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MariENB FROST 3.2.1b

This commit is contained in:
Marisa the Magician 2019-04-07 17:51:27 +02:00
commit ff9462ea24
10 changed files with 244 additions and 462 deletions

View file

@ -21,11 +21,11 @@ Brightness=1.0
GammaCurve=1.0
[TIMEOFDAY]
DawnDuration=2.0
SunriseTime=6.0
DawnDuration=1.0
SunriseTime=7.5
DayTime=12.0
SunsetTime=18.0
DuskDuration=2.0
SunsetTime=17.5
DuskDuration=1.0
NightTime=0.0
[ADAPTATION]
@ -41,11 +41,11 @@ ApertureTime=1.0
[BLOOM]
IgnoreWeatherSystem=true
AmountDawn=1.1
AmountSunrise=1.2
AmountDawn=1.0
AmountSunrise=1.0
AmountDay=1.0
AmountSunset=1.2
AmountDusk=1.1
AmountSunset=1.0
AmountDusk=1.0
AmountNight=1.0
AmountInteriorDay=1.0
AmountInteriorNight=1.0
@ -64,31 +64,31 @@ AmountInteriorNight=1.0
[SKY]
IgnoreWeatherSystem=true
Enable=true
GradientIntensityDawn=1.17
GradientIntensitySunrise=1.11
GradientIntensityDay=1.15
GradientIntensitySunset=1.110001
GradientIntensityDusk=1.160001
GradientIntensityNight=1.140001
GradientIntensityInteriorDay=1.12
GradientIntensityInteriorNight=1.14
GradientDesaturationDawn=0.38
GradientDesaturationSunrise=0.3
GradientDesaturationDay=0.24
GradientDesaturationSunset=0.29
GradientDesaturationDusk=0.35
GradientDesaturationNight=0.49
GradientDesaturationInteriorDay=0.22
GradientDesaturationInteriorNight=0.42
GradientIntensityDawn=1.04
GradientIntensitySunrise=1.12
GradientIntensityDay=1.18
GradientIntensitySunset=1.100001
GradientIntensityDusk=1.040001
GradientIntensityNight=1.010001
GradientIntensityInteriorDay=1.18
GradientIntensityInteriorNight=1.03
GradientDesaturationDawn=0.04
GradientDesaturationSunrise=0.06
GradientDesaturationDay=0.1
GradientDesaturationSunset=0.07
GradientDesaturationDusk=0.04
GradientDesaturationNight=0.02
GradientDesaturationInteriorDay=0.15
GradientDesaturationInteriorNight=0.03
GradientTopIntensityDawn=0.59
GradientTopIntensitySunrise=0.8
GradientTopIntensityDay=0.920001
GradientTopIntensitySunset=0.72
GradientTopIntensityDusk=0.52
GradientTopIntensityNight=0.43
GradientTopIntensityDawn=0.82
GradientTopIntensitySunrise=0.87
GradientTopIntensityDay=0.990001
GradientTopIntensitySunset=0.86
GradientTopIntensityDusk=0.78
GradientTopIntensityNight=0.64
GradientTopIntensityInteriorDay=0.97
GradientTopIntensityInteriorNight=0.48
GradientTopIntensityInteriorNight=0.63
GradientTopCurveDawn=0.87
GradientTopCurveSunrise=0.82
GradientTopCurveDay=0.97
@ -102,82 +102,82 @@ GradientTopColorFilterSunrise=0.812, 0.859, 0.953
GradientTopColorFilterDay=0.941, 0.992, 0.996
GradientTopColorFilterSunset=0.839, 0.875, 0.949
GradientTopColorFilterDusk=0.902, 0.824, 0.965
GradientTopColorFilterNight=0.867, 0.753, 0.886
GradientTopColorFilterNight=0.718, 0.702, 0.937
GradientTopColorFilterInteriorDay=0.949, 0.996, 0.992
GradientTopColorFilterInteriorNight=0.898, 0.835, 0.906
GradientMiddleIntensityDawn=1.1
GradientMiddleIntensitySunrise=1.13
GradientMiddleIntensityDay=1.18
GradientMiddleIntensitySunset=1.13
GradientMiddleIntensityDusk=1.11
GradientMiddleIntensityNight=1.09
GradientMiddleIntensityInteriorDay=1.1
GradientMiddleIntensityInteriorNight=1.09
GradientMiddleIntensityDawn=0.92
GradientMiddleIntensitySunrise=0.95
GradientMiddleIntensityDay=0.99
GradientMiddleIntensitySunset=0.96
GradientMiddleIntensityDusk=0.91
GradientMiddleIntensityNight=0.88
GradientMiddleIntensityInteriorDay=1.0
GradientMiddleIntensityInteriorNight=0.87
GradientMiddleCurveDawn=0.86
GradientMiddleCurveSunrise=0.85
GradientMiddleCurveDay=0.72
GradientMiddleCurveDay=0.93
GradientMiddleCurveSunset=0.85
GradientMiddleCurveDusk=0.8
GradientMiddleCurveNight=0.91
GradientMiddleCurveInteriorDay=0.74
GradientMiddleCurveInteriorNight=0.92
GradientMiddleCurveNight=0.76
GradientMiddleCurveInteriorDay=0.9
GradientMiddleCurveInteriorNight=0.73
GradientMiddleColorFilterDawn=0.78, 0.753, 0.988
GradientMiddleColorFilterSunrise=0.729, 0.843, 0.988
GradientMiddleColorFilterDay=0.847, 0.914, 0.957
GradientMiddleColorFilterSunset=0.792, 0.835, 0.973
GradientMiddleColorFilterDusk=0.733, 0.741, 0.984
GradientMiddleColorFilterNight=0.871, 0.929, 0.996
GradientMiddleColorFilterNight=0.757, 0.871, 0.992
GradientMiddleColorFilterInteriorDay=0.82, 0.878, 0.969
GradientMiddleColorFilterInteriorNight=0.906, 0.882, 0.945
GradientMiddleColorFilterInteriorNight=0.737, 0.733, 0.984
GradientHorizonIntensityDawn=1.11
GradientHorizonIntensitySunrise=1.07
GradientHorizonIntensityDay=1.050001
GradientHorizonIntensitySunset=1.08
GradientHorizonIntensityDusk=1.1
GradientHorizonIntensityNight=1.03
GradientHorizonIntensityInteriorDay=1.03
GradientHorizonIntensityInteriorNight=1.1
GradientHorizonCurveDawn=0.93
GradientHorizonCurveSunrise=0.95
GradientHorizonIntensityDawn=0.56
GradientHorizonIntensitySunrise=0.71
GradientHorizonIntensityDay=0.870001
