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