);
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float4 res;
float3 bcol;
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(tex2D(_s0,coord+ofr).r,
tex2D(_s0,coord+ofg).g,
tex2D(_s0,coord+ofb).b,1.0);
bcol = float3(tex2D(_s3,coord+ofr).r,
tex2D(_s3,coord+ofg).g,
tex2D(_s3,coord+ofb).b)*EBloomAmount;
}
else
{
res = tex2D(_s0,coord+ofs);
bcol = tex2D(_s3,coord+ofs).rgb*EBloomAmount;
}
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
float bmp = pow(max(0,tex2D(SamplerFrost,nc).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;
dist *= max(0.0,tod_ind(frostfactor));
res.rgb *= 1.0+bmp*dist;
}
else
{
res = tex2D(_s0,coord);
bcol = tex2D(_s3,coord).rgb*EBloomAmount;
}
res.rgb = pow(max(res.rgb,0.0),2.2);
float3 bcol = tex2D(_s3,coord).rgb*EBloomAmount;
if ( bloomdebug ) res.rgb *= 0;
res.rgb += bcol;
if ( aenable ) res.rgb = Adaptation(res.rgb);
@ -564,14 +399,9 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
if ( gradeenable3 ) res.rgb = GradingHSV(res.rgb);
}
if ( lutenable ) res.rgb = GradingLUT(res.rgb);
if ( palenable ) res.rgb = GradingPal(res.rgb);
if ( techenable ) res.rgb = Technicolor(res.rgb);
if ( !nbt && ne ) res.rgb = FilmGrain(res.rgb,coord);
#ifdef FALLOUT
res.rgb = _r5.rgb*_r5.a + res.rgb*(1.0-_r5.a);
#else
res.rgb = _r5.w*(_r5.rgb-res.rgb)+res.rgb;
#endif
if ( dodither ) res.rgb = Dither(res.rgb,coord);
res.rgb = max(0,res.rgb);
res.a = 1.0;
@ -583,12 +413,8 @@ float4 PS_Mari( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
toggling "UseEffect" switches between each variation? Wat?
*/
#ifndef ENB_FLIPTECHNIQUE
#ifdef FALLOUT
technique Shader_C1DAE3F7
#else
technique Shader_D6EC7DD1
#endif
#else
technique Shader_ORIGINALPOSTPROCESS
#endif
{
@ -608,16 +434,11 @@ technique Shader_ORIGINALPOSTPROCESS
#ifndef ENB_FLIPTECHNIQUE
technique Shader_ORIGINALPOSTPROCESS
#else
#ifdef FALLOUT
technique Shader_C1DAE3F7
#else
technique Shader_D6EC7DD1
#endif
#endif
{
pass p0
{
#ifdef FALLOUT
VertexShader = asm
{
vs_1_1
@ -630,13 +451,9 @@ technique Shader_D6EC7DD1
add oT1.xy,v1,c2
mov oPos.zw,v0
};
#else
VertexShader = compile vs_3_0 VS_Pass();
#endif
/* >inline assembly */
PixelShader = asm
{
#ifdef FALLOUT
ps_2_x
def c0,0.5,0,0,0
def c3,0.298999995,0.587000012,0.114,0
@ -662,46 +479,6 @@ technique Shader_D6EC7DD1
lrp r1.xyz,c22.w,c22,r0
mov r1.w,c2.z
mov oC0,r1
#else
ps_3_0
def c6,0,0,0,0
def c7,0.212500006,0.715399981,0.0720999986,1
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x,c2.y
texld r1,v0,s2
mul r0.yz,r1.xxyw,c1.y
rcp r0.w,r0.y
mul r0.z,r0.w,r0.z
texld r1,v0,s1
mul r1.xyz,r1,c1.y
dp3 r0.w,c7,r1
mul r1.w,r0.w,r0.z
mad r0.z,r0.z,r0.w,c7.w
rcp r0.z,r0.z
mad r0.x,r1.w,r0.x,c7.w
mul r0.x,r0.x,r1.w
mul r0.x,r0.z,r0.x
cmp r0.x,-r0.w,c6.x,r0.x
rcp r0.z,r0.w
mul r0.z,r0.z,r0.x
add_sat r0.x,-r0.x,c2.x
texld r2,v0,s0
mul r2.xyz,r2,c1.y
mul r2.xyz,r0.x,r2
mad r1.xyz,r1,r0.z,r2
dp3 r0.x,r1,c7
mov r1.w,c7.w
lrp r2,c3.x,r1,r0.x
mad r1,r0.x,c4,-r2
mad r1,c4.w,r1,r2
mad r1,c3.w,r1,-r0.y
mad r0,c3.z,r1,r0.y
add r1,-r0,c5
mad oC0,c5.w,r1,r0
#endif
};
ColorWriteEnable = ALPHA|RED|GREEN|BLUE;
ZEnable = FALSE;

View file

@ -40,7 +40,6 @@ float4 Timer;
float ENightDayFactor;
float EInteriorFactor;
float EBloomAmount;
float4 WeatherAndTime;
/* samplers and textures */
texture2D texs0;
texture2D texs1;
@ -80,22 +79,13 @@ texture2D texLUTD
string ResourceName = "menblut64_day.png";
#endif
>;
texture2D texLUTIN
texture2D texLUTI
<
#ifdef LUTMODE_16
string ResourceName = "menblut16_interiornight.png";
string ResourceName = "menblut16_interior.png";
#endif
#ifdef LUTMODE_64
string ResourceName = "menblut64_interiornight.png";
#endif
>;
texture2D texLUTID
<
#ifdef LUTMODE_16
string ResourceName = "menblut16_interiorday.png";
#endif
#ifdef LUTMODE_64
string ResourceName = "menblut64_interiorday.png";
string ResourceName = "menblut64_interior.png";
#endif
>;
#endif
@ -103,6 +93,14 @@ texture2D texTonemap
<
string ResourceName = "menbfilmlut.png";
>;
texture2D texFrost
<
#ifdef FROST_DDS
string ResourceName = "menbfrost.dds";
#else
string ResourceName = "menbfrost.png";
#endif
>;
sampler2D _s0 = sampler_state
{
Texture = <texs0>;
@ -237,21 +235,9 @@ sampler2D SamplerLUTD = sampler_state
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerLUTIN = sampler_state
sampler2D SamplerLUTI = sampler_state
{
Texture = <texLUTIN>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerLUTID = sampler_state
{
Texture = <texLUTID>;
Texture = <texLUTI>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
@ -274,6 +260,18 @@ sampler2D SamplerTonemap = sampler_state
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFrost = sampler_state
{
Texture = <texFrost>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
/* whatever */
struct VS_OUTPUT_POST
{

View file

@ -4,6 +4,93 @@
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
string str_misc = "Miscellaneous";
/* fixed resolution, keeps blur filters at a consistent internal resolution */
int fixedx
<
string UIName = "Fixed Resolution Width";
string UIWidget = "Spinner";
int UIMin = 0;
> = {1920};
int fixedy
<
string UIName = "Fixed Resolution Height";
string UIWidget = "Spinner";
int UIMin = 0;
> = {1080};
string str_dist = "Frost Overlay";
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_n
<
string UIName = "Frost Factor Night";
string UIWidget = "Spinner";
> = {1.0};
float frostfactor_d
<
string UIName = "Frost Factor Day";
string UIWidget = "Spinner";
> = {1.0};
float frostfactor_i
<
