/* menbeffectsettings.fx : MariENB 3 base user-tweakable variables. (C)2015 Marisa Kirisame, UnSX Team. Part of MariENB 3, the personal ENB of Marisa for Fallout 4. Released under the GNU GPLv3 (or later). */ /* film grain */ string str_noise = "Film Grain"; bool ne < string UIName = "Enable Grain"; string UIWidget = "Checkbox"; > = {false}; /* speed of grain */ float nf < string UIName = "Grain Speed"; string UIWidget = "Spinner"; > = {2500.0}; /* intensity of grain */ float ni < string UIName = "Grain Intensity"; string UIWidget = "Spinner"; > = {0.05}; /* saturation of grain */ float ns < string UIName = "Grain Saturation"; string UIWidget = "Spinner"; > = {0.0}; /* use two-pass grain (double the texture fetches, but looks less uniform) */ bool np < string UIName = "Grain Two-Pass"; string UIWidget = "Checkbox"; > = {true}; /* blending mode for grain: 0 -> normal 1 -> add 2 -> overlay 3 -> "dark mask", a personal invention */ int nb < string UIName = "Grain Blending Mode"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 3; > = {1}; /* dark mask blend mode contrast for mask image */ float bnp < string UIName = "Grain Dark Mask Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.5}; /* two-pass distortion factor (0 = look just like one-pass grain) */ float nk < string UIName = "Grain Two-Pass Factor"; string UIWidget = "Spinner"; > = {0.04}; /* zoom factors for each component of each noise texture */ float nm1 < string UIName = "Grain Magnification 1"; string UIWidget = "Spinner"; > = {13.25}; float nm2 < string UIName = "Grain Magnification 2"; string UIWidget = "Spinner"; > = {19.64}; float nm3 < string UIName = "Grain Magnification 3"; string UIWidget = "Spinner"; > = {17.35}; float nm11 < string UIName = "Grain Pass 1 Magnification 1"; string UIWidget = "Spinner"; > = {2.05}; float nm12 < string UIName = "Grain Pass 1 Magnification 2"; string UIWidget = "Spinner"; > = {3.11}; float nm13 < string UIName = "Grain Pass 1 Magnification 3"; string UIWidget = "Spinner"; > = {2.22}; float nm21 < string UIName = "Grain Pass 2 Magnification 1"; string UIWidget = "Spinner"; > = {4.25}; float nm22 < string UIName = "Grain Pass 2 Magnification 2"; string UIWidget = "Spinner"; > = {0.42}; float nm23 < string UIName = "Grain Pass 2 Magnification 3"; string UIWidget = "Spinner"; > = {6.29}; /* contrast of grain */ float nj < string UIName = "Grain Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; /* tone mapping */ string str_tonemap = "Filmic Tone Mapping"; bool tmapenable < string UIName = "Enable Tonemapping"; string UIWidget = "Checkbox"; > = {false}; float unA < string UIName = "Tonemap Shoulder Strength"; string UIWidget = "Spinner"; > = {0.5}; float unB < string UIName = "Tonemap Linear Strengtht"; string UIWidget = "Spinner"; > = {1.0}; float unC < string UIName = "Tonemap Linear Angle"; string UIWidget = "Spinner"; > = {0.2}; float unD < string UIName = "Tonemap Toe Strengtht"; string UIWidget = "Spinner"; > = {0.75}; float unE < string UIName = "Tonemap Toe Numerator"; string UIWidget = "Spinner"; > = {0.02}; float unF < string UIName = "Tonemap Toe Denominator"; string UIWidget = "Spinner"; > = {0.30}; float unW < string UIName = "Tonemap Linear Whitet"; string UIWidget = "Spinner"; > = {10.0}; bool tmapbeforecomp < string UIName = "Tonemap Before Compensate"; string UIWidget = "Checkbox"; > = {false}; /* overshine/bloom compensation */ string str_comp = "Overbright Compensation"; bool compenable < string UIName = "Enable Compensate"; string UIWidget = "Checkbox"; > = {false}; /* compensation factor */ float compfactor < string UIName = "Compensate Factor"; string UIWidget = "Spinner"; > = {0.0}; /* compensation power (contrast) */ float comppow < string UIName = "Compensate Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* compensation saturation (higher values desaturate highlights) */ float compsat < string UIName = "Compensate Saturationt"; string UIWidget = "Spinner"; > = {1.0}; /* Color grading */ string str_grade = "Color Grading Suite"; bool gradeenable1 < string UIName = "Enable RGB Grading"; string UIWidget = "Checkbox"; > = {false}; /* color component multipliers */ float grademul_r < string UIName = "Grading Intensity Red"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g < string UIName = "Grading Intensity Green"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b < string UIName = "Grading Intensity Blue"; string UIWidget = "Spinner"; > = {1.0}; /* color component contrasts */ float gradepow_r < string UIName = "Grading Contrast Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g < string UIName = "Grading Contrast Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b < string UIName = "Grading Contrast Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* colorization factors */ bool gradeenable2 < string UIName = "Enable Vibrance Grading"; string UIWidget = "Checkbox"; > = {false}; float gradecol_r < string UIName = "Grading Color Red"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g < string UIName = "Grading Color Green"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b < string UIName = "Grading Color Blue"; string UIWidget = "Spinner"; > = {1.0}; /* blend factor for colorization (negative values are quite fancy) */ float gradecolfact < string UIName = "Grading Color Factor"; string UIWidget = "Spinner"; > = {0.0}; /* HSV grading */ bool gradeenable3 < string UIName = "Enable HSV Grading"; string UIWidget = "Checkbox"; > = {false}; /* saturation multiplier */ float gradesatmul < string UIName = "Grading Saturation Intensity"; string UIWidget = "Spinner"; > = {1.0}; /* saturation power */ float gradesatpow < string UIName = "Grading Saturation Contrast"; string UIWidget = "Spinner"; > = {1.0}; /* value multiplier */ float gradevalmul < string UIName = "Grading Value Intensity"; string UIWidget = "Spinner"; > = {1.0}; /* value power */ float gradevalpow < string UIName = "Grading Value Contrast"; string UIWidget = "Spinner"; > = {1.0}; bool colorizeafterhsv < string UIName = "Colorize After HSV"; string UIWidget = "Checkbox"; > = {true}; /* vanilla imagespace support */ string str_vanilla = "Vanilla Processing"; bool vanillaenable < string UIName = "Enable Vanilla Processing"; string UIWidget = "Checkbox"; > = {true}; float vanillablend < string UIName = "Vanilla Blend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; /* LUT grading */ string str_lut = "RGB Lookup Table Grading"; bool lutenable < string UIName = "Enable LUT Grading"; string UIWidget = "Checkbox"; > = {false}; float lutblend < string UIName = "LUT Blend"; string UIWidget = "Spinner"; > = {1.0}; #ifdef LUTMODE_LEGACY int clut < string UIName = "LUT Preset"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 63; > = {1}; #endif 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};