/* menbeffectsettings.fx : MariENB base user-tweakable variables. (C)2013-2017 Marisa Kirisame, UnSX Team. Part of MariENB, the personal ENB of Marisa. 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}; bool nbt < string UIName = "Apply Grain Before Tone Mapping"; string UIWidget = "Checkbox"; > = {true}; /* "adaptation" factors */ string str_adaptation = "Eye Adaptation"; bool aenable < string UIName = "Enable Adaptation"; string UIWidget = "Checkbox"; > = {false}; float amin_n < string UIName = "Adaptation Min Night"; string UIWidget = "Spinner"; > = {0.0}; float amin_d < string UIName = "Adaptation Min Day"; string UIWidget = "Spinner"; > = {0.0}; float amin_in < string UIName = "Adaptation Min Interior Night"; string UIWidget = "Spinner"; > = {0.0}; float amin_id < string UIName = "Adaptation Min Interior Day"; string UIWidget = "Spinner"; > = {0.0}; float amax_n < string UIName = "Adaptation Max Night"; string UIWidget = "Spinner"; > = {1.0}; float amax_d < string UIName = "Adaptation Max Day"; string UIWidget = "Spinner"; > = {1.0}; float amax_in < string UIName = "Adaptation Max Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float amax_id < string UIName = "Adaptation Max Interior Day"; string UIWidget = "Spinner"; > = {1.0}; /* tone mapping */ string str_tonemap = "Filmic Tone Mapping"; bool tmapenable < string UIName = "Enable Tonemapping"; string UIWidget = "Checkbox"; > = {false}; float unA_n < string UIName = "Tonemap Shoulder Strength Night"; string UIWidget = "Spinner"; > = {0.5}; float unA_d < string UIName = "Tonemap Shoulder Strength Day"; string UIWidget = "Spinner"; > = {0.5}; float unA_in < string UIName = "Tonemap Shoulder Strength Interior Night"; string UIWidget = "Spinner"; > = {0.5}; float unA_id < string UIName = "Tonemap Shoulder Strength Interior Day"; string UIWidget = "Spinner"; > = {0.5}; float unB_n < string UIName = "Tonemap Linear Strength Night"; string UIWidget = "Spinner"; > = {1.0}; float unB_d < string UIName = "Tonemap Linear Strength Day"; string UIWidget = "Spinner"; > = {1.0}; float unB_in < string UIName = "Tonemap Linear Strength Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float unB_id < string UIName = "Tonemap Linear Strength Interior Day"; string UIWidget = "Spinner"; > = {1.0}; float unC_n < string UIName = "Tonemap Linear Angle Night"; string UIWidget = "Spinner"; > = {0.2}; float unC_d < string UIName = "Tonemap Linear Angle Day"; string UIWidget = "Spinner"; > = {0.2}; float unC_in < string UIName = "Tonemap Linear Angle Interior Night"; string UIWidget = "Spinner"; > = {0.2}; float unC_id < string UIName = "Tonemap Linear Angle Interior Day"; string UIWidget = "Spinner"; > = {0.2}; float unD_n < string UIName = "Tonemap Toe Strength Night"; string UIWidget = "Spinner"; > = {0.75}; float unD_d < string UIName = "Tonemap Toe Strength Day"; string UIWidget = "Spinner"; > = {0.75}; float unD_in < string UIName = "Tonemap Toe Strength Interior Night"; string UIWidget = "Spinner"; > = {0.75}; float unD_id < string UIName = "Tonemap Toe Strength Interior Day"; string UIWidget = "Spinner"; > = {0.75}; float unE_n < string UIName = "Tonemap Toe Numerator Night"; string UIWidget = "Spinner"; > = {0.02}; float unE_d < string UIName = "Tonemap Toe Numerator Day"; string UIWidget = "Spinner"; > = {0.02}; float unE_in < string UIName = "Tonemap Toe Numerator Interior Night"; string UIWidget = "Spinner"; > = {0.02}; float unE_id < string UIName = "Tonemap Toe Numerator Interior Day"; string UIWidget = "Spinner"; > = {0.02}; float unF_n < string UIName = "Tonemap Toe Denominator Night"; string UIWidget = "Spinner"; > = {0.30}; float unF_d < string UIName = "Tonemap Toe Denominator Day"; string UIWidget = "Spinner"; > = {0.30}; float unF_in < string UIName = "Tonemap Toe Denominator Interior Night"; string UIWidget = "Spinner"; > = {0.30}; float unF_id < string UIName = "Tonemap Toe Denominator Interior Day"; string UIWidget = "Spinner"; > = {0.30}; float unW_n < string UIName = "Tonemap Linear White Night"; string UIWidget = "Spinner"; > = {10.0}; float unW_d < string UIName = "Tonemap Linear White Day"; string UIWidget = "Spinner"; > = {10.0}; float unW_in < string UIName = "Tonemap Linear White Interior Night"; string UIWidget = "Spinner"; > = {10.0}; float unW_id < string UIName = "Tonemap Linear White Interior Day"; string UIWidget = "Spinner"; > = {10.0}; /* 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_n < string UIName = "Grading Intensity Night Red"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_n < string UIName = "Grading Intensity Night Green"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_n < string UIName = "Grading Intensity Night Blue"; string UIWidget = "Spinner"; > = {1.0}; float grademul_r_d < string UIName = "Grading Intensity Day Red"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_d < string UIName = "Grading Intensity Day Green"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_d < string UIName = "Grading Intensity Day Blue"; string UIWidget = "Spinner"; > = {1.0}; float grademul_r_in < string UIName = "Grading Intensity Interior Night Red"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_in < string UIName = "Grading Intensity Interior Night Green"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_in < string UIName = "Grading Intensity Interior Night Blue"; string UIWidget = "Spinner"; > = {1.0}; float grademul_r_id < string UIName = "Grading Intensity Interior Day Red"; string UIWidget = "Spinner"; > = {1.0}; float grademul_g_id < string UIName = "Grading Intensity Interior Day Green"; string UIWidget = "Spinner"; > = {1.0}; float grademul_b_id < string UIName = "Grading Intensity Interior Day Blue"; string UIWidget = "Spinner"; > = {1.0}; /* color component contrasts */ float gradepow_r_n < string UIName = "Grading Contrast Night Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_n < string UIName = "Grading Contrast Night Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_n < string UIName = "Grading Contrast Night Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_r_d < string UIName = "Grading Contrast Day Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_d < string UIName = "Grading Contrast Day Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_d < string UIName = "Grading Contrast Day Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_r_in < string UIName = "Grading Contrast Interior Night Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_in < string UIName = "Grading Contrast Interior Night Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_in < string UIName = "Grading Contrast Interior Night Blue"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_r_id < string UIName = "Grading Contrast Interior Day Red"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_g_id < string UIName = "Grading Contrast Interior Day Green"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float gradepow_b_id < string UIName = "Grading Contrast Interior Day 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_n < string UIName = "Grading Color Night Red"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_n < string UIName = "Grading Color Night Green"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_n < string UIName = "Grading Color Night Blue"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_r_d < string UIName = "Grading Color Day Red"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_d < string UIName = "Grading Color Day Green"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_d < string UIName = "Grading Color Day Blue"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_r_in < string UIName = "Grading Color Interior Night Red"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_in < string UIName = "Grading Color Interior Night Green"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_in < string UIName = "Grading Color Interior Night Blue"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_r_id < string UIName = "Grading Color Interior Day Red"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_g_id < string UIName = "Grading Color Interior Day Green"; string UIWidget = "Spinner"; > = {1.0}; float gradecol_b_id < string UIName = "Grading Color Interior Day Blue"; string UIWidget = "Spinner"; > = {1.0}; /* blend factor for colorization (negative values are quite fancy) */ float gradecolfact_n < string UIName = "Grading Color Factor Night"; string UIWidget = "Spinner"; > = {0.0}; float gradecolfact_d < string UIName = "Grading Color Factor Day"; string UIWidget = "Spinner"; > = {0.0}; float gradecolfact_in < string UIName = "Grading Color Factor Interior Night"; string UIWidget = "Spinner"; > = {0.0}; float gradecolfact_id < string UIName = "Grading Color Factor Interior Day"; string UIWidget = "Spinner"; > = {0.0}; /* HSV grading */ bool gradeenable3 < string