string UIName = "Frost Factor Interior";
string UIWidget = "Spinner";
> = {1.0};
/* film grain */
string str_noise = "Film Grain";
bool ne
@ -137,14 +224,9 @@ float amin_d
string UIName = "Adaptation Min Day";
string UIWidget = "Spinner";
> = {0.0};
float amin_in
float amin_i
<
string UIName = "Adaptation Min Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float amin_id
<
string UIName = "Adaptation Min Interior Day";
string UIName = "Adaptation Min Interior";
string UIWidget = "Spinner";
> = {0.0};
float amax_n
@ -157,14 +239,9 @@ float amax_d
string UIName = "Adaptation Max Day";
string UIWidget = "Spinner";
> = {1.0};
float amax_in
float amax_i
<
string UIName = "Adaptation Max Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float amax_id
<
string UIName = "Adaptation Max Interior Day";
string UIName = "Adaptation Max Interior";
string UIWidget = "Spinner";
> = {1.0};
/* tone mapping */
@ -177,14 +254,13 @@ string str_tonemap = "Tone Mapping";
2 : Uncharted 2
3 : Hejl Dawson
4 : Haarm-Peter Duiker
5 : SweetFX
*/
int tmapenable
<
string UIName = "Tonemapping Method";
string UIWidget = "Spinner";
int UIMin = -1;
int UIMax = 5;
int UIMax = 4;
> = {2};
float tmapexposure_n
<
@ -198,15 +274,9 @@ float tmapexposure_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float tmapexposure_in
float tmapexposure_i
<
string UIName = "Tonemap Exposure Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float tmapexposure_id
<
string UIName = "Tonemap Exposure Interior Day";
string UIName = "Tonemap Exposure Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -224,16 +294,9 @@ float tmapblend_d
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float tmapblend_in
float tmapblend_i
<
string UIName = "Tonemap Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float tmapblend_id
<
string UIName = "Tonemap Blend Interior Day";
string UIName = "Tonemap Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
@ -248,14 +311,9 @@ float unA_d
string UIName = "Uncharted2 Shoulder Strength Day";
string UIWidget = "Spinner";
> = {0.5};
float unA_in
float unA_i
<
string UIName = "Uncharted2 Shoulder Strength Interior Night";
string UIWidget = "Spinner";
> = {0.5};
float unA_id
<
string UIName = "Uncharted2 Shoulder Strength Interior Day";
string UIName = "Uncharted2 Shoulder Strength Interior";
string UIWidget = "Spinner";
> = {0.5};
float unB_n
@ -268,14 +326,9 @@ float unB_d
string UIName = "Uncharted2 Linear Strength Day";
string UIWidget = "Spinner";
> = {1.0};
float unB_in
float unB_i
<
string UIName = "Uncharted2 Linear Strength Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float unB_id
<
string UIName = "Uncharted2 Linear Strength Interior Day";
string UIName = "Uncharted2 Linear Strength Interior";
string UIWidget = "Spinner";
> = {1.0};
float unC_n
@ -288,14 +341,9 @@ float unC_d
string UIName = "Uncharted2 Linear Angle Day";
string UIWidget = "Spinner";
> = {0.2};
float unC_in
float unC_i
<
string UIName = "Uncharted2 Linear Angle Interior Night";
string UIWidget = "Spinner";
> = {0.2};
float unC_id
<
string UIName = "Uncharted2 Linear Angle Interior Day";
string UIName = "Uncharted2 Linear Angle Interior";
string UIWidget = "Spinner";
> = {0.2};
float unD_n
@ -308,14 +356,9 @@ float unD_d
string UIName = "Uncharted2 Toe Strength Day";
string UIWidget = "Spinner";
> = {0.75};
float unD_in
float unD_i
<
string UIName = "Uncharted2 Toe Strength Interior Night";
string UIWidget = "Spinner";
> = {0.75};
float unD_id
<
string UIName = "Uncharted2 Toe Strength Interior Day";
string UIName = "Uncharted2 Toe Strength Interior";
string UIWidget = "Spinner";
> = {0.75};
float unE_n
@ -328,14 +371,9 @@ float unE_d
string UIName = "Uncharted2 Toe Numerator Day";
string UIWidget = "Spinner";
> = {0.02};
float unE_in
float unE_i
<
string UIName = "Uncharted2 Toe Numerator Interior Night";
string UIWidget = "Spinner";
> = {0.02};
float unE_id
<
string UIName = "Uncharted2 Toe Numerator Interior Day";
string UIName = "Uncharted2 Toe Numerator Interior";
string UIWidget = "Spinner";
> = {0.02};
float unF_n
@ -348,14 +386,9 @@ float unF_d
string UIName = "Uncharted2 Toe Denominator Day";
string UIWidget = "Spinner";
> = {0.30};
float unF_in
float unF_i
<
string UIName = "Uncharted2 Toe Denominator Interior Night";
string UIWidget = "Spinner";
> = {0.30};
float unF_id
<
string UIName = "Uncharted2 Toe Denominator Interior Day";
string UIName = "Uncharted2 Toe Denominator Interior";
string UIWidget = "Spinner";
> = {0.30};
float unW_n
@ -368,240 +401,11 @@ float unW_d
string UIName = "Uncharted2 Linear White Day";
string UIWidget = "Spinner";
> = {10.0};
float unW_in
float unW_i
<
string UIName = "Uncharted2 Linear White Interior Night";
string UIName = "Uncharted2 Linear White Interior";
string UIWidget = "Spinner";
> = {10.0};
float unW_id
<
string UIName = "Uncharted2 Linear White Interior Day";
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_in
<
string UIName = "SweetFX Gamma Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 2.0;
> = {1.0};
float sfxgamma_id
<
string UIName = "SweetFX Gamma Interior Day";
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_in
<
string UIName = "SweetFX Exposure Interior Night";
string UIWidget = "Spinner";
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
float sfxexposure_id
<
string UIName = "SweetFX Exposure Interior Day";
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_in
<
string UIName = "SweetFX Saturation Interior Night";
string UIWidget = "Spinner";