GradientHorizonIntensitySunset=0.71
GradientHorizonIntensityDusk=0.57
GradientHorizonIntensityNight=0.110001
GradientHorizonIntensityInteriorDay=1.0
GradientHorizonIntensityInteriorNight=0.93
GradientHorizonCurveDawn=0.62
GradientHorizonCurveSunrise=0.84
GradientHorizonCurveDay=0.92
GradientHorizonCurveSunset=0.94
GradientHorizonCurveDusk=0.92
GradientHorizonCurveNight=0.97
GradientHorizonCurveSunset=0.85
GradientHorizonCurveDusk=0.6
GradientHorizonCurveNight=0.55
GradientHorizonCurveInteriorDay=0.9
GradientHorizonCurveInteriorNight=0.98
GradientHorizonColorFilterDawn=0.757, 0.792, 0.882
GradientHorizonColorFilterSunrise=0.875, 0.929, 0.992
GradientHorizonColorFilterDay=0.89, 0.984, 0.961
GradientHorizonColorFilterSunset=0.784, 0.851, 0.949
GradientHorizonColorFilterSunset=0.757, 0.878, 0.976
GradientHorizonColorFilterDusk=0.882, 0.89, 0.953
GradientHorizonColorFilterNight=0.773, 0.827, 0.929
GradientHorizonColorFilterNight=0.624, 0.796, 0.976
GradientHorizonColorFilterInteriorDay=0.788, 0.91, 0.953
GradientHorizonColorFilterInteriorNight=0.851, 0.863, 0.89
CloudsIntensityDawn=0.58
CloudsIntensitySunrise=0.870001
CloudsIntensityDay=1.180001
CloudsIntensitySunset=0.860001
CloudsIntensityDusk=0.540001
CloudsIntensityNight=0.330001
CloudsIntensityInteriorDay=0.94
CloudsIntensityInteriorNight=0.28
CloudsCurveDawn=1.06
CloudsCurveSunrise=1.01
CloudsIntensityDawn=0.71
CloudsIntensitySunrise=0.950001
CloudsIntensityDay=1.030001
CloudsIntensitySunset=0.920001
CloudsIntensityDusk=0.760001
CloudsIntensityNight=0.610001
CloudsIntensityInteriorDay=1.0
CloudsIntensityInteriorNight=0.62
CloudsCurveDawn=1.13
CloudsCurveSunrise=1.09
CloudsCurveDay=1.0
CloudsCurveSunset=1.02
CloudsCurveDusk=1.06
CloudsCurveNight=1.07
CloudsCurveInteriorDay=0.97
CloudsCurveInteriorNight=1.08
CloudsCurveSunset=1.1
CloudsCurveDusk=1.19
CloudsCurveNight=1.25
CloudsCurveInteriorDay=1.02
CloudsCurveInteriorNight=1.2
CloudsDesaturationDawn=0.28
CloudsDesaturationSunrise=0.22
CloudsDesaturationDay=0.33
CloudsDesaturationSunset=0.21
CloudsDesaturationDusk=0.26
CloudsDesaturationNight=0.32
CloudsDesaturationNight=0.13
CloudsDesaturationInteriorDay=0.31
CloudsDesaturationInteriorNight=0.28
CloudsOpacityDawn=0.81
@ -188,23 +188,23 @@ CloudsOpacityDusk=0.82
CloudsOpacityNight=0.73
CloudsOpacityInteriorDay=0.97
CloudsOpacityInteriorNight=0.71
CloudsColorFilterDawn=0.847, 0.753, 0.996
CloudsColorFilterDawn=0.796, 0.757, 0.992
CloudsColorFilterSunrise=0.792, 0.816, 0.973
CloudsColorFilterDay=0.937, 0.965, 0.984
CloudsColorFilterSunset=0.729, 0.839, 0.965
CloudsColorFilterDusk=0.678, 0.62, 0.973
CloudsColorFilterNight=0.718, 0.553, 0.882
CloudsColorFilterDusk=0.773, 0.78, 0.984
CloudsColorFilterNight=0.804, 0.871, 0.976
CloudsColorFilterInteriorDay=0.788, 0.886, 0.914
CloudsColorFilterInteriorNight=0.678, 0.549, 0.871
CloudsColorFilterInteriorNight=0.792, 0.808, 0.957
SunIntensityDawn=4.0
SunIntensitySunrise=6.0
SunIntensityDay=5.0
SunIntensitySunset=6.0
SunIntensityDusk=4.0
SunIntensityNight=3.0
SunIntensityInteriorDay=5.0
SunIntensityInteriorNight=3.0
SunIntensityDawn=1.91
SunIntensitySunrise=2.45
SunIntensityDay=2.02
SunIntensitySunset=2.43
SunIntensityDusk=1.95
SunIntensityNight=1.15
SunIntensityInteriorDay=2.02
SunIntensityInteriorNight=1.19
SunDesaturationDawn=0.11
SunDesaturationSunrise=0.2
SunDesaturationDay=0.35
@ -248,14 +248,14 @@ MoonColorFilterInteriorDay=1, 1, 1
MoonColorFilterInteriorNight=0.455, 0.522, 0.816
[ENVIRONMENT]
IgnoreWeatherSystem=true
DirectLightingIntensityDawn=2.45
DirectLightingIntensitySunrise=2.9
DirectLightingIntensityDay=3.59
DirectLightingIntensitySunset=2.73
DirectLightingIntensityDusk=2.31
DirectLightingIntensityNight=1.98
DirectLightingIntensityInteriorDay=3.85
DirectLightingIntensityInteriorNight=2.12
DirectLightingIntensityDawn=1.33
DirectLightingIntensitySunrise=1.47
DirectLightingIntensityDay=1.71
DirectLightingIntensitySunset=1.52
DirectLightingIntensityDusk=1.27
DirectLightingIntensityNight=1.05
DirectLightingIntensityInteriorDay=1.64
DirectLightingIntensityInteriorNight=1.09
DirectLightingDesaturationDawn=0.16
DirectLightingDesaturationSunrise=0.25
DirectLightingDesaturationDay=0.29
@ -273,10 +273,10 @@ DirectLightingColorFilterNight=0.722, 0.71, 0.976
DirectLightingColorFilterInteriorDay=0.98, 0.953, 0.941
DirectLightingColorFilterInteriorNight=0.886, 0.863, 0.996
AmbientLightingIntensityDawn=0.42
AmbientLightingIntensitySunrise=0.61
AmbientLightingIntensityDay=0.87
AmbientLightingIntensitySunset=0.66
AmbientLightingIntensityDusk=0.44
AmbientLightingIntensitySunrise=0.71
AmbientLightingIntensityDay=0.9
AmbientLightingIntensitySunset=0.72
AmbientLightingIntensityDusk=0.46
AmbientLightingIntensityNight=0.13
AmbientLightingIntensityInteriorDay=0.15
AmbientLightingIntensityInteriorNight=0.12

