MariENB FROST 3.2.1b
This commit is contained in:
parent
e516bebcec
commit
ff9462ea24
10 changed files with 244 additions and 462 deletions
202
enbseries.ini
202
enbseries.ini
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@ -21,11 +21,11 @@ Brightness=1.0
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GammaCurve=1.0
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[TIMEOFDAY]
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DawnDuration=2.0
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SunriseTime=6.0
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DawnDuration=1.0
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SunriseTime=7.5
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DayTime=12.0
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SunsetTime=18.0
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DuskDuration=2.0
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SunsetTime=17.5
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DuskDuration=1.0
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NightTime=0.0
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[ADAPTATION]
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@ -41,11 +41,11 @@ ApertureTime=1.0
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[BLOOM]
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IgnoreWeatherSystem=true
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AmountDawn=1.1
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AmountSunrise=1.2
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AmountDawn=1.0
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AmountSunrise=1.0
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AmountDay=1.0
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AmountSunset=1.2
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AmountDusk=1.1
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AmountSunset=1.0
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AmountDusk=1.0
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AmountNight=1.0
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AmountInteriorDay=1.0
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AmountInteriorNight=1.0
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@ -64,31 +64,31 @@ AmountInteriorNight=1.0
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[SKY]
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IgnoreWeatherSystem=true
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Enable=true
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GradientIntensityDawn=1.17
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GradientIntensitySunrise=1.11
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GradientIntensityDay=1.15
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GradientIntensitySunset=1.110001
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GradientIntensityDusk=1.160001
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GradientIntensityNight=1.140001
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GradientIntensityInteriorDay=1.12
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GradientIntensityInteriorNight=1.14
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GradientDesaturationDawn=0.38
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GradientDesaturationSunrise=0.3
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GradientDesaturationDay=0.24
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GradientDesaturationSunset=0.29
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GradientDesaturationDusk=0.35
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GradientDesaturationNight=0.49
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GradientDesaturationInteriorDay=0.22
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GradientDesaturationInteriorNight=0.42
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GradientIntensityDawn=1.04
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GradientIntensitySunrise=1.12
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GradientIntensityDay=1.18
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GradientIntensitySunset=1.100001
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GradientIntensityDusk=1.040001
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GradientIntensityNight=1.010001
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GradientIntensityInteriorDay=1.18
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GradientIntensityInteriorNight=1.03
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GradientDesaturationDawn=0.04
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GradientDesaturationSunrise=0.06
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GradientDesaturationDay=0.1
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GradientDesaturationSunset=0.07
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GradientDesaturationDusk=0.04
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GradientDesaturationNight=0.02
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GradientDesaturationInteriorDay=0.15
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GradientDesaturationInteriorNight=0.03
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GradientTopIntensityDawn=0.59
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GradientTopIntensitySunrise=0.8
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GradientTopIntensityDay=0.920001
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GradientTopIntensitySunset=0.72
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GradientTopIntensityDusk=0.52
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GradientTopIntensityNight=0.43
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GradientTopIntensityDawn=0.82
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GradientTopIntensitySunrise=0.87
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GradientTopIntensityDay=0.990001
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GradientTopIntensitySunset=0.86
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GradientTopIntensityDusk=0.78
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GradientTopIntensityNight=0.64
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GradientTopIntensityInteriorDay=0.97
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GradientTopIntensityInteriorNight=0.48
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GradientTopIntensityInteriorNight=0.63
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GradientTopCurveDawn=0.87
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GradientTopCurveSunrise=0.82
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GradientTopCurveDay=0.97
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@ -102,82 +102,82 @@ GradientTopColorFilterSunrise=0.812, 0.859, 0.953