float UIMin = -1.0;
float UIMax = 1.0;
> = {0.0};
float sfxsaturation_id
<
string UIName = "SweetFX Saturation Interior Day";
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_in
<
string UIName = "SweetFX Bleach Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxbleach_id
<
string UIName = "SweetFX Bleach Interior Day";
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_in
<
string UIName = "SweetFX Defog Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxdefog_id
<
string UIName = "SweetFX Defog Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_r_n
<
string UIName = "SweetFX Defog Color Red Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_g_n
<
string UIName = "SweetFX Defog Color Green Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_b_n
<
string UIName = "SweetFX Defog Color Blue Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float sfxfogcolor_r_d
<
string UIName = "SweetFX Defog Color Red Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_g_d
<
string UIName = "SweetFX Defog Color Green Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_b_d
<
string UIName = "SweetFX Defog Color Blue Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float sfxfogcolor_r_in
<
string UIName = "SweetFX Defog Color Red Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_g_in
<
string UIName = "SweetFX Defog Color Green Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_b_in
<
string UIName = "SweetFX Defog Color Blue Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float sfxfogcolor_r_id
<
string UIName = "SweetFX Defog Color Red Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_g_id
<
string UIName = "SweetFX Defog Color Green Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float sfxfogcolor_b_id
<
string UIName = "SweetFX Defog Color Blue Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
/* Color grading */
string str_grade = "Color Grading Suite";
bool gradeenable1
@ -640,34 +444,19 @@ float grademul_b_d
string UIName = "Grading Intensity Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_in
float grademul_r_i
<
string UIName = "Grading Intensity Interior Night Red";
string UIName = "Grading Intensity Interior Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_in
float grademul_g_i
<
string UIName = "Grading Intensity Interior Night Green";
string UIName = "Grading Intensity Interior Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_in
float grademul_b_i
<
string UIName = "Grading Intensity Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float grademul_r_id
<
string UIName = "Grading Intensity Interior Day Red";
string UIWidget = "Spinner";
> = {1.0};
float grademul_g_id
<
string UIName = "Grading Intensity Interior Day Green";
string UIWidget = "Spinner";
> = {1.0};
float grademul_b_id
<
string UIName = "Grading Intensity Interior Day Blue";
string UIName = "Grading Intensity Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
/* color component contrasts */
@ -707,39 +496,21 @@ float gradepow_b_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_in
float gradepow_r_i
<
string UIName = "Grading Contrast Interior Night Red";
string UIName = "Grading Contrast Interior Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_in
float gradepow_g_i
<
string UIName = "Grading Contrast Interior Night Green";
string UIName = "Grading Contrast Interior Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_in
float gradepow_b_i
<
string UIName = "Grading Contrast Interior Night Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_r_id
<
string UIName = "Grading Contrast Interior Day Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_g_id
<
string UIName = "Grading Contrast Interior Day Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float gradepow_b_id
<
string UIName = "Grading Contrast Interior Day Blue";
string UIName = "Grading Contrast Interior Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -779,34 +550,19 @@ float gradecol_b_d
string UIName = "Grading Color Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_in
float gradecol_r_i
<
string UIName = "Grading Color Interior Night Red";
string UIName = "Grading Color Interior Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_in
float gradecol_g_i
<
string UIName = "Grading Color Interior Night Green";
string UIName = "Grading Color Interior Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_in
float gradecol_b_i
<
string UIName = "Grading Color Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_r_id
<
string UIName = "Grading Color Interior Day Red";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_g_id
<
string UIName = "Grading Color Interior Day Green";
string UIWidget = "Spinner";
> = {1.0};
float gradecol_b_id
<
string UIName = "Grading Color Interior Day Blue";
string UIName = "Grading Color Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
/* blend factor for colorization (negative values are quite fancy) */
@ -820,14 +576,9 @@ float gradecolfact_d
string UIName = "Grading Color Factor Day";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_in
float gradecolfact_i
<
string UIName = "Grading Color Factor Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float gradecolfact_id
<
string UIName = "Grading Color Factor Interior Day";
string UIName = "Grading Color Factor Interior";
string UIWidget = "Spinner";
> = {0.0};
/* HSV grading */
@ -847,14 +598,9 @@ float gradesatmul_d
string UIName = "Grading Saturation Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_in