View file

@ -1 +1 @@
3.2.0 BETA "Let Go"
3.2.1 BETA "Let Go"

View file

@ -1,42 +1,42 @@
[ENBBLOOM.FX]
TECHNIQUE=2
Bloom Intensity Night=0.69
Bloom Intensity Day=0.38
Bloom Intensity Interior=0.53
Bloom Contrast Night=1.07
Bloom Contrast Day=1.18
Bloom Contrast Interior=1.11
Bloom Saturation Night=1.05
Bloom Saturation Day=1.03
Bloom Saturation Interior=1.05
Bloom Offset Night=-0.02
Bloom Intensity Night=0.33
Bloom Intensity Day=0.25
Bloom Intensity Interior=0.29
Bloom Contrast Night=0.94
Bloom Contrast Day=0.98
Bloom Contrast Interior=0.94
Bloom Saturation Night=0.97
Bloom Saturation Day=0.93
Bloom Saturation Interior=0.95
Bloom Offset Night=-0.03
Bloom Offset Day=-0.07
Bloom Offset Interior=-0.04
Bloom Intensity Cap Night=10.0
Bloom Intensity Cap Day=10.0
Bloom Intensity Cap Interior=10.0
Bloom Intensity Cap Night=2.0
Bloom Intensity Cap Day=2.0
Bloom Intensity Cap Interior=2.0
Bloom Blur Radius=1.0
Blue Shift Night=0.294, 0.424, 0.859
Blue Shift Day=0.22, 0.537, 0.855
Blue Shift Interior=0.337, 0.525, 0.878
Blue Shift Intensity Night=0.97
Blue Shift Intensity Day=0.71
Blue Shift Intensity Interior=0.84
Blue Shift Luminance Factor Per-pass=0.33
Blue Shift Intensity Night=0.17
Blue Shift Intensity Day=0.11
Blue Shift Intensity Interior=0.14
Blue Shift Luminance Factor Per-pass=0.61
Blue Shift Color Factor Per-pass=0.79
Enable Anamorphic Bloom=true
Anamorphic Bloom Blend Night=0.51
Anamorphic Bloom Blend Day=0.32
Anamorphic Bloom Blend Interior=0.45
Anamorphic Bloom Blend Night=0.37
Anamorphic Bloom Blend Day=0.29
Anamorphic Bloom Blend Interior=0.34
Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
Anamorphic Bloom Blue Shift Intensity Night=1.94
Anamorphic Bloom Blue Shift Intensity Day=1.59
Anamorphic Bloom Blue Shift Intensity Interior=1.85
Anamorphic Bloom Contrast Night=1.13
Anamorphic Bloom Contrast Day=1.06
Anamorphic Bloom Contrast Interior=1.09
Anamorphic Bloom Blue Shift Intensity Night=0.44
Anamorphic Bloom Blue Shift Intensity Day=0.36
Anamorphic Bloom Blue Shift Intensity Interior=0.4
Anamorphic Bloom Contrast Night=1.4
Anamorphic Bloom Contrast Day=1.43
Anamorphic Bloom Contrast Interior=1.44
Anamorphic Bloom Radius Multiplier=1.0
Bloom Intensity Interior Night=1.33
Bloom Intensity Interior Day=1.26
@ -80,12 +80,12 @@ Anamorphic Bloom Blue Shift Interior Night=1.86
Anamorphic Bloom Blue Shift Interior Day=1.86
Anamorphic Bloom Contrast Interior Night=1.12
Anamorphic Bloom Contrast Interior Day=1.22
Bloom Pass 1 Blend=0.29
Bloom Pass 2 Blend=0.57
Bloom Pass 3 Blend=0.86
Bloom Pass 4 Blend=1.14
Bloom Pass 5 Blend=1.43
Bloom Pass 6 Blend=1.71
Bloom Pass 1 Blend=0.91
Bloom Pass 2 Blend=0.85
Bloom Pass 3 Blend=0.76
Bloom Pass 4 Blend=0.54
Bloom Pass 5 Blend=0.43
Bloom Pass 6 Blend=0.35
Enable Lens Dirt=false
Dirt Pass 1 Blend=0.08
Dirt Pass 2 Blend=0.25
@ -97,7 +97,7 @@ Dirt Contrast=2.069999
Dirt Factor=0.53
Bloom Blur Radius X=1.0
Bloom Blur Radius Y=1.0
Bloom Single Pass Blend=0.81
Bloom Single Pass Blend=0.65
Dirt Single Pass Blend=1.43
Dirt Saturation=0.38
Bloom Angle=0.0

View file

@ -49,12 +49,12 @@ Focus Triangle Blending Interior=0.8
Focus Maximum Depth Night=990.0
Focus Maximum Depth Day=994.0
Focus Maximum Depth Interior=988.0
DOF Intensity Night=280.0
DOF Intensity Day=250.0
DOF Intensity Interior=280.0
DOF Contrast Night=3.0
DOF Contrast Day=3.7
DOF Contrast Interior=3.6
DOF Intensity Night=471.689972
DOF Intensity Day=421.940002
DOF Intensity Interior=438.609985
DOF Contrast Night=3.31
DOF Contrast Day=3.76
DOF Contrast Interior=3.52
DOF Shift Night=0.0
DOF Shift Day=0.0
DOF Shift Interior=0.0
@ -70,19 +70,19 @@ DOF Fixed Focus Shift Interior=-0.01
DOF Fixed Focus Blend Night=1.0
DOF Fixed Focus Blend Day=1.0
DOF Fixed Focus Blend Interior=1.0
DOF Fixed Unfocus Intensity Night=1.49
DOF Fixed Unfocus Intensity Day=1.39
DOF Fixed Unfocus Intensity Interior=1.43
DOF Fixed Unfocus Contrast Night=125.0
DOF Fixed Unfocus Contrast Day=220.0
DOF Fixed Unfocus Contrast Interior=165.0
DOF Fixed Unfocus Shift Night=-1.06
DOF Fixed Unfocus Shift Day=-1.1
DOF Fixed Unfocus Shift Interior=-1.08
DOF Fixed Unfocus Intensity Night=1.19
DOF Fixed Unfocus Intensity Day=1.14
DOF Fixed Unfocus Intensity Interior=1.18
DOF Fixed Unfocus Contrast Night=96.980003
DOF Fixed Unfocus Contrast Day=128.149994
DOF Fixed Unfocus Contrast Interior=102.529999
DOF Fixed Unfocus Shift Night=-0.88
DOF Fixed Unfocus Shift Day=-0.96
DOF Fixed Unfocus Shift Interior=-0.85
DOF Fixed Unfocus Blend Night=1.0
DOF Fixed Unfocus Blend Day=1.0
DOF Fixed Unfocus Blend Interior=1.0
DOF Fixed Use Cutoff=true
DOF Fixed Use Cutoff=false
Disable DOF=false
DOF Gather Blur Radius=8.0
Debug Depth=false
@ -184,7 +184,7 @@ Frost Factor Night=1.16
Frost Factor Interior=0.27
DOF Bilateral Factor=20.0
DOF Bilateral Radius=1.0
DOF Blur Radius=10.0
DOF Blur Radius=8.0
DOF Blur Chromatic Aberration=1.5
Focus Plane Horizontal Tilt Center=0.5
Focus Plane Vertical Tilt Center=0.5

