/* menbprepasssettings.fx : MariENB prepass 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). */ /* fixed resolution, keeps blur filters at a consistent internal resolution */ int fixedx < string UIName = "_FixedResolutionX"; string UIWidget = "Spinner"; int UIMin = 0; > = {1920}; int fixedy < string UIName = "_FixedResolutionY"; string UIWidget = "Spinner"; int UIMin = 0; > = {1080}; float cutoff < string UIName = "DepthCutoff"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1000000.0; > = {999949.0}; float distcha < string UIName = "DistortionChromaticAberration"; string UIWidget = "Spinner"; > = {10.0}; bool waterenable < string UIName = "UnderwaterEnable"; string UIWidget = "Checkbox"; > = {false}; float uwm1 < string UIName = "UnderwaterMult1"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.4}; float uwm2 < string UIName = "UnderwaterMult2"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.6}; float uwm3 < string UIName = "UnderwaterMult3"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.4}; float uwf1 < string UIName = "UnderwaterFreq1"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {10.0}; float uwf2 < string UIName = "UnderwaterFreq2"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {8.0}; float uwf3 < string UIName = "UnderwaterFreq3"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {16.0}; float uws1 < string UIName = "UnderwaterStr1"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.3}; float uws2 < string UIName = "UnderwaterStr2"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float uws3 < string UIName = "UnderwaterStr3"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.8}; float uwz < string UIName = "UnderwaterZoom"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.5}; bool heatenable < string UIName = "HeatEnable"; string UIWidget = "Checkbox"; > = {false}; float heatsize < string UIName = "HeatSize"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {3.5}; float heatspeed < string UIName = "HeatSpeed"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.5}; float heatfadepow < string UIName = "HeatFadePower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {200.0}; float heatfademul < string UIName = "HeatFadeMultiplier"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float heatfadebump < string UIName = "HeatFadeBump"; string UIWidget = "Spinner"; > = {0.0}; float heatstrength < string UIName = "HeatStrength"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; float heatpow < string UIName = "HeatPower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.2}; float heattodpow < string UIName = "HeatTODPower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.2}; bool heatalways < string UIName = "HeatAlways"; string UIWidget = "Checkbox"; > = {false}; /* circle (triangle, actually) average focus */ bool focuscircle < string UIName = "FocusCircleEnable"; string UIWidget = "Checkbox"; > = {true}; bool focusdisplay < string UIName = "FocusPointDisplay"; string UIWidget = "Checkbox"; > = {false}; bool focusmanual < string UIName = "FocusManual"; string UIWidget = "Checkbox"; > = {false}; float focusmanualvalue < string UIName = "FocusManualValue"; string UIWidget = "Checkbox"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; /* center point of focus */ float focuscenter_x < string UIName = "FocusCenterX"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; float focuscenter_y < string UIName = "FocusCenterY"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.5}; float focuscircleangle < string UIName = "FocusCircleAngle"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {0.0}; /* radius of the focus point triangle */ float focusradius_n < string UIName = "FocusCircleRadiusNight"; string UIWidget = "Spinner"; > = {20.0}; float focusradius_d < string UIName = "FocusCircleRadiusDay"; string UIWidget = "Spinner"; > = {20.0}; float focusradius_in < string UIName = "FocusCircleRadiusInteriorNight"; string UIWidget = "Spinner"; > = {20.0}; float focusradius_id < string UIName = "FocusCircleRadiusInteriorDay"; string UIWidget = "Spinner"; > = {20.0}; /* mix factor with sample at screen center */ float focusmix_n < string UIName = "FocusCircleMixNight"; string UIWidget = "Spinner"; > = {0.5}; float focusmix_d < string UIName = "FocusCircleMixDay"; string UIWidget = "Spinner"; > = {0.5}; float focusmix_in < string UIName = "FocusCircleMixInteriorNight"; string UIWidget = "Spinner"; > = {0.5}; float focusmix_id < string UIName = "FocusCircleMixInteriorDay"; string UIWidget = "Spinner"; > = {0.5}; /* maximum focus depth */ float focusmax_n < string UIName = "FocusMaxNight"; string UIWidget = "Spinner"; > = {1000.0}; float focusmax_d < string UIName = "FocusMaxDay"; string UIWidget = "Spinner"; > = {1000.0}; float focusmax_in < string UIName = "FocusMaxInteriorNight"; string UIWidget = "Spinner"; > = {1000.0}; float focusmax_id < string UIName = "FocusMaxInteriorDay"; string UIWidget = "Spinner"; > = {1000.0}; /* dof filter */ /* dof multiplier (makes unfocused depths more blurry) */ float dofmult_n < string UIName = "DoFMultNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float dofmult_d < string UIName = "DoFMultDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float dofmult_in < string UIName = "DoFMultInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float dofmult_id < string UIName = "DoFMultInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; /* dof power (falloff, kinda) */ float dofpow_n < string UIName = "DoFPowNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; float dofpow_d < string UIName = "DoFPowDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; float dofpow_in < string UIName = "DoFPowInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; float dofpow_id < string UIName = "DoFPowInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {4.0}; /* dof bump (to emulate tilt shift I guess, I brought it back) */ float dofbump_n < string UIName = "DoFBumpNight"; string UIWidget = "Spinner"; > = {0.0}; float dofbump_d < string UIName = "DoFBumpDay"; string UIWidget = "Spinner"; > = {0.0}; float dofbump_in < string UIName = "DoFBumpInteriorNight"; string UIWidget = "Spinner"; > = {0.0}; float dofbump_id < string UIName = "DoFBumpInteriorDay"; string UIWidget = "Spinner"; > = {0.0}; /* fixed focused depth factors */ float doffixedfocusmult_n < string UIName = "DoFFixedFocusedMultNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusmult_d < string UIName = "DoFFixedFocusedMultDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusmult_in < string UIName = "DoFFixedFocusedMultInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusmult_id < string UIName = "DoFFixedFocusedMultInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_n < string UIName = "DoFFixedFocusedPowNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_d < string UIName = "DoFFixedFocusedPowDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_in < string UIName = "DoFFixedFocusedPowInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocuspow_id < string UIName = "DoFFixedFocusedPowInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float doffixedfocusbump_n < string UIName = "DoFFixedFocusedBumpNight"; string UIWidget = "Spinner"; > = {0.0}; float doffixedfocusbump_d < string UIName = "DoFFixedFocusedBumpDay"; string UIWidget = "Spinner"; > = {0.0}; float doffixedfocusbump_in < string UIName = "DoFFixedFocusedBumpInteriorNight"; string UIWidget = "Spinner"; > = {0.0}; float doffixedfocusbump_id < string UIName = "DoFFixedFocusedBumpInteriorDay"; string UIWidget = "Spinner"; > = {0.0}; float doffixedfocusblend_n < string UIName = "DoFFixedFocusedBlendNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedfocusblend_d < string UIName = "DoFFixedFocusedBlendDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedfocusblend_in < string UIName = "DoFFixedFocusedBlendInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedfocusblend_id < string UIName = "DoFFixedFocusedBlendInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; /* fixed unfocused depth factors */ float doffixedunfocusmult_n < string UIName = "DoFFixedUnfocusedMultNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffixedunfocusmult_d < string UIName = "DoFFixedUnfocusedMultDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffixedunfocusmult_in < string UIName = "DoFFixedUnfocusedMultInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffixedunfocusmult_id < string UIName = "DoFFixedUnfocusedMultInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float doffixedunfocuspow_n < string UIName = "DoFFixedUnfocusedPowNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffixedunfocuspow_d < string UIName = "DoFFixedUnfocusedPowDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffixedunfocuspow_in < string UIName = "DoFFixedUnfocusedPowInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffixedunfocuspow_id < string UIName = "DoFFixedUnfocusedPowInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1000.0}; float doffixedunfocusbump_n < string UIName = "DoFFixedUnfocusedBumpNight"; string UIWidget = "Spinner"; > = {0.0}; float doffixedunfocusbump_d < string UIName = "DoFFixedUnfocusedBumpDay"; string UIWidget = "Spinner"; > = {0.0}; float doffixedunfocusbump_in < string UIName = "DoFFixedUnfocusedBumpInteriorNight"; string UIWidget = "Spinner"; > = {0.0}; float doffixedunfocusbump_id < string UIName = "DoFFixedUnfocusedBumpInteriorDay"; string UIWidget = "Spinner"; > = {0.0}; float doffixedunfocusblend_n < string UIName = "DoFFixedUnfocusedBlendNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedunfocusblend_d < string UIName = "DoFFixedUnfocusedBlendDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedunfocusblend_in < string UIName = "DoFFixedUnfocusedBlendInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; float doffixedunfocusblend_id < string UIName = "DoFFixedUnfocusedBlendInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.0}; /* disable depth of field */ bool dofdisable < string UIName = "DoFDisable"; string UIWidget = "Checkbox"; > = {false}; /* use bilateral filtering for sharper dof blurring */ bool dofbilateral < string UIName = "DoFBilateral"; string UIWidget = "Checkbox"; > = {true}; float dofbfact < string UIName = "DoFBilateralFactor"; string UIWidget = "Spinner"; > = {20.0}; float dofbradius < string UIName = "DoFBlurRadius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; bool dofrelfov < string UIName = "DoFRelativeToFoV"; string UIWidget = "Checkbox"; > = {true}; float fovdefault < string UIName = "DoFRelativeDefaultFOV"; string UIWidget = "Spinner"; float UIMin = 1.0; float UIMax = 180.0; > = {75.0}; float relfovfactor_n < string UIName = "DoFRelativeFactorNight"; string UIWidget = "Spinner"; > = {2.0}; float relfovfactor_d < string UIName = "DoFRelativeFactorDay"; string UIWidget = "Spinner"; > = {2.0}; float relfovfactor_in < string UIName = "DoFRelativeFactorInteriorNight"; string UIWidget = "Spinner"; > = {2.0}; float relfovfactor_id < string UIName = "DoFRelativeFactorInteriorDay"; string UIWidget = "Spinner"; > = {2.0}; bool dofdebug < string UIName = "DebugDepth"; string UIWidget = "Checkbox"; > = {false}; /* enable edge detect filters */ bool edgeenable < string UIName = "EdgeEnable"; string UIWidget = "Checkbox"; > = {false}; /* use "edge vision" instead of contour filter (just because it looks fancy) */ bool edgeview < string UIName = "EdgeView"; string UIWidget = "Checkbox"; > = {true}; /* factors */ float edgefadepow_n < string UIName = "EdgeFadePowerNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgefadepow_d < string UIName = "EdgeFadePowerDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgefadepow_in < string UIName = "EdgeFadePowerInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgefadepow_id < string UIName = "EdgeFadePowerInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {2.0}; float edgefademult_n < string UIName = "EdgeFadeMultiplierNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgefademult_d < string UIName = "EdgeFadeMultiplierDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgefademult_in < string UIName = "EdgeFadeMultiplierInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgefademult_id < string UIName = "EdgeFadeMultiplierInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {500.0}; float edgepow < string UIName = "EdgePower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float edgemult < string UIName = "EdgeMultiplier"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {128.0}; float edgeradius < string UIName = "EdgeRadius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* ssao filter */ bool ssaoenable < string UIName = "SSAOEnable"; string UIWidget = "Checkbox"; > = {false}; float ssaoradius < string UIName = "SSAORadius"; string UIWidget = "Spinner"; > = {256.0}; float ssaonoise < string UIName = "SSAONoise"; string UIWidget = "Spinner"; > = {0.15}; float ssaofadepow_n < string UIName = "SSAOFadePowerNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; float ssaofadepow_d < string UIName = "SSAOFadePowerDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; float ssaofadepow_in < string UIName = "SSAOFadePowerInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; float ssaofadepow_id < string UIName = "SSAOFadePowerInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.05}; float ssaofademult_n < string UIName = "SSAOFadeMultiplierNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaofademult_d < string UIName = "SSAOFadeMultiplierDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaofademult_in < string UIName = "SSAOFadeMultiplierInteriorNight"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaofademult_id < string UIName = "SSAOFadeMultiplierInteriorDay"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaomult < string UIName = "SSAOMultiplier"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.5}; float ssaopow < string UIName = "SSAOPower"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.5}; float ssaoblend < string UIName = "SSAOBlend"; string UIWidget = "Spinner"; > = {1.0}; bool ssaobenable < string UIName = "SSAOBlurEnable"; string UIWidget = "Checkbox"; > = {true}; float ssaobfact < string UIName = "SSAOBilateralFactor"; string UIWidget = "Spinner"; > = {10000.0}; float ssaocfact < string UIName = "SSAOClampFactor"; string UIWidget = "Spinner"; > = {0.1}; float ssaobradius < string UIName = "SSAOBlurRadius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float ssaorfade < string UIName = "SSAORadiusFade"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float ssaorfadep < string UIName = "SSAORadiusFadeCurve"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.25}; bool ssaodebug < string UIName = "DebugSSAO"; string UIWidget = "Checkbox"; > = {false}; /* luma sharpen because of reasons */ bool sharpenable < string UIName = "SharpenEnable"; string UIWidget = "Checkbox"; > = {false}; float sharpradius < string UIName = "SharpenRadius"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.8}; float sharpclamp < string UIName = "SharpenClamp"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {0.02}; float sharpblend < string UIName = "SharpenBlending"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.2};