float gradesatmul_i
<
string UIName = "Grading Saturation Intensity Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradesatmul_id
<
string UIName = "Grading Saturation Intensity Interior Day";
string UIName = "Grading Saturation Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* saturation power */
@ -868,14 +614,9 @@ float gradesatpow_d
string UIName = "Grading Saturation Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_in
float gradesatpow_i
<
string UIName = "Grading Saturation Contrast Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradesatpow_id
<
string UIName = "Grading Saturation Contrast Interior Day";
string UIName = "Grading Saturation Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value multiplier */
@ -889,14 +630,9 @@ float gradevalmul_d
string UIName = "Grading Value Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_in
float gradevalmul_i
<
string UIName = "Grading Value Intensity Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradevalmul_id
<
string UIName = "Grading Value Intensity Interior Day";
string UIName = "Grading Value Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value power */
@ -910,14 +646,9 @@ float gradevalpow_d
string UIName = "Grading Value Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_in
float gradevalpow_i
<
string UIName = "Grading Value Contrast Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float gradevalpow_id
<
string UIName = "Grading Value Contrast Interior Day";
string UIName = "Grading Value Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
bool colorizeafterhsv
@ -995,14 +726,9 @@ float lutblend_d
string UIName = "LUT Blend Day";
string UIWidget = "Spinner";
> = {1.0};
float lutblend_in
float lutblend_i
<
string UIName = "LUT Blend Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float lutblend_id
<
string UIName = "LUT Blend Interior Day";
string UIName = "LUT Blend Interior";
string UIWidget = "Spinner";
> = {1.0};
#ifdef LUTMODE_LEGACY
@ -1020,35 +746,14 @@ int clut_d
int UIMin = 0;
int UIMax = 63;
> = {1};
int clut_in
int clut_i
<
string UIName = "LUT Preset Interior Night";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 63;
> = {1};
int clut_id
<
string UIName = "LUT Preset Interior Day";
string UIName = "LUT Preset Interior";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 63;
> = {1};
#endif
/* not using ENB's own variables, sorry */
string str_enbpal = "ENB Palette";
bool palenable
<
string UIName = "Enable ENB Palette";
string UIWidget = "Checkbox";
> = {false};
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

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@ -6,66 +6,9 @@
*/
/* do not touch this! */
#define E_SHADER_3_0
/* are we running on fallout 3 / new vegas or on skyrim? */
#define FALLOUT
/* time of day and interior interpolation */
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),\
lerp(x##_in,x##_id,ENightDayFactor),EInteriorFactor)
/* weather macros */
#define weatherfactor(id) ((WeatherAndTime.x==id)?(WeatherAndTime.y==id)\
?(1.0):(WeatherAndTime.z):(WeatherAndTime.y==id)\
?(1.0-WeatherAndTime.z):(0.0))
/*
Explanation of macro, because some of the people reading this likely don't
know what a ternary conditional is:
(WeatherAndTime.x==id) -> transitioning to wanted weather?
?(WeatherAndTime.y==id) -> coming from wanted weather?
?(1.0) -> if so, always 1
:(WeatherAndTime.z) -> if not, return transition
:(WeatherAndTime.y==id) -> not transitioning but coming from wanted weather?
?(1.0-WeatherAndTime.z) -> return inverse transition
:(0.0) -> otherwise return 0
*/
/* temperate no fog */
#define WT_NEUTRAL 0.0
#define WT_GENERAL 1.0
#define WT_FOREST 2.0
#define WT_DARK 3.0
/* cold no fog */
#define WT_COLD 4.0
#define WT_SPOOKY 5.0
/* warm no fog */
#define WT_WARM 6.0
/* temperate fog */
#define WT_GENERALFOG 7.0
#define WT_GENERALRAIN 8.0
#define WT_FORESTFOG 9.0
#define WT_FORESTRAIN 10.0
#define WT_DARKFOG 11.0
#define WT_DARKRAIN 12.0
/* cold fog */
#define WT_SPOOKYFOG 13.0
#define WT_COLDFOG 14.0
/* warm fog */
#define WT_WARMFOG 15.0
/* temperature and fog interpolation macros */
#define istemperate(x) (((x>=0.0)&&(x<=3.0))||((x>=7.0)&&(x<=12.0)))
#define iscold(x) (((x>=4.0)&&(x<=5.0))||((x>=13.0)&&(x<=14.0)))
#define iswarm(x) ((x==6.0)||(x==15.0))
#define isfog(x) ((x>=7.0)&&(x<=15.0))
#define temperatefactor (istemperate(WeatherAndTime.x)\
?istemperate(WeatherAndTime.y)?(1.0):(WeatherAndTime.z)\
:istemperate(WeatherAndTime.y)?(1.0-WeatherAndTime.z):(0.0))
#define coldfactor (iscold(WeatherAndTime.x)\
?iscold(WeatherAndTime.y)?(1.0):(WeatherAndTime.z)\
:iscold(WeatherAndTime.y)?(1.0-WeatherAndTime.z):(0.0))
#define warmfactor (iswarm(WeatherAndTime.x)\
?iswarm(WeatherAndTime.y)?(1.0):(WeatherAndTime.z)\
:iswarm(WeatherAndTime.y)?(1.0-WeatherAndTime.z):(0.0))
#define fogfactor (isfog(WeatherAndTime.x)\
?isfog(WeatherAndTime.y)?(1.0):(WeatherAndTime.z)\
:isfog(WeatherAndTime.y)?(1.0-WeatherAndTime.z):(0.0))
#define tod_ind(x) lerp(lerp(x##_n,x##_d,ENightDayFactor),x##_i,\
EInteriorFactor)
/* asset definitions */
/* texture sizes */
#define NOISESIZE 256.0

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@ -228,20 +228,6 @@ float4 PS_EdgePlusSSAOPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
res.a = saturate(1.0-(uocc*ssaoblend));
return res;
}
/*
Underwater distortion, which currently has no real use due to Boris being
lazy. fWaterLevel doesn't yet provide any usable values.