View file

@ -418,19 +418,6 @@ bool vgradeenable
string UIName = "Enable Vanilla Imagespace";
string UIWidget = "Checkbox";
> = {true};
string str_dither = "Dithering";
bool dodither
<
string UIName = "Enable Post Dither";
string UIWidget = "Checkbox";
> = {true};
int dither
<
string UIName = "Dither Pattern";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 4;
> = {4};
string str_debug = "Debugging";
bool bloomdebug
<
@ -443,53 +430,6 @@ bool adaptdebug
string UIWidget = "Checkbox";
> = {false};
/*
dithering threshold maps
don't touch unless you know what you're doing
*/
static const float checkers[4] =
{
1.0,0.0,
0.0,1.0
};
#define d(x) x/4.0
static const float ordered2[4] =
{
d(0),d(2),
d(4),d(2)
};
#undef d
#define d(x) x/9.0
static const float ordered3[9] =
{
d(2),d(6),d(3),
d(5),d(0),d(8),
d(1),d(7),d(4)
};
#undef d
#define d(x) x/16.0
static const float ordered4[16] =
{
d( 0),d( 8),d( 2),d(10),
d(12),d( 4),d(14),d( 6),
d( 3),d(11),d( 1),d( 9),
d(15),d( 7),d(13),d( 5)
};
#undef d
#define d(x) x/64.0
static const float ordered8[64] =
{
d( 0),d(48),d(12),d(60),d( 3),d(51),d(15),d(63),
d(32),d(16),d(44),d(28),d(35),d(19),d(47),d(31),
d( 8),d(56),d( 4),d(52),d(11),d(59),d( 7),d(55),
d(40),d(24),d(36),d(20),d(43),d(27),d(39),d(23),
d( 2),d(50),d(14),d(62),d( 1),d(49),d(13),d(61),
d(34),d(18),d(46),d(30),d(33),d(17),d(45),d(29),
d(10),d(58),d( 6),d(54),d( 9),d(57),d( 5),d(53),
d(42),d(26),d(38),d(22),d(41),d(25),d(37),d(21)
};
#undef d
float4 Timer;
float4 ScreenSize;
float ENightDayFactor;
@ -698,24 +638,6 @@ float3 Technicolor( float3 res )
float3 tint = float3(green*blue,red*blue,red*green)*res;
return lerp(res,res+0.5*(tint-res),techblend);
}
/* post-pass dithering, something apparently only my ENB does */
float3 Dither( float3 res, float2 coord )
{
float2 rcoord = coord*float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float3 col = res;
float dml = (1.0/256.0);
if ( dither == 1 )
col += ordered2[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
else if ( dither == 2 )
col += ordered3[int(rcoord.x%3)+3*int(rcoord.y%3)]*dml-0.5*dml;
else if ( dither == 3 )
col += ordered4[int(rcoord.x%4)+4*int(rcoord.y%4)]*dml-0.5*dml;
else if ( dither == 4 )
col += ordered8[int(rcoord.x%8)+8*int(rcoord.y%8)]*dml-0.5*dml;
else col += checkers[int(rcoord.x%2)+2*int(rcoord.y%2)]*dml-0.5*dml;
col = (trunc(col*256.0)/256.0);
return col;
}
/* Fuzzy */
float3 FilmGrain( float3 res, float2 coord )
{
@ -867,7 +789,6 @@ float4 PS_Draw( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
res.rgb = Params01[5].rgb*Params01[5].a+res.rgb*(1.0-Params01[5].a);
if ( adaptdebug ) res.rgb = TextureAdaptation.Sample(Sampler1,coord).x;
res.rgb = max(0,res.rgb);
if ( dodither ) res.rgb = Dither(res.rgb,coord);
res.a = 1.0;
return res;
}