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GradientTopColorFilterDay=0.941, 0.992, 0.996
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GradientTopColorFilterSunset=0.839, 0.875, 0.949
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GradientTopColorFilterDusk=0.902, 0.824, 0.965
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GradientTopColorFilterNight=0.867, 0.753, 0.886
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GradientTopColorFilterNight=0.718, 0.702, 0.937
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GradientTopColorFilterInteriorDay=0.949, 0.996, 0.992
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GradientTopColorFilterInteriorNight=0.898, 0.835, 0.906
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GradientMiddleIntensityDawn=1.1
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GradientMiddleIntensitySunrise=1.13
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GradientMiddleIntensityDay=1.18
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GradientMiddleIntensitySunset=1.13
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GradientMiddleIntensityDusk=1.11
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GradientMiddleIntensityNight=1.09
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GradientMiddleIntensityInteriorDay=1.1
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GradientMiddleIntensityInteriorNight=1.09
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GradientMiddleIntensityDawn=0.92
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GradientMiddleIntensitySunrise=0.95
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GradientMiddleIntensityDay=0.99
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GradientMiddleIntensitySunset=0.96
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GradientMiddleIntensityDusk=0.91
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GradientMiddleIntensityNight=0.88
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GradientMiddleIntensityInteriorDay=1.0
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GradientMiddleIntensityInteriorNight=0.87
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GradientMiddleCurveDawn=0.86
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GradientMiddleCurveSunrise=0.85
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GradientMiddleCurveDay=0.72
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GradientMiddleCurveDay=0.93
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GradientMiddleCurveSunset=0.85
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GradientMiddleCurveDusk=0.8
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GradientMiddleCurveNight=0.91
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GradientMiddleCurveInteriorDay=0.74
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GradientMiddleCurveInteriorNight=0.92
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GradientMiddleCurveNight=0.76
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GradientMiddleCurveInteriorDay=0.9
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GradientMiddleCurveInteriorNight=0.73
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GradientMiddleColorFilterDawn=0.78, 0.753, 0.988
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GradientMiddleColorFilterSunrise=0.729, 0.843, 0.988
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GradientMiddleColorFilterDay=0.847, 0.914, 0.957
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GradientMiddleColorFilterSunset=0.792, 0.835, 0.973
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GradientMiddleColorFilterDusk=0.733, 0.741, 0.984
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GradientMiddleColorFilterNight=0.871, 0.929, 0.996
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GradientMiddleColorFilterNight=0.757, 0.871, 0.992
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GradientMiddleColorFilterInteriorDay=0.82, 0.878, 0.969
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GradientMiddleColorFilterInteriorNight=0.906, 0.882, 0.945
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GradientMiddleColorFilterInteriorNight=0.737, 0.733, 0.984
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GradientHorizonIntensityDawn=1.11
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GradientHorizonIntensitySunrise=1.07
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GradientHorizonIntensityDay=1.050001
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GradientHorizonIntensitySunset=1.08
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GradientHorizonIntensityDusk=1.1
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GradientHorizonIntensityNight=1.03
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GradientHorizonIntensityInteriorDay=1.03
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GradientHorizonIntensityInteriorNight=1.1
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GradientHorizonCurveDawn=0.93
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GradientHorizonCurveSunrise=0.95
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GradientHorizonIntensityDawn=0.56
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GradientHorizonIntensitySunrise=0.71
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GradientHorizonIntensityDay=0.870001
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GradientHorizonIntensitySunset=0.71
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GradientHorizonIntensityDusk=0.57
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GradientHorizonIntensityNight=0.110001
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GradientHorizonIntensityInteriorDay=1.0
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GradientHorizonIntensityInteriorNight=0.93
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GradientHorizonCurveDawn=0.62
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GradientHorizonCurveSunrise=0.84
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GradientHorizonCurveDay=0.92
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GradientHorizonCurveSunset=0.94
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GradientHorizonCurveDusk=0.92
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GradientHorizonCurveNight=0.97
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GradientHorizonCurveSunset=0.85
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GradientHorizonCurveDusk=0.6
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GradientHorizonCurveNight=0.55
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GradientHorizonCurveInteriorDay=0.9
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GradientHorizonCurveInteriorNight=0.98
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GradientHorizonColorFilterDawn=0.757, 0.792, 0.882