*/
float2 UnderwaterDistort( float2 coord )
{
if ( !wateralways ) return coord;
float2 ofs = float2(0.0,0.0);
float siny = sin(pi*2.0*(coord.y*uwm1+Timer.x*uwf1*100.0))*uws1;
ofs.y = siny+sin(pi*2.0*(coord.x*uwm2+Timer.x*uwf2*100.0))*uws2;
ofs.x = siny+sin(pi*2.0*(coord.x*uwm3+Timer.x*uwf3*100.0))*uws3;
ofs -= (coord-0.5)*2.0*uwz;
return coord+ofs*0.01;
}
/* Distant hot air refraction. Not very realistic, but does the job. */
float2 DistantHeat( float2 coord )
{
@ -258,11 +244,7 @@ float2 DistantHeat( float2 coord )
float2 ofs = tex2D(SamplerHeat,nc+ts).xy;
ofs = (ofs-0.5)*2.0;
ofs *= pow(length(ofs),heatpow);
if ( !heatalways ) ofs *= max(tod_ind(heatfactor),0.0)
#ifndef FALLOUT
*max(0.0,warmfactor-coldfactor)
#endif
;
ofs *= max(tod_ind(heatfactor),0.0);
odep = tex2D(SamplerDepth,coord+ofs*heatstrength*distfade*0.01).x;
float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul
+heatfadebump,0.0,1.0);
@ -277,7 +259,6 @@ float4 PS_Distortion( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 ofs = coord;
if ( waterenable ) ofs = UnderwaterDistort(ofs);
if ( heatenable ) ofs = DistantHeat(ofs);
ofs -= coord;
float4 res;
@ -415,12 +396,6 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
float doffixedunfocusmult = tod_ind(doffixedunfocusmult);
float doffixedunfocusbump = tod_ind(doffixedunfocusbump);
float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
#ifndef FALLOUT
float doffogpow = tod_ind(doffogpow);
float doffogmult = tod_ind(doffogmult);
float doffogbump = tod_ind(doffogbump);
float doffogblend = tod_ind(doffogblend);
#endif
float dep = tex2D(SamplerDepth,coord).x;
float foc = tex2D(SamplerFocus,coord).x;
/* cheap tilt */
@ -433,33 +408,11 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
float dfu = abs(dep-doffixedunfocusdepth);
dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult
+doffixedunfocusbump,0.0,1.0);
#ifndef FALLOUT
float dfog = abs(dep-doffogdepth);
dfog = clamp(pow(dfog,doffogpow)*doffogmult+doffogbump,0.0,1.0);
#endif
if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0;
/*
Change power of dof based on field of view. Works only in Skyrim.
The FieldOfView variable seems to hold bogus values in Fallout
completely unrelated to actual FOV (yes, I checked if it's in
radians, and no, it isn't). The value appears to be 1.134452. Who
could I blame for this mess? Boris? Bethesda? Hell if I know.
*/
#ifndef FALLOUT
if ( dofrelfov )
{
float relfovfactor = tod_ind(relfovfactor);
float relfov = (FieldOfView-fovdefault)/fovdefault;
dofpow = max(0,dofpow+relfov*relfovfactor);
}
#endif
float dfc = abs(dep-foc);
dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0);
if ( doffixedonly ) dfc *= 0;
dfc += lerp(0.0,dfu,doffixedunfocusblend);
#ifndef FALLOUT
if ( doffogenable ) dfc += fogfactor*lerp(0.0,dfog,doffogblend);
#endif
dfc *= lerp(1.0,dff,doffixedfocusblend);
dfc = saturate(dfc);
float4 res = tex2D(SamplerColor,coord);
@ -615,61 +568,11 @@ float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
res.a = 1.0;
return res;
}
/* Screen frost shader. Not very realistic either, but looks fine too. */
float2 ScreenFrost( float2 coord )
{
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
float2 ofs = tex2D(SamplerFrostBump,nc).xy;
ofs = (ofs-0.5)*2.0;
ofs *= pow(length(ofs),frostpow)*froststrength;
if ( !frostalways ) ofs *= max(0.0,tod_ind(frostfactor))
#ifndef FALLOUT
*max(0.0,coldfactor-warmfactor)
#endif
;
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;
}
/* screen frost overlay */
float4 PS_FrostPass( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
/* focus point debug */
float4 PS_FocusDebug( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float4 res;
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(tex2D(SamplerColor,coord+ofr).r,
tex2D(SamplerColor,coord+ofg).g,
tex2D(SamplerColor,coord+ofb).b,1.0);
}
else res = tex2D(SamplerColor,coord+ofs);
float2 nc = coord*(bresl/FROSTSIZE)*frostsize;
float bmp = pow(max(0,tex2D(SamplerFrost,nc).x),frostbpow);
float dist = distance(coord,float2(0.5,0.5))*2.0;
dist = clamp(pow(dist,frostrpow)*frostrmult+frostrbump,0.0,
1.0)*frostblend;
if ( !frostalways ) dist *= max(0.0,tod_ind(frostfactor))
#ifndef FALLOUT
*max(0.0,coldfactor-warmfactor)
#endif
;
res.rgb *= 1.0+bmp*dist;
}
else res = tex2D(SamplerColor,coord);
float4 res = tex2D(SamplerColor,coord);
if ( !focusdisplay || (focuscircle < 0) ) return res;
if ( focuscircle == 2 )
{
@ -856,7 +759,7 @@ technique PostProcess8
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_FrostPass();
PixelShader = compile ps_3_0 PS_FocusDebug();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
@ -993,7 +896,7 @@ technique PostProcessB8
pass p0
{
VertexShader = compile vs_3_0 VS_Pass();
PixelShader = compile ps_3_0 PS_FrostPass();
PixelShader = compile ps_3_0 PS_FocusDebug();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;

View file

@ -71,10 +71,6 @@ float ENightDayFactor;
float EInteriorFactor;
float FadeFactor;
float4 Timer;
float FieldOfView;
float4 WeatherAndTime;
/* this still doesn't do anything */
extern float fWaterLevel;
/* samplers and textures */
texture2D texColor;
texture2D texDepth;
@ -90,22 +86,6 @@ texture2D texHeat
string ResourceName = "menbheat.png";
#endif
>;
texture2D texFrost
<
#ifdef FROST_DDS
string ResourceName = "menbfrost.dds";
#else
string ResourceName = "menbfrost.png";
#endif
>;
texture2D texFrostBump
<
#ifdef FROSTBUMP_DDS
string ResourceName = "menbfrostbump.dds";
#else
string ResourceName = "menbfrostbump.png";
#endif
>;
texture2D texFocus;
texture2D texCurr;
texture2D texPrev;
@ -157,30 +137,6 @@ sampler2D SamplerHeat = sampler_state
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFrost = sampler_state
{
Texture = <texFrost>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFrostBump = sampler_state
{
Texture = <texFrostBump>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerFocus = sampler_state
{
Texture = <texFocus>;

View file

@ -43,76 +43,6 @@ float distcha
string UIName = "Distortion Chromatic Aberration";
string UIWidget = "Spinner";
> = {10.0};
bool waterenable
<
string UIName = "Enable Underwater";
string UIWidget = "Checkbox";
> = {false};
float uwm1
<
string UIName = "Underwater Frequency 1";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.4};
float uwm2
<