View file

@ -2,52 +2,52 @@
TECHNIQUE=1
Enable Grain=true
Grain Speed=25.0
Grain Intensity=1.57
Grain Intensity=0.6
Grain Saturation=-0.64
Grain Two-Pass=true
Grain Blending Mode=3
Grain Dark Mask Contrast=29.74
Grain Dark Mask Contrast=45.689999
Grain Two-Pass Factor=0.04
Grain Magnification=13.3, 19.6, 17.4
Grain Pass 1 Magnification=2.05, 3.11, 2.22
Grain Pass 2 Magnification=4.25, 0.42, 6.29
Grain Pass 2 Magnification=4.25, 9.42, 6.29
Grain Contrast=4.27
Enable Tonemapping=true
Tonemap Shoulder Strength Night=0.89
Tonemap Shoulder Strength Day=0.94
Tonemap Shoulder Strength Interior=0.9
Tonemap Linear Strength Night=0.59
Tonemap Linear Strength Day=0.46
Tonemap Linear Strength Interior=0.5
Tonemap Linear Angle Night=0.25
Tonemap Linear Angle Day=0.41
Tonemap Shoulder Strength Night=0.55
Tonemap Shoulder Strength Day=0.5
Tonemap Shoulder Strength Interior=0.66
Tonemap Linear Strength Night=1.29
Tonemap Linear Strength Day=1.2
Tonemap Linear Strength Interior=1.14
Tonemap Linear Angle Night=0.53
Tonemap Linear Angle Day=0.59
Tonemap Linear Angle Interior=0.35
Tonemap Toe Strength Night=2.43
Tonemap Toe Strength Day=2.59
Tonemap Toe Strength Interior=2.51
Tonemap Toe Numerator Night=3.79
Tonemap Toe Numerator Day=3.92
Tonemap Toe Numerator Interior=3.81
Tonemap Toe Denominator Night=1.52
Tonemap Toe Denominator Day=1.41
Tonemap Toe Denominator Interior=1.45
Tonemap Linear White Night=1.17
Tonemap Linear White Day=1.23
Tonemap Linear White Interior=1.189999
Tonemap Toe Strength Night=1.18
Tonemap Toe Strength Day=1.34
Tonemap Toe Strength Interior=1.37
Tonemap Toe Numerator Night=2.43
Tonemap Toe Numerator Day=2.65
Tonemap Toe Numerator Interior=2.55
Tonemap Toe Denominator Night=1.18
Tonemap Toe Denominator Day=1.22
Tonemap Toe Denominator Interior=1.11
Tonemap Linear White Night=2.51
Tonemap Linear White Day=2.35
Tonemap Linear White Interior=1.739999
Enable RGB Grading=true
Grading Intensity Night=0.97, 1.01, 1
Grading Intensity Day=0.97, 1.01, 1
Grading Intensity Interior=0.98, 0.92, 1.02
Grading Intensity Night=0.97, 0.95, 1
Grading Intensity Day=0.97, 0.95, 0.93
Grading Intensity Interior=0.97, 0.95, 0.94
Grading Contrast Night=0.98, 0.95, 0.94
Grading Contrast Day=0.97, 1.02, 0.91
Grading Contrast Interior=0.98, 0.92, 0.93
Grading Contrast Day=0.96, 0.95, 0.93
Grading Contrast Interior=0.98, 0.95, 0.88
Enable Vibrance Grading=true
Grading Color Night=-0.44, -0.18, -1.02
Grading Color Day=0.23, 0.24, -0.92
Grading Color Interior=-0.2, -0.42, -0.63
Grading Color Factor Night=-0.2
Grading Color Factor Day=-0.14
Grading Color Factor Interior=-0.18
Grading Color Day=-0.04, -0.06, -0.74
Grading Color Interior=-0.2, -0.05, -0.82
Grading Color Factor Night=-0.08
Grading Color Factor Day=-0.11
Grading Color Factor Interior=-0.1
Enable HSV Grading=true
Grading Saturation Intensity Night=1.13
Grading Saturation Intensity Day=1.07
@ -55,17 +55,17 @@ Grading Saturation Intensity Interior=1.09
Grading Saturation Contrast Night=1.28
Grading Saturation Contrast Day=1.13
Grading Saturation Contrast Interior=1.17
Grading Value Intensity Night=1.02
Grading Value Intensity Day=1.04
Grading Value Intensity Interior=1.03
Grading Value Contrast Night=1.33
Grading Value Contrast Day=1.25
Grading Value Contrast Interior=1.29
Grading Value Intensity Night=0.87
Grading Value Intensity Day=0.91
Grading Value Intensity Interior=0.93
Grading Value Contrast Night=1.15
Grading Value Contrast Day=1.06
Grading Value Contrast Interior=1.03
Colorize After HSV=true
Enable LUT Grading=true
LUT Blend Night=0.3
LUT Blend Day=0.35
LUT Blend Interior=0.32
LUT Blend Night=0.24
LUT Blend Day=0.3
LUT Blend Interior=0.27
Enable Post Dither=false
Dither Pattern=4
Display Bloom=false
@ -142,7 +142,7 @@ LUT Blend Interior Night=0.39
LUT Blend Interior Day=0.45
Display Adaptation=false
Enable Technicolor=true
Technicolor Blend=1.0
Technicolor Blend=0.6
Apply Grain Before Tone Mapping=true
Enable Adaptation=true
Enable Vanilla Tone Mapping=true

