diff --git a/enbseries.ini b/enbseries.ini index b078ee9..b9bd354 100644 --- a/enbseries.ini +++ b/enbseries.ini @@ -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 diff --git a/enbseries/VERSION b/enbseries/VERSION index 7a65452..d08c1ec 100644 --- a/enbseries/VERSION +++ b/enbseries/VERSION @@ -1 +1 @@ -3.2.0 BETA "Let Go" +3.2.1 BETA "Let Go" diff --git a/enbseries/enbbloom.fx.ini b/enbseries/enbbloom.fx.ini index bf740db..81179c5 100644 --- a/enbseries/enbbloom.fx.ini +++ b/enbseries/enbbloom.fx.ini @@ -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 diff --git a/enbseries/enbdepthoffield.fx.ini b/enbseries/enbdepthoffield.fx.ini index ade6dd6..d1ceb2d 100644 --- a/enbseries/enbdepthoffield.fx.ini +++ b/enbseries/enbdepthoffield.fx.ini @@ -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 diff --git a/enbseries/enbeffect.fx b/enbseries/enbeffect.fx index fe791e7..87f1e3a 100644 --- a/enbseries/enbeffect.fx +++ b/enbseries/enbeffect.fx @@ -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; } diff --git a/enbseries/enbeffect.fx.ini b/enbseries/enbeffect.fx.ini index 4303ad9..1a9230e 100644 --- a/enbseries/enbeffect.fx.ini +++ b/enbseries/enbeffect.fx.ini @@ -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 diff --git a/enbseries/enbeffectpostpass.fx b/enbseries/enbeffectpostpass.fx index 8c6b29a..5c4c70d 100644 --- a/enbseries/enbeffectpostpass.fx +++ b/enbseries/enbeffectpostpass.fx @@ -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 { 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())); } } diff --git a/enbseries/enbeffectpostpass.fx.ini b/enbseries/enbeffectpostpass.fx.ini index 6c03d98..6f0216e 100644 --- a/enbseries/enbeffectpostpass.fx.ini +++ b/enbseries/enbeffectpostpass.fx.ini @@ -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 diff --git a/enbseries/menbdots.png b/enbseries/menbdots.png deleted file mode 100644 index 2027ba1..0000000 Binary files a/enbseries/menbdots.png and /dev/null differ diff --git a/enbseries/menbvgaluma.png b/enbseries/menbvgaluma.png deleted file mode 100644 index ff6cccf..0000000 Binary files a/enbseries/menbvgaluma.png and /dev/null differ