string UIName = "Underwater Frequency 2";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.6};
float uwm3
<
string UIName = "Underwater Frequency 3";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.4};
float uwf1
<
string UIName = "Underwater Speed 1";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {10.0};
float uwf2
<
string UIName = "Underwater Speed 2";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {8.0};
float uwf3
<
string UIName = "Underwater Speed 3";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {16.0};
float uws1
<
string UIName = "Underwater Amplitude 1";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.3};
float uws2
<
string UIName = "Underwater Amplitude 2";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float uws3
<
string UIName = "Underwater Amplitude 3";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.8};
float uwz
<
string UIName = "Underwater Zoom";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
bool wateralways
<
string UIName = "Always Underwater";
string UIWidget = "Checkbox";
> = {false};
bool heatenable
<
string UIName = "Enable Hot Air Refraction";
@ -169,98 +99,11 @@ float heatfactor_d
string UIName = "Heat Factor Day";
string UIWidget = "Spinner";
> = {1.0};
float heatfactor_in
float heatfactor_i
<
string UIName = "Heat Factor Interior Night";
string UIName = "Heat Factor Interior";
string UIWidget = "Spinner";
> = {1.0};
float heatfactor_id
<
string UIName = "Heat Factor Interior Day";
string UIWidget = "Spinner";
> = {1.0};
bool heatalways
<
string UIName = "Heat Always Enable";
string UIWidget = "Checkbox";
> = {false};
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_n
<
string UIName = "Frost Factor Night";
string UIWidget = "Spinner";
> = {1.0};
float frostfactor_d
<
string UIName = "Frost Factor Day";
string UIWidget = "Spinner";
> = {1.0};
float frostfactor_in
<
string UIName = "Frost Factor Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float frostfactor_id
<
string UIName = "Frost Factor Interior Day";
string UIWidget = "Spinner";
> = {1.0};
bool frostalways
<
string UIName = "Frost Always Enable";
string UIWidget = "Checkbox";
> = {false};
string str_focus = "Focusing Parameters";
/*
focus modes:
@ -324,14 +167,9 @@ float focusradius_d
string UIName = "Focus Triangle Radius Day";
string UIWidget = "Spinner";
> = {20.0};
float focusradius_in
float focusradius_i
<
string UIName = "Focus Triangle Radius Interior Night";
string UIWidget = "Spinner";
> = {20.0};
float focusradius_id
<
string UIName = "Focus Triangle Radius Interior Day";
string UIName = "Focus Triangle Radius Interior";
string UIWidget = "Spinner";
> = {20.0};
/* mix factor with sample at screen center */
@ -345,14 +183,9 @@ float focusmix_d
string UIName = "Focus Triangle Blending Day";
string UIWidget = "Spinner";
> = {0.5};
float focusmix_in
float focusmix_i
<
string UIName = "Focus Triangle Blending Interior Night";
string UIWidget = "Spinner";
> = {0.5};
float focusmix_id
<
string UIName = "Focus Triangle Blending Interior Day";
string UIName = "Focus Triangle Blending Interior";
string UIWidget = "Spinner";
> = {0.5};
/* maximum focus depth */
@ -366,14 +199,9 @@ float focusmax_d
string UIName = "Focus Maximum Depth Day";
string UIWidget = "Spinner";
> = {1000.0};
float focusmax_in
float focusmax_i
<
string UIName = "Focus Maximum Depth Interior Night";
string UIWidget = "Spinner";
> = {1000.0};
float focusmax_id
<
string UIName = "Focus Maximum Depth Interior Day";
string UIName = "Focus Maximum Depth Interior";
string UIWidget = "Spinner";
> = {1000.0};
/* dof filter */
@ -391,15 +219,9 @@ float dofmult_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float dofmult_in
float dofmult_i
<
string UIName = "DOF Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float dofmult_id
<
string UIName = "DOF Intensity Interior Day";
string UIName = "DOF Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
@ -416,15 +238,9 @@ float dofpow_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float dofpow_in
float dofpow_i
<
string UIName = "DOF Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float dofpow_id
<
string UIName = "DOF Contrast Interior Day";
string UIName = "DOF Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
@ -439,14 +255,9 @@ float dofbump_d
string UIName = "DOF Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float dofbump_in
float dofbump_i
<
string UIName = "DOF Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float dofbump_id
<
string UIName = "DOF Shift Interior Day";
string UIName = "DOF Shift Interior";
string UIWidget = "Spinner";
> = {0.0};
/* fixed focused depth factors */
@ -462,15 +273,9 @@ float doffixedfocusmult_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocusmult_in
float doffixedfocusmult_i
<
string UIName = "DOF Fixed Focus Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocusmult_id
<
string UIName = "DOF Fixed Focus Intensity Interior Day";
string UIName = "DOF Fixed Focus Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -486,15 +291,9 @@ float doffixedfocuspow_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocuspow_in
float doffixedfocuspow_i
<
string UIName = "DOF Fixed Focus Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocuspow_id
<
string UIName = "DOF Fixed Focus Contrast Interior Day";
string UIName = "DOF Fixed Focus Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -508,14 +307,9 @@ float doffixedfocusbump_d
string UIName = "DOF Fixed Focus Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusbump_in
float doffixedfocusbump_i
<
string UIName = "DOF Fixed Focus Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusbump_id
<
string UIName = "DOF Fixed Focus Shift Interior Day";
string UIName = "DOF Fixed Focus Shift Interior";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusblend_n
@ -530,15 +324,9 @@ float doffixedfocusblend_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedfocusblend_in
float doffixedfocusblend_i
<
string UIName = "DOF Fixed Focus Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedfocusblend_id
<
string UIName = "DOF Fixed Focus Blend Interior Day";
string UIName = "DOF Fixed Focus Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
@ -569,15 +357,9 @@ float doffixedunfocusmult_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffixedunfocusmult_in