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GradientHorizonColorFilterSunrise=0.875, 0.929, 0.992
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GradientHorizonColorFilterDay=0.89, 0.984, 0.961
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GradientHorizonColorFilterSunset=0.784, 0.851, 0.949
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GradientHorizonColorFilterSunset=0.757, 0.878, 0.976
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GradientHorizonColorFilterDusk=0.882, 0.89, 0.953
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GradientHorizonColorFilterNight=0.773, 0.827, 0.929
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GradientHorizonColorFilterNight=0.624, 0.796, 0.976
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GradientHorizonColorFilterInteriorDay=0.788, 0.91, 0.953
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GradientHorizonColorFilterInteriorNight=0.851, 0.863, 0.89
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CloudsIntensityDawn=0.58
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CloudsIntensitySunrise=0.870001
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CloudsIntensityDay=1.180001
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CloudsIntensitySunset=0.860001
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CloudsIntensityDusk=0.540001
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CloudsIntensityNight=0.330001
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CloudsIntensityInteriorDay=0.94
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CloudsIntensityInteriorNight=0.28
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CloudsCurveDawn=1.06
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CloudsCurveSunrise=1.01
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CloudsIntensityDawn=0.71
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CloudsIntensitySunrise=0.950001
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CloudsIntensityDay=1.030001
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CloudsIntensitySunset=0.920001
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CloudsIntensityDusk=0.760001
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CloudsIntensityNight=0.610001
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CloudsIntensityInteriorDay=1.0
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CloudsIntensityInteriorNight=0.62
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CloudsCurveDawn=1.13
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CloudsCurveSunrise=1.09
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CloudsCurveDay=1.0
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CloudsCurveSunset=1.02
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CloudsCurveDusk=1.06
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CloudsCurveNight=1.07
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CloudsCurveInteriorDay=0.97
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CloudsCurveInteriorNight=1.08
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CloudsCurveSunset=1.1
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CloudsCurveDusk=1.19
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CloudsCurveNight=1.25
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CloudsCurveInteriorDay=1.02
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CloudsCurveInteriorNight=1.2
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CloudsDesaturationDawn=0.28
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CloudsDesaturationSunrise=0.22
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CloudsDesaturationDay=0.33
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CloudsDesaturationSunset=0.21
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CloudsDesaturationDusk=0.26
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CloudsDesaturationNight=0.32
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CloudsDesaturationNight=0.13
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CloudsDesaturationInteriorDay=0.31
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CloudsDesaturationInteriorNight=0.28
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CloudsOpacityDawn=0.81
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@ -188,23 +188,23 @@ CloudsOpacityDusk=0.82
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CloudsOpacityNight=0.73
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CloudsOpacityInteriorDay=0.97
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CloudsOpacityInteriorNight=0.71
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CloudsColorFilterDawn=0.847, 0.753, 0.996
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CloudsColorFilterDawn=0.796, 0.757, 0.992
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CloudsColorFilterSunrise=0.792, 0.816, 0.973
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CloudsColorFilterDay=0.937, 0.965, 0.984
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CloudsColorFilterSunset=0.729, 0.839, 0.965
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CloudsColorFilterDusk=0.678, 0.62, 0.973
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CloudsColorFilterNight=0.718, 0.553, 0.882
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CloudsColorFilterDusk=0.773, 0.78, 0.984
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CloudsColorFilterNight=0.804, 0.871, 0.976
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CloudsColorFilterInteriorDay=0.788, 0.886, 0.914
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CloudsColorFilterInteriorNight=0.678, 0.549, 0.871
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CloudsColorFilterInteriorNight=0.792, 0.808, 0.957
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SunIntensityDawn=4.0
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SunIntensitySunrise=6.0
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SunIntensityDay=5.0
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SunIntensitySunset=6.0
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SunIntensityDusk=4.0
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SunIntensityNight=3.0
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SunIntensityInteriorDay=5.0
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SunIntensityInteriorNight=3.0
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SunIntensityDawn=1.91
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SunIntensitySunrise=2.45
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SunIntensityDay=2.02
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SunIntensitySunset=2.43
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SunIntensityDusk=1.95
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SunIntensityNight=1.15