View file

@ -108,17 +108,15 @@ int vgapal
-1 : No dithering, just raw banding
0 : 2x2 checkerboard dithering, looks like ass
1 : 2x2 ordered dithering
2 : 3x3 ordered dithering
3 : 4x4 ordered dithering
4 : 8x8 ordered dithering
2 : 8x8 ordered dithering
*/
int dither
<
string UIName = "Dithering Pattern";
string UIWidget = "Spinner";
int UIMin = -1;
int UIMax = 4;
> = {4};
int UIMax = 2;
> = {2};
/* gamma modifier for base color, lower values raise midtones and viceversa */
float bgamma
<
@ -306,6 +304,25 @@ float lsharpblend
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.2};
/* very cinematic black bars */
string str_box = "Black Bars";
bool boxenable
<
string UIName = "Enable Black Bars";
string UIWidget = "Checkbox";
> = {false};
float boxh
<
string UIName = "Box Horizontal Ratio";
string UIWidget = "Spinner";
float UIMin = 1.0;
> = {2.39};
float boxv
<
string UIName = "Box Vertical Ratio";
string UIWidget = "Spinner";
float UIMin = 1.0;
> = {1.0};
/*
dithering threshold maps
@ -323,23 +340,6 @@ static const float ordered2[4] =
d(4),d(2)
};
#undef d
#define d(x) x/9.0
static const float ordered3[9] =
{
d(2),d(6),d(3),
d(5),d(0),d(8),
d(1),d(7),d(4)
};
#undef d
#define d(x) x/16.0
static const float ordered4[16] =
{
d( 0),d( 8),d( 2),d(10),
d(12),d( 4),d(14),d( 6),
d( 3),d(11),d( 1),d( 9),
d(15),d( 7),d(13),d( 5)
};
#undef d
#define d(x) x/64.0
static const float ordered8[64] =
{
@ -363,14 +363,6 @@ float4 ScreenSize;
Texture2D TextureOriginal;
Texture2D TextureColor;
Texture2D TextureDepth;
Texture2D TextureFont
<
string ResourceName = "menbvgaluma.png";
>;
Texture2D TextureDots
<
string ResourceName = "menbdots.png";
>;
Texture2D TextureCGA
<
string ResourceName = "menbcgalut.png";
@ -396,22 +388,6 @@ SamplerState SamplerB
AddressU = Border;
AddressV = Border;
};
SamplerState SamplerFont
{
Filter = MIN_LINEAR_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
MaxLOD = 0;
MinLOD = 0;
};
SamplerState SamplerDots
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
MaxLOD = 0;
MinLOD = 0;
};
SamplerState SamplerLUT
{
Filter = MIN_MAG_MIP_POINT;
@ -473,10 +449,6 @@ float4 ReducePrepass( in float4 col, in float2 coord )
else if ( dither == 1 )
col += bdbump+ordered2[int(coord.x%2)+2*int(coord.y%2)]*bdmult;
else if ( dither == 2 )
col += bdbump+ordered3[int(coord.x%3)+3*int(coord.y%3)]*bdmult;
else if ( dither == 3 )
col += bdbump+ordered4[int(coord.x%4)+4*int(coord.y%4)]*bdmult;
else if ( dither == 4 )
col += bdbump+ordered8[int(coord.x%8)+8*int(coord.y%8)]*bdmult;
col = saturate(col);
return col;
@ -574,41 +546,6 @@ float4 PS_Retro( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
return res;
}
/* ASCII art (more like CP437 art) */
float4 PS_ASCII( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
float4 res = TextureColor.Sample(Sampler,coord);
if ( !asciienable ) return res;
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 fresl = float2(FONT_WIDTH,FONT_HEIGHT);
float2 cresl = float2(GLYPH_WIDTH,GLYPH_HEIGHT);
float2 bscl = floor(bresl/cresl);
/*
Here I use the "cheap" method, based on the overall luminance of each
glyph, rather than attempt to search for the best fitting glyph for
each cell. If you want to know why, take a look at the ASCII filter
bundled with the Dolphin emulator, and be prepared for the resulting
seconds per frame it runs at. The calculations needed for such a filter
are completely insane even for the highest-end GPUs.
*/
float3 col = TextureOriginal.Sample(Sampler,floor(bscl*coord)/bscl).rgb;
int lum = clamp(luminance(col)*FONT_LEVELS,0,FONT_LEVELS);
float2 itx = floor(coord*bresl);
float2 blk = floor(itx/cresl)*cresl;
float2 ofs = itx-blk;
ofs.y += lum*cresl.y;
ofs /= fresl;
float gch = TextureFont.Sample(SamplerFont,ofs).x;
if ( gch < 0.5 ) res.rgb = res.rgb*asciiblend;
else
{
if ( asciimono ) res.rgb = 1.0;
else res.rgb = col;
}
return res;
}
float4 PS_ChromaKey( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
@ -619,87 +556,6 @@ float4 PS_ChromaKey( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
return res;
}
/* 2x2 RGBI dot matrix, not even close to anything that exists IRL but meh */
float4 PS_DotMatrix( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
float4 res = TextureColor.Sample(Sampler,coord);
if ( !dotenable ) return res;
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