UIName = "Enable HSV Grading"; string UIWidget = "Checkbox"; > = {false}; /* saturation multiplier */ float gradesatmul_n < string UIName = "Grading Saturation Intensity Night"; string UIWidget = "Spinner"; > = {1.0}; float gradesatmul_d < string UIName = "Grading Saturation Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; float gradesatmul_in < string UIName = "Grading Saturation Intensity Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float gradesatmul_id < string UIName = "Grading Saturation Intensity Interior Day"; string UIWidget = "Spinner"; > = {1.0}; /* saturation power */ float gradesatpow_n < string UIName = "Grading Saturation Contrast Night"; string UIWidget = "Spinner"; > = {1.0}; float gradesatpow_d < string UIName = "Grading Saturation Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; float gradesatpow_in < string UIName = "Grading Saturation Contrast Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float gradesatpow_id < string UIName = "Grading Saturation Contrast Interior Day"; string UIWidget = "Spinner"; > = {1.0}; /* value multiplier */ float gradevalmul_n < string UIName = "Grading Value Intensity Night"; string UIWidget = "Spinner"; > = {1.0}; float gradevalmul_d < string UIName = "Grading Value Intensity Day"; string UIWidget = "Spinner"; > = {1.0}; float gradevalmul_in < string UIName = "Grading Value Intensity Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float gradevalmul_id < string UIName = "Grading Value Intensity Interior Day"; string UIWidget = "Spinner"; > = {1.0}; /* value power */ float gradevalpow_n < string UIName = "Grading Value Contrast Night"; string UIWidget = "Spinner"; > = {1.0}; float gradevalpow_d < string UIName = "Grading Value Contrast Day"; string UIWidget = "Spinner"; > = {1.0}; float gradevalpow_in < string UIName = "Grading Value Contrast Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float gradevalpow_id < string UIName = "Grading Value Contrast Interior Day"; string UIWidget = "Spinner"; > = {1.0}; bool colorizeafterhsv < string UIName = "Colorize After HSV"; string UIWidget = "Checkbox"; > = {true}; /* game imagespace support */ string str_vanilla = "Vanilla Imagespace Tint/Grading/Fade"; /* vanilla grading */ bool vgradeenable < string UIName = "Enable Vanilla Imagespace"; string UIWidget = "Checkbox"; > = {true}; float vtintblend < string UIName = "Vanilla Tint Blend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float vsatblend < string UIName = "Vanilla Vibrance Blend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float vconblend < string UIName = "Vanilla Contrast Blend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; float vtintpow < string UIName = "Vanilla Tint Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float vtintmul < string UIName = "Vanilla Tint Strength"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float vsatpow < string UIName = "Vanilla Vibrance Contrast"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; float vsatmul < string UIName = "Vanilla Vibrance Strength"; string UIWidget = "Spinner"; float UIMin = 0.0; > = {1.0}; /* LUT grading */ string str_lut = "RGB Lookup Table Grading"; bool lutenable < string UIName = "Enable LUT Grading"; string UIWidget = "Checkbox"; > = {false}; float lutblend_n < string UIName = "LUT Blend Night"; string UIWidget = "Spinner"; > = {1.0}; float lutblend_d < string UIName = "LUT Blend Day"; string UIWidget = "Spinner"; > = {1.0}; float lutblend_in < string UIName = "LUT Blend Interior Night"; string UIWidget = "Spinner"; > = {1.0}; float lutblend_id < string UIName = "LUT Blend Interior Day"; 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 /* not using ENB's own variables, sorry */ string str_enbpal = "ENB Palette"; bool palenable < string UIName = "Enable ENB Palette"; string UIWidget = "Checkbox"; > = {false}; float palblend < string UIName = "Palette Blend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; /* technicolor shader */ string str_tech = "Technicolor"; bool techenable < string UIName = "Enable Technicolor"; string UIWidget = "Checkbox"; > = {false}; float techblend < string UIName = "Technicolor Blend"; string UIWidget = "Spinner"; float UIMin = 0.0; float UIMax = 1.0; > = {1.0}; 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 = 2; > = {2}; string str_debug = "Debugging"; bool bloomdebug < string UIName = "Display Bloom"; string UIWidget = "Checkbox"; > = {false};