/* menbeffectsettings.fx : MariENB base user-tweakable variables. (C)2013-2015 Marisa Kirisame, UnSX Team. Part of MariENB, the personal ENB of Marisa. Released under the GNU GPLv3 (or later). */ /* Border darkening */ bool dkenable < string UIName = "UseDark"; string UIWidget = "Checkbox"; > = {false}; /* radius of darkening (relative to screen width) */ float dkradius_n < string UIName = "DarkRadiusNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; float dkradius_d < string UIName = "DarkRadiusDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; float dkradius_in < string UIName = "DarkRadiusInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; float dkradius_id < string UIName = "DarkRadiusInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; /* falloff of darkening */ float dkcurve_n < string UIName = "DarkCurveNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.2}; float dkcurve_d < string UIName = "DarkCurveDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.2}; float dkcurve_in < string UIName = "DarkCurveInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.2}; float dkcurve_id < string UIName = "DarkCurveInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.2}; /* bump of darkening */ float dkbump_n < string UIName = "DarkBumpNight"; string UIWidget = "Spinner"; > = {-0.75}; float dkbump_d < string UIName = "DarkBumpDay"; string UIWidget = "Spinner"; > = {-0.75}; float dkbump_in < string UIName = "DarkBumpInteriorNight"; string UIWidget = "Spinner"; > = {-0.75}; float dkbump_id < string UIName = "DarkBumpInteriorDay"; string UIWidget = "Spinner"; > = {-0.75}; /* Letterbox */ bool boxenable < string UIName = "UseBox"; string UIWidget = "Checkbox"; > = {false}; /* vertical factor */ float boxv < string UIName = "BoxVertical"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.8}; /* film grain */ bool ne < string UIName = "UseGrain"; string UIWidget = "Checkbox"; > = {false}; /* speed of grain */ float nf < string UIName = "GrainFrequency"; string UIWidget = "Spinner"; > = {2500.0}; /* intensity of grain */ float ni < string UIName = "GrainIntensity"; string UIWidget = "Spinner"; > = {0.05}; /* saturation of grain */ float ns < string UIName = "GrainSaturation"; string UIWidget = "Spinner"; > = {0.0}; /* use two-pass grain (double the texture fetches, but looks less uniform) */ bool np < string UIName = "GrainTwoPass"; string UIWidget = "Checkbox"; > = {true}; /* blending mode for grain: 0 -> normal 1 -> add 2 -> overlay 3 -> "dark mask", a personal invention */ int nb < string UIName = "GrainBlend"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 3; > = {1}; /* dark mask blend mode contrast for mask image */ float bnp < string UIName = "GrainDarkMaskPower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.5}; /* two-pass distortion factor (0 = look just like one-pass grain) */ float nk < string UIName = "GrainTwoPassFactor"; string UIWidget = "Spinner"; > = {0.04}; /* zoom factors for each component of each noise texture */ float nm1 < string UIName = "GrainMagnification1"; string UIWidget = "Spinner"; > = {13.25}; float nm2 < string UIName = "GrainMagnification2"; string UIWidget = "Spinner"; > = {19.64}; float nm3 < string UIName = "GrainMagnification3"; string UIWidget = "Spinner"; > = {17.35}; float nm11 < string UIName = "GrainPass1Magnification1"; string UIWidget = "Spinner"; > = {2.05}; float nm12 < string UIName = "GrainPass1Magnification2"; string UIWidget = "Spinner"; > = {3.11}; float nm13 < string UIName = "GrainPass1Magnification3"; string UIWidget = "Spinner"; > = {2.22}; float nm21 < string UIName = "GrainPass2Magnification1"; string UIWidget = "Spinner"; > = {4.25}; float nm22 < string UIName = "GrainPass2Magnification2"; string UIWidget = "Spinner"; > = {0.42}; float nm23 < string UIName = "GrainPass2Magnification3"; string UIWidget = "Spinner"; > = {6.29}; /* contrast of grain */ float nj < string UIName = "GrainPower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; /* use curvature + chromatic aberration filter */ bool usecurve < string UIName = "UseCurve"; string UIWidget = "Checkbox"; > = {false}; /* this is a stupid filter and you should feel bad for using it */ float chromaab < string UIName = "CurveChromaAberration"; string UIWidget = "Spinner"; > = {0.05}; /* "adaptation" factors */ bool aenable < string UIName = "UseAdaptation"; string UIWidget = "Checkbox"; > = {false}; float amin_n < string UIName = "AdaptationMinNight"; string UIWidget = "Spinner"; > = {0.0}; float amin_d < string UIName = "AdaptationMinDay"; string UIWidget = "Spinner"; > = {0.0}; float amin_in < string UIName = "AdaptationMinInteriorNight"; string UIWidget = "Spinner"; > = {0.0}; float amin_id < string UIName = "AdaptationMinInteriorDay"; string UIWidget = "Spinner"; > = {0.0}; float amax_n < string UIName = "AdaptationMaxNight"; string UIWidget = "Spinner"; > = {1.0}; float amax_d < string UIName = "AdaptationMaxDay"; string UIWidget = "Spinner"; > = {1.0}; float amax_in < string UIName = "AdaptationMaxInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float amax_id < string UIName = "AdaptationMaxInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; /* tone mapping */ bool tmapenable < string UIName = "UseTonemapping"; string UIWidget = "Checkbox"; > = {false}; float unA_n < string UIName = "TonemapHighlightStrengthNight"; string UIWidget = "Spinner"; > = {0.5}; float unA_d < string UIName = "TonemapHighlightStrengthDay"; string UIWidget = "Spinner"; > = {0.5}; float unA_in < string UIName = "TonemapHighlightStrengthInteriorNight"; string UIWidget = "Spinner"; > = {0.5}; float unA_id < string UIName = "TonemapHighlightStrengthInteriorDay"; string UIWidget = "Spinner"; > = {0.5}; float unB_n < string UIName = "TonemapHighlightGammaNight"; string UIWidget = "Spinner"; > = {1.0}; float unB_d < string UIName = "TonemapHighlightGammaDay"; string UIWidget = "Spinner"; > = {1.0}; float unB_in < string UIName = "TonemapHighlightGammaInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float unB_id < string UIName = "TonemapHighlightGammaInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; float unC_n < string UIName = "TonemapMidtoneStrengthNight"; string UIWidget = "Spinner"; > = {0.2}; float unC_d < string UIName = "TonemapMidtoneStrengthDay"; string UIWidget = "Spinner"; > = {0.2}; float unC_in < string UIName = "TonemapMidtoneStrengthInteriorNight"; string UIWidget = "Spinner"; > = {0.2}; float unC_id < string UIName = "TonemapMidtoneStrengthInteriorDay"; string UIWidget = "Spinner"; > = {0.2}; float unD_n < string UIName = "TonemapMidtoneGammaNight"; string UIWidget = "Spinner"; > = {0.75}; float unD_d < string UIName = "TonemapMidtoneGammaDay"; string UIWidget = "Spinner"; > = {0.75}; float unD_in < string UIName = "TonemapMidtoneGammaInteriorNight"; string UIWidget = "Spinner"; > = {0.75}; float unD_id < string UIName = "TonemapMidtoneGammaInteriorDay"; string UIWidget = "Spinner"; > = {0.75}; float unE_n < string UIName = "TonemapShadowStrengthNight"; string UIWidget = "Spinner"; > = {0.02}; float unE_d < string UIName = "TonemapShadowStrengthDay"; string UIWidget = "Spinner"; > = {0.02}; float unE_in < string UIName = "TonemapShadowStrengthInteriorNight"; string UIWidget = "Spinner"; > = {0.02}; float unE_id < string UIName = "TonemapShadowStrengthInteriorDay"; string UIWidget = "Spinner"; > = {0.02}; float unF_n < string UIName = "TonemapShadowGammaNight"; string UIWidget = "Spinner"; > = {0.30}; float unF_d < string UIName = "TonemapShadowGammaDay"; string UIWidget = "Spinner"; > = {0.30}; float unF_in < string UIName = "TonemapShadowGammaInteriorNight"; string UIWidget = "Spinner"; > = {0.30}; float unF_id < string UIName = "TonemapShadowGammaInteriorDay"; string UIWidget = "Spinner"; > = {0.30}; float unW_n < string UIName = "TonemapWhiteNight"; string UIWidget = "Spinner"; > = {10.0}; float unW_d < string UIName = "TonemapWhiteDay"; string UIWidget = "Spinner"; > = {10.0}; float unW_in < string UIName = "TonemapWhiteInteriorNight"; string UIWidget = "Spinner"; > = {10.0}; float unW_id < string UIName = "TonemapWhiteInteriorDay"; string UIWidget = "Spinner"; > = {10.0}; bool tmapbeforecomp < string UIName = "TonemapBeforeCompensate"; string UIWidget = "Checkbox"; > = {false}; /* overshine/bloom compensation */ bool compenable < string UIName = "UseCompensate"; string UIWidget = "Checkbox"; > = {false}; /* compensation factor */ float compfactor_n < string UIName = "CompensateFactorNight"; string UIWidget = "Spinner"; > = {0.0}; float compfactor_d < string UIName = "CompensateFactorDay"; string UIWidget = "Spinner"; > = {0.0}; float compfactor_in < string UIName = "CompensateFactorInteriorNight"; string UIWidget = "Spinner"; > = {0.0}; float compfactor_id < string UIName = "CompensateFactorInteriorDay"; string UIWidget = "Spinner"; > = {0.0}; /* compensation power (contrast) */ float comppow_n < string UIName = "CompensatePowerNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float comppow_d < string UIName = "CompensatePowerDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float comppow_in < string UIName = "CompensatePowerInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float comppow_id < string UIName = "CompensatePowerInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* compensation saturation (higher values desaturate highlights) */ float compsat_n < string UIName = "CompensateSaturationNight"; string UIWidget = "Spinner"; > = {1.0}; float compsat_d < string UIName = "CompensateSaturationDay"; string UIWidget = "Spinner"; > = {1.0}; float compsat_in < string UIName = "CompensateSaturationInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float compsat_id < string UIName = "CompensateSaturationInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; /* Color grading */ bool gradeenable1 < string UIName = "UseRGBGrading"; string UIWidget = "Checkbox"; > = {false}; /* color component multipliers */ float grademul_r_n < string UIName = "GradingMulRNight"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_n < string UIName = "GradingMulGNight"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_n < string UIName = "GradingMulBNight"; string UIWidget = "Spinner"; > = {1.0}; float grademul_r_d < string UIName = "GradingMulRDay"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_d < string UIName = "GradingMulGDay"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_d < string UIName = "GradingMulBDay"; string UIWidget = "Spinner"; > = {1.0}; float grademul_r_in < string UIName = "GradingMulRInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_in < string UIName = "GradingMulGInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_in < string UIName = "GradingMulBInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float grademul_r_id < string UIName = "GradingMulRInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_id < string UIName = "GradingMulGInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_id < string UIName = "GradingMulBInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; /* color component contrasts */ float gradepow_r_n < string UIName = "GradingPowRNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_n < string UIName = "GradingPowGNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_n < string UIName = "GradingPowBNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_r_d < string UIName = "GradingPowRDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_d < string UIName = "GradingPowGDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_d < string UIName = "GradingPowBDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_r_in < string UIName = "GradingPowRInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_in < string UIName = "GradingPowGInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_in < string UIName = "GradingPowBInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_r_id < string UIName = "GradingPowRInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_id < string UIName = "GradingPowGInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_id < string UIName = "GradingPowBInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* colorization factors */ bool gradeenable2 < string UIName = "UseColorizeGrading"; string UIWidget = "Checkbox"; > = {false}; float gradecol_r_n < string UIName = "GradingColRNight"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_n < string UIName = "GradingColGNight"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_n < string UIName = "GradingColBNight"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_r_d < string UIName = "GradingColRDay"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_d < string UIName = "GradingColGDay"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_d < string UIName = "GradingColBDay"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_r_in < string UIName = "GradingColRInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_in < string UIName = "GradingColGInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_in < string UIName = "GradingColBInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_r_id < string UIName = "GradingColRInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_id < string UIName = "GradingColGInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_id < string UIName = "GradingColBInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; /* blend factor for colorization (negative values are quite fancy) */ float gradecolfact_n < string UIName = "GradingColFactorNight"; string UIWidget = "Spinner"; > = {0.0}; float gradecolfact_d < string UIName = "GradingColFactorDay"; string UIWidget = "Spinner"; > = {0.0}; float gradecolfact_in < string UIName = "GradingColFactorInteriorNight"; string UIWidget = "Spinner"; > = {0.0}; float gradecolfact_id < string UIName = "GradingColFactorInteriorDay"; string UIWidget = "Spinner"; > = {0.0}; /* HSV grading */ bool gradeenable3 < string UIName = "UseHSVGrading"; string UIWidget = "Checkbox"; > = {false}; /* saturation multiplier */ float gradesatmul_n < string UIName = "GradingSatMulNight"; string UIWidget = "Spinner"; > = {1.0}; float gradesatmul_d < string UIName = "GradingSatMulDay"; string UIWidget = "Spinner"; > = {1.0}; float gradesatmul_in < string UIName = "GradingSatMulInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float gradesatmul_id < string UIName = "GradingSatMulInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; /* saturation power */ float gradesatpow_n < string UIName = "GradingSatPowNight"; string UIWidget = "Spinner"; > = {1.0}; float gradesatpow_d < string UIName = "GradingSatPowDay"; string UIWidget = "Spinner"; > = {1.0}; float gradesatpow_in < string UIName = "GradingSatPowInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float gradesatpow_id < string UIName = "GradingSatPowInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; /* value multiplier */ float gradevalmul_n < string UIName = "GradingValMulNight"; string UIWidget = "Spinner"; > = {1.0}; float gradevalmul_d < string UIName = "GradingValMulDay"; string UIWidget = "Spinner"; > = {1.0}; float gradevalmul_in < string UIName = "GradingValMulInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float gradevalmul_id < string UIName = "GradingValMulInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; /* value power */ float gradevalpow_n < string UIName = "GradingValPowNight"; string UIWidget = "Spinner"; > = {1.0}; float gradevalpow_d < string UIName = "GradingValPowDay"; string UIWidget = "Spinner"; > = {1.0}; float gradevalpow_in < string UIName = "GradingValPowInteriorNight"; string UIWidget = "Spinner"; > = {1.0}; float gradevalpow_id < string UIName = "GradingValPowInteriorDay"; string UIWidget = "Spinner"; > = {1.0}; bool colorizeafterhsv < string UIName = "ColorizeAfterHSV"; string UIWidget = "Checkbox"; > = {true}; /* game tinting support */ bool tintenable < string UIName = "UseTint"; string UIWidget = "Checkbox"; > = {true}; float tintblend < string UIName = "TintingBlend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; bool tintbeforegrade < string UIName = "TintingBeforeGrading"; string UIWidget = "Checkbox"; > = {false}; /* vanilla grading */ bool vgradeenable < string UIName = "EnableVanillaGrading"; string UIWidget = "Checkbox"; > = {true}; float vgradeblend < string UIName = "VanillaGradingBlend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; bool fadebeforefilm < string UIName = "FadeBeforeFilmFilters"; string UIWidget = "Checkbox"; > = {false}; bool dodither < string UIName = "EnablePostDither"; string UIWidget = "Checkbox"; > = {true}; int dither < string UIName = "DitherPattern"; string UIWidget = "Spinner"; int UIMin = 0; int UIMax = 4; > = {4}; bool bloomdebug < string UIName = "DebugBloom"; string UIWidget = "Checkbox"; > = {false}; /* debug vanilla shader registers */ bool regdebug < string UIName = "DebugRegisters"; string UIWidget = "Checkbox"; > = {false}; /* scale of register bars */ float regdebugscale < string UIName = "DebugRegistersScale"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {5.0};