bresl.xy *= 1.0/(dotsize*2.0);
float4 dac = float4(res.r*0.5,res.g*0.5,res.b*0.5,
(res.r+res.g+res.b)/6.0);
/*
There are two types of CRTs: aperture grille and shadow mask.
The former is blurry and has scanlines (rather big ones, even), but
is cheap to emulate; while the latter is the one most known for its
crisp, square pixels with minimal distortion. Most individuals into
this whole "retro graphics" stuff prefer aperture grille, which
looks like shit, then again, that's the sort of visual quality they
want. The main issue with shadow mask CRTs is that it's impossible
to accurately emulate them unless done on a screen with a HUGE
resolution. After all, the subpixels need to be clearly visible, and
if on top of it you add curvature distortion, you need to reduce
moire patterns that will inevitably show up at low resolutions.
It would be more desirable to eventually have flat panels that can
display arbitrary resolutions using a form of scaling that preserves
square pixels with unnoticeable distortion (typically, with nearest
neighbour you'd get some pixels that are bigger/smaller than others
if the upscale resolution isn't an integer multiple of the real
resolution.
This 2x2 RGBI thing is a rather naïve filter I made many years ago,
it looks unlike any real CRT, but scales well. Its only problem is
moire patterns when using the default size of 2x2.
*/
float4 dots = TextureDots.Sample(SamplerDots,coord*bresl)*dac;
float3 tcol = pow(max(0,dots.rgb+dots.a),dotpow)*dotmult;
res.rgb = res.rgb*(1-dotblend)+tcol*dotblend;
return res;
}
/* that's right, CRT curvature */
float4 PS_Curvature( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
float4 res = TextureColor.Sample(Sampler,coord);
if ( !curveenable ) return res;
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl)*curvesoft;
float3 eta = float3(1+chromaab*0.009,1+chromaab*0.006,1+chromaab
*0.003);
float2 center = float2(coord.x-0.5,coord.y-0.5);
float zfact = 100.0/lenszoom;
float r2 = center.x*center.x+center.y*center.y;
float f = 1+r2*lensdist*0.01;
float x = f*zfact*center.x+0.5;
float y = f*zfact*center.y+0.5;
float2 rcoord = (f*eta.r)*zfact*(center.xy*0.5)+0.5;
float2 gcoord = (f*eta.g)*zfact*(center.xy*0.5)+0.5;
float2 bcoord = (f*eta.b)*zfact*(center.xy*0.5)+0.5;
int i,j;
float4 idist = float4(0,0,0,0);
/*
sticking a 5x5 gaussian blur with a tweakable radius in here to
attempt to reduce moire patterns in some cases. Supersampling would
be more useful for that, but ENB sucks ass through a crazy straw in
that aspect, so it would be more desirable to use GeDoSaTo (I sure
hope I can port all my stuff to it one day, at least the damn thing
is FOSS).
*/
[unroll] for ( i=-2; i<=2; i++ ) [unroll] for ( j=-2; j<=2; j++ )
{
idist += gauss3[abs(i)]*gauss3[abs(j)]
*float4(TextureColor.Sample(Sampler,rcoord+bof
*float2(i,j)).r,TextureColor.Sample(SamplerB,gcoord+bof
*float2(i,j)).g,TextureColor.Sample(SamplerB,bcoord+bof
*float2(i,j)).b,TextureColor.Sample(SamplerB,float2(x,
y)+bof*float2(i,j)).a);
}
res.rgb = idist.rgb;
return res;
}
/* Why am I doing this */
float4 PS_Blur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
@ -790,6 +646,24 @@ float4 PS_LumaSharp( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
return theywillnotheal;
}
/* ultimate super-cinematic immersive black bars */
float4 PS_Cinematic( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
float4 res = TextureColor.Sample(Sampler,coord);
if ( !boxenable ) return res;
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float sar = bresl.x/bresl.y;
float tar = boxh/boxv;
float2 box = (sar<tar)?float2(0.0,(bresl.y-(bresl.x/tar))*0.5)
:float2((bresl.x-(bresl.y*tar))*0.5,0.0);
box /= bresl;
/* this is some kind of advanced black magic I can't understand */
float2 test = saturate((coord*coord-coord)-(box*box-box));
if ( -test.x != test.y ) res *= 0.0;
return res;
}
technique11 ExtraFilters <string UIName="MariENB";>
{
pass p0
@ -843,22 +717,6 @@ technique11 ExtraFilters6
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_ASCII()));
}
}
technique11 ExtraFilters7
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_DotMatrix()));
}
}
technique11 ExtraFilters8
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_PostProcess()));
SetPixelShader(CompileShader(ps_5_0,PS_Curvature()));
SetPixelShader(CompileShader(ps_5_0,PS_Cinematic()));
}
}