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SunIntensityInteriorDay=2.02
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SunIntensityInteriorNight=1.19
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SunDesaturationDawn=0.11
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SunDesaturationSunrise=0.2
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SunDesaturationDay=0.35
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@ -248,14 +248,14 @@ MoonColorFilterInteriorDay=1, 1, 1
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MoonColorFilterInteriorNight=0.455, 0.522, 0.816
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[ENVIRONMENT]
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IgnoreWeatherSystem=true
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DirectLightingIntensityDawn=2.45
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DirectLightingIntensitySunrise=2.9
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DirectLightingIntensityDay=3.59
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DirectLightingIntensitySunset=2.73
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DirectLightingIntensityDusk=2.31
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DirectLightingIntensityNight=1.98
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DirectLightingIntensityInteriorDay=3.85
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DirectLightingIntensityInteriorNight=2.12
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DirectLightingIntensityDawn=1.33
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DirectLightingIntensitySunrise=1.47
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DirectLightingIntensityDay=1.71
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DirectLightingIntensitySunset=1.52
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DirectLightingIntensityDusk=1.27
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DirectLightingIntensityNight=1.05
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DirectLightingIntensityInteriorDay=1.64
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DirectLightingIntensityInteriorNight=1.09
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DirectLightingDesaturationDawn=0.16
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DirectLightingDesaturationSunrise=0.25
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DirectLightingDesaturationDay=0.29
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@ -273,10 +273,10 @@ DirectLightingColorFilterNight=0.722, 0.71, 0.976
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DirectLightingColorFilterInteriorDay=0.98, 0.953, 0.941
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DirectLightingColorFilterInteriorNight=0.886, 0.863, 0.996
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AmbientLightingIntensityDawn=0.42
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AmbientLightingIntensitySunrise=0.61
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AmbientLightingIntensityDay=0.87
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AmbientLightingIntensitySunset=0.66
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AmbientLightingIntensityDusk=0.44
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AmbientLightingIntensitySunrise=0.71
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AmbientLightingIntensityDay=0.9
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AmbientLightingIntensitySunset=0.72
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AmbientLightingIntensityDusk=0.46
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AmbientLightingIntensityNight=0.13
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AmbientLightingIntensityInteriorDay=0.15
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AmbientLightingIntensityInteriorNight=0.12
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@ -1 +1 @@
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3.2.0 BETA "Let Go"
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3.2.1 BETA "Let Go"
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@ -1,42 +1,42 @@
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[ENBBLOOM.FX]
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TECHNIQUE=2
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Bloom Intensity Night=0.69
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Bloom Intensity Day=0.38
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Bloom Intensity Interior=0.53
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Bloom Contrast Night=1.07
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Bloom Contrast Day=1.18
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Bloom Contrast Interior=1.11
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Bloom Saturation Night=1.05
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Bloom Saturation Day=1.03
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Bloom Saturation Interior=1.05
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Bloom Offset Night=-0.02
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Bloom Intensity Night=0.33
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Bloom Intensity Day=0.25
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Bloom Intensity Interior=0.29
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Bloom Contrast Night=0.94
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Bloom Contrast Day=0.98
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Bloom Contrast Interior=0.94
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Bloom Saturation Night=0.97
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Bloom Saturation Day=0.93
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Bloom Saturation Interior=0.95
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Bloom Offset Night=-0.03
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Bloom Offset Day=-0.07
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Bloom Offset Interior=-0.04
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Bloom Intensity Cap Night=10.0
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Bloom Intensity Cap Day=10.0
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Bloom Intensity Cap Interior=10.0
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Bloom Intensity Cap Night=2.0
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Bloom Intensity Cap Day=2.0
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Bloom Intensity Cap Interior=2.0
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Bloom Blur Radius=1.0
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Blue Shift Night=0.294, 0.424, 0.859
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Blue Shift Day=0.22, 0.537, 0.855
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Blue Shift Interior=0.337, 0.525, 0.878