float doffixedunfocusmult_i
<
string UIName = "DOF Fixed Unfocus Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffixedunfocusmult_id
<
string UIName = "DOF Fixed Unfocus Intensity Interior Day";
string UIName = "DOF Fixed Unfocus Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
@ -593,15 +375,9 @@ float doffixedunfocuspow_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffixedunfocuspow_in
float doffixedunfocuspow_i
<
string UIName = "DOF Fixed Unfocus Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffixedunfocuspow_id
<
string UIName = "DOF Fixed Unfocus Contrast Interior Day";
string UIName = "DOF Fixed Unfocus Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
@ -615,14 +391,9 @@ float doffixedunfocusbump_d
string UIName = "DOF Fixed Unfocus Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusbump_in
float doffixedunfocusbump_i
<
string UIName = "DOF Fixed Unfocus Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusbump_id
<
string UIName = "DOF Fixed Unfocus Shift Interior Day";
string UIName = "DOF Fixed Unfocus Shift Interior";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusblend_n
@ -637,15 +408,9 @@ float doffixedunfocusblend_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedunfocusblend_in
float doffixedunfocusblend_i
<
string UIName = "DOF Fixed Unfocus Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedunfocusblend_id
<
string UIName = "DOF Fixed Unfocus Blend Interior Day";
string UIName = "DOF Fixed Unfocus Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
@ -662,113 +427,6 @@ bool doffixedcut
string UIName = "DOF Fixed Use Cutoff";
string UIWidget = "Checkbox";
> = {true};
#ifndef FALLOUT
/* fixed dof for foggy weathers */
bool doffogenable
<
string UIName = "Enable DOF Fog";
string UIWidget = "Checkbox";
> = {true};
float doffogmult_n
<
string UIName = "DOF Fog Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffogmult_d
<
string UIName = "DOF Fog Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffogmult_in
<
string UIName = "DOF Fog Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffogmult_id
<
string UIName = "DOF Fog Intensity Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffogpow_n
<
string UIName = "DOF Fog Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffogpow_d
<
string UIName = "DOF Fog Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffogpow_in
<
string UIName = "DOF Fog Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffogpow_id
<
string UIName = "DOF Fog Contrast Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffogbump_n
<
string UIName = "DOF Fog Shift Night";
string UIWidget = "Spinner";
> = {0.0};
float doffogbump_d
<
string UIName = "DOF Fog Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float doffogbump_in
<
string UIName = "DOF Fog Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float doffogbump_id
<
string UIName = "DOF Fog Shift Interior Day";
string UIWidget = "Spinner";
> = {0.0};
float doffogblend_n
<
string UIName = "DOF Fog Blend Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffogblend_d
<
string UIName = "DOF Fog Blend Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffogblend_in
<
string UIName = "DOF Fog Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffogblend_id
<
string UIName = "DOF Fog Blend Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffogdepth
<
string UIName = "DOF Fog Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
#endif
/* disable depth of field */
bool dofdisable
<
@ -837,40 +495,6 @@ float dofbnoise
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.01};
#ifndef FALLOUT
bool dofrelfov
<
string UIName = "DOF Relative to FOV";
string UIWidget = "Checkbox";
> = {true};
float fovdefault
<
string UIName = "Default FOV";
string UIWidget = "Spinner";
float UIMin = 1.0;
float UIMax = 180.0;
> = {75.0};
float relfovfactor_n
<
string UIName = "DOF Relative Factor Night";
string UIWidget = "Spinner";
> = {2.0};
float relfovfactor_d
<
string UIName = "DOF Relative Factor Day";
string UIWidget = "Spinner";
> = {2.0};
float relfovfactor_in
<
string UIName = "DOF Relative Factor Interior Night";
string UIWidget = "Spinner";
> = {2.0};
float relfovfactor_id
<
string UIName = "DOF Relative Factor Interior Day";
string UIWidget = "Spinner";
> = {2.0};
#endif
/* tilting */
float doftiltxcenter
<
@ -934,15 +558,9 @@ float edgevfadepow_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_in
float edgevfadepow_i
<
string UIName = "Edgevision Fade Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_id
<
string UIName = "Edgevision Fade Contrast Interior Day";
string UIName = "Edgevision Fade Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
@ -958,15 +576,9 @@ float edgevfademult_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_in
float edgevfademult_i
<
string UIName = "Edgevision Fade Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_id
<
string UIName = "Edgevision Fade Intensity Interior Day";
string UIName = "Edgevision Fade Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
@ -1019,15 +631,9 @@ float ssaofadepow_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float ssaofadepow_in
float ssaofadepow_i
<
string UIName = "SSAO Fade Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float ssaofadepow_id
<
string UIName = "SSAO Fade Contrast Interior Day";
string UIName = "SSAO Fade Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
@ -1043,15 +649,9 @@ float ssaofademult_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaofademult_in
float ssaofademult_i
<
string UIName = "SSAO Fade Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaofademult_id
<
string UIName = "SSAO Fade Intensity Interior Day";
string UIName = "SSAO Fade Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -1152,15 +752,9 @@ float dgradedpow_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedpow_in
float dgradedpow_i
<
string UIName = "Depth Grading Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedpow_id
<
string UIName = "Depth Grading Contrast Interior Day";
string UIName = "Depth Grading Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -1176,15 +770,9 @@ float dgradedmul_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedmul_in
float dgradedmul_i
<