View file

@ -3,7 +3,7 @@ TECHNIQUE=1
Enable Block GFX=false
Emulated Resolution=0, 0, 0
Zoom Factor=0, 0, 0
Palette Type=6
Palette Type=4
CGA Palette=0
EGA Palette=0
Dithering Pattern=-1
@ -28,15 +28,15 @@ Curve Zooming=50.200008
Curve Distortion=0.0
Curve Sampling Soften=0.0
Enable Blur=true
Blur Sampling Range=0.15
Blur Sampling Range=0.2
Enable Sharp=true
Sharp Sampling Range=0.38
Sharpening Amount=1.37
Sharp Sampling Range=0.41
Sharpening Amount=1.76
Enable Shift=false
Shift Sampling Range=0.6
Luma Sharpen Enable=true
Luma Sharpen Radius=0.8
Luma Sharpen Clamp=0.05
Luma Sharpen Clamp=0.1
Luma Sharpen Blending=8.0
Emulated Resolution Width=0.0
Emulated Resolution Height=0.0
@ -46,3 +46,6 @@ Chroma Key Red=0, 1, 0
Chroma Key Green=1.0
Chroma Key Blue=0.0
VGA Palette=0
Enable Black Bars=false
Box Horizontal Ratio=2.39
Box Vertical Ratio=1.0

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