MariENB FNV 2.5.1
This commit is contained in:
parent
96e182c49b
commit
fb5dca59c5
18 changed files with 486 additions and 1990 deletions
|
|
@ -1 +1 @@
|
|||
2.5.0-1 "Cazador Waifu"
|
||||
2.5.1nv "Cazador Waifu"
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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};
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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
|
||||
{
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Binary file not shown.
|
Before Width: | Height: | Size: 736 KiB After Width: | Height: | Size: 2.6 MiB |
Binary file not shown.
|
Before Width: | Height: | Size: 2.1 MiB |
|
|
@ -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
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 302 KiB After Width: | Height: | Size: 302 KiB |
Binary file not shown.
|
Before Width: | Height: | Size: 302 KiB |
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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>;
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Reference in a new issue