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Blue Shift Intensity Night=0.97
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Blue Shift Intensity Day=0.71
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Blue Shift Intensity Interior=0.84
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Blue Shift Luminance Factor Per-pass=0.33
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Blue Shift Intensity Night=0.17
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Blue Shift Intensity Day=0.11
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Blue Shift Intensity Interior=0.14
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Blue Shift Luminance Factor Per-pass=0.61
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Blue Shift Color Factor Per-pass=0.79
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Enable Anamorphic Bloom=true
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Anamorphic Bloom Blend Night=0.51
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Anamorphic Bloom Blend Day=0.32
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Anamorphic Bloom Blend Interior=0.45
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Anamorphic Bloom Blend Night=0.37
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Anamorphic Bloom Blend Day=0.29
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Anamorphic Bloom Blend Interior=0.34
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Anamorphic Bloom Blue Shift Night=0.553, 0.404, 0.851
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Anamorphic Bloom Blue Shift Day=0.424, 0.384, 0.831
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Anamorphic Bloom Blue Shift Interior=0.537, 0.475, 0.89
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Anamorphic Bloom Blue Shift Intensity Night=1.94
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Anamorphic Bloom Blue Shift Intensity Day=1.59
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Anamorphic Bloom Blue Shift Intensity Interior=1.85
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Anamorphic Bloom Contrast Night=1.13
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Anamorphic Bloom Contrast Day=1.06
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Anamorphic Bloom Contrast Interior=1.09
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Anamorphic Bloom Blue Shift Intensity Night=0.44
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Anamorphic Bloom Blue Shift Intensity Day=0.36
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Anamorphic Bloom Blue Shift Intensity Interior=0.4
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Anamorphic Bloom Contrast Night=1.4
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Anamorphic Bloom Contrast Day=1.43
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Anamorphic Bloom Contrast Interior=1.44
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Anamorphic Bloom Radius Multiplier=1.0
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Bloom Intensity Interior Night=1.33
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Bloom Intensity Interior Day=1.26
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@ -80,12 +80,12 @@ Anamorphic Bloom Blue Shift Interior Night=1.86
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Anamorphic Bloom Blue Shift Interior Day=1.86
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Anamorphic Bloom Contrast Interior Night=1.12
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Anamorphic Bloom Contrast Interior Day=1.22
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Bloom Pass 1 Blend=0.29
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Bloom Pass 2 Blend=0.57
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Bloom Pass 3 Blend=0.86
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Bloom Pass 4 Blend=1.14
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Bloom Pass 5 Blend=1.43
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Bloom Pass 6 Blend=1.71
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Bloom Pass 1 Blend=0.91
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Bloom Pass 2 Blend=0.85
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Bloom Pass 3 Blend=0.76
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Bloom Pass 4 Blend=0.54
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Bloom Pass 5 Blend=0.43
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Bloom Pass 6 Blend=0.35
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Enable Lens Dirt=false
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Dirt Pass 1 Blend=0.08
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Dirt Pass 2 Blend=0.25
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@ -97,7 +97,7 @@ Dirt Contrast=2.069999
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Dirt Factor=0.53
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Bloom Blur Radius X=1.0
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Bloom Blur Radius Y=1.0
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Bloom Single Pass Blend=0.81
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Bloom Single Pass Blend=0.65
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Dirt Single Pass Blend=1.43
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Dirt Saturation=0.38
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Bloom Angle=0.0
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@ -49,12 +49,12 @@ Focus Triangle Blending Interior=0.8
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Focus Maximum Depth Night=990.0
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Focus Maximum Depth Day=994.0
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Focus Maximum Depth Interior=988.0
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DOF Intensity Night=280.0
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DOF Intensity Day=250.0
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DOF Intensity Interior=280.0
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DOF Contrast Night=3.0
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DOF Contrast Day=3.7
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DOF Contrast Interior=3.6
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DOF Intensity Night=471.689972
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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
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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()));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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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|
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|
Before Width: | Height: | Size: 1.6 KiB |
Reference in a new issue