string UIName = "Depth Grading Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedmul_id
<
string UIName = "Depth Grading Intensity Interior Day";
string UIName = "Depth Grading Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -1198,14 +786,9 @@ float dgradedbump_d
string UIName = "Depth Grading Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float dgradedbump_in
float dgradedbump_i
<
string UIName = "Depth Grading Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float dgradedbump_id
<
string UIName = "Depth Grading Shift Interior Day";
string UIName = "Depth Grading Shift Interior";
string UIWidget = "Spinner";
> = {0.0};
float dgradedblend_n
@ -1222,16 +805,9 @@ float dgradedblend_d
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float dgradedblend_in
float dgradedblend_i
<
string UIName = "Depth Grading Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float dgradedblend_id
<
string UIName = "Depth Grading Blend Interior Day";
string UIName = "Depth Grading Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
@ -1272,34 +848,19 @@ float dgrademul_b_d
string UIName = "Grading Intensity Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_r_in
float dgrademul_r_i
<
string UIName = "Grading Intensity Interior Night Red";
string UIName = "Grading Intensity Interior Red";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_g_in
float dgrademul_g_i
<
string UIName = "Grading Intensity Interior Night Green";
string UIName = "Grading Intensity Interior Green";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_b_in
float dgrademul_b_i
<
string UIName = "Grading Intensity Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_r_id
<
string UIName = "Grading Intensity Interior Day Red";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_g_id
<
string UIName = "Grading Intensity Interior Day Green";
string UIWidget = "Spinner";
> = {1.0};
float dgrademul_b_id
<
string UIName = "Grading Intensity Interior Day Blue";
string UIName = "Grading Intensity Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
/* color component contrasts */
@ -1339,39 +900,21 @@ float dgradepow_b_d
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_r_in
float dgradepow_r_i
<
string UIName = "Grading Contrast Interior Night Red";
string UIName = "Grading Contrast Interior Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_g_in
float dgradepow_g_i
<
string UIName = "Grading Contrast Interior Night Green";
string UIName = "Grading Contrast Interior Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_b_in
float dgradepow_b_i
<
string UIName = "Grading Contrast Interior Night Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_r_id
<
string UIName = "Grading Contrast Interior Day Red";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_g_id
<
string UIName = "Grading Contrast Interior Day Green";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradepow_b_id
<
string UIName = "Grading Contrast Interior Day Blue";
string UIName = "Grading Contrast Interior Blue";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
@ -1411,34 +954,19 @@ float dgradecol_b_d
string UIName = "Grading Color Day Blue";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_r_in
float dgradecol_r_i
<
string UIName = "Grading Color Interior Night Red";
string UIName = "Grading Color Interior Red";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_g_in
float dgradecol_g_i
<
string UIName = "Grading Color Interior Night Green";
string UIName = "Grading Color Interior Green";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_b_in
float dgradecol_b_i
<
string UIName = "Grading Color Interior Night Blue";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_r_id
<
string UIName = "Grading Color Interior Day Red";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_g_id
<
string UIName = "Grading Color Interior Day Green";
string UIWidget = "Spinner";
> = {1.0};
float dgradecol_b_id
<
string UIName = "Grading Color Interior Day Blue";
string UIName = "Grading Color Interior Blue";
string UIWidget = "Spinner";
> = {1.0};
/* blend factor for colorization (negative values are quite fancy) */
@ -1452,14 +980,9 @@ float dgradecolfact_d
string UIName = "Grading Color Factor Day";
string UIWidget = "Spinner";
> = {0.0};
float dgradecolfact_in
float dgradecolfact_i
<
string UIName = "Grading Color Factor Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float dgradecolfact_id
<
string UIName = "Grading Color Factor Interior Day";
string UIName = "Grading Color Factor Interior";
string UIWidget = "Spinner";
> = {0.0};
/* HSV grading */
@ -1479,14 +1002,9 @@ float dgradesatmul_d
string UIName = "Grading Saturation Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatmul_in
float dgradesatmul_i
<
string UIName = "Grading Saturation Intensity Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatmul_id
<
string UIName = "Grading Saturation Intensity Interior Day";
string UIName = "Grading Saturation Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* saturation power */
@ -1500,14 +1018,9 @@ float dgradesatpow_d
string UIName = "Grading Saturation Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatpow_in
float dgradesatpow_i
<
string UIName = "Grading Saturation Contrast Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatpow_id
<
string UIName = "Grading Saturation Contrast Interior Day";
string UIName = "Grading Saturation Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value multiplier */
@ -1521,14 +1034,9 @@ float dgradevalmul_d
string UIName = "Grading Value Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalmul_in
float dgradevalmul_i
<
string UIName = "Grading Value Intensity Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalmul_id
<
string UIName = "Grading Value Intensity Interior Day";
string UIName = "Grading Value Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value power */
@ -1542,14 +1050,9 @@ float dgradevalpow_d
string UIName = "Grading Value Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalpow_in
float dgradevalpow_i
<
string UIName = "Grading Value Contrast Interior Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalpow_id
<
string UIName = "Grading Value Contrast Interior Day";
string UIName = "Grading Value Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
bool dcolorizeafterhsv