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MariENB/enbseries/menbprepasssettings.fx
2019-04-07 17:09:23 +02:00

411 lines
9.3 KiB
HLSL

/*
menbprepasssettings.fx : MariENB prepass user-tweakable variables.
(C)2013-2014 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the WTFPL.
*/
/* fixed resolution, keeps blur filters at a consistent internal resolution */
int fixedx
<
string UIName = "_FixedResolutionX";
string UIWidget = "Spinner";
int UIMin = 0;
> = {0};
int fixedy
<
string UIName = "_FixedResolutionY";
string UIWidget = "Spinner";
int UIMin = 0;
> = {0};
/* circle (triangle, actually) average focus */
bool focuscircle
<
string UIName = "FocusCircleEnable";
string UIWidget = "Checkbox";
> = {false};
/* radius of the focus point triangle */
float focusradius_n
<
string UIName = "FocusCircleRadiusNight";
string UIWidget = "Spinner";
> = {12.5};
float focusradius_d
<
string UIName = "FocusCircleRadiusDay";
string UIWidget = "Spinner";
> = {12.5};
float focusradius_in
<
string UIName = "FocusCircleRadiusInteriorNight";
string UIWidget = "Spinner";
> = {12.5};
float focusradius_id
<
string UIName = "FocusCircleRadiusInteriorDay";
string UIWidget = "Spinner";
> = {12.5};
/* mix factor with sample at screen center */
float focusmix_n
<
string UIName = "FocusCircleMixNight";
string UIWidget = "Spinner";
> = {0.25};
float focusmix_d
<
string UIName = "FocusCircleMixDay";
string UIWidget = "Spinner";
> = {0.25};
float focusmix_in
<
string UIName = "FocusCircleMixInteriorNight";
string UIWidget = "Spinner";
> = {0.25};
float focusmix_id
<
string UIName = "FocusCircleMixInteriorDay";
string UIWidget = "Spinner";
> = {0.25};
/* maximum focus depth */
float focusmax_n
<
string UIName = "FocusMaxNight";
string UIWidget = "Spinner";
> = {1.0};
float focusmax_d
<
string UIName = "FocusMaxDay";
string UIWidget = "Spinner";
> = {1.0};
float focusmax_in
<
string UIName = "FocusMaxInteriorNight";
string UIWidget = "Spinner";
> = {1.0};
float focusmax_id
<
string UIName = "FocusMaxInteriorDay";
string UIWidget = "Spinner";
> = {1.0};
/* dof filter */
/* dof multiplier (makes unfocused depths more blurry) */
float dofmult_n
<
string UIName = "DoFMultNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofmult_d
<
string UIName = "DoFMultDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofmult_in
<
string UIName = "DoFMultInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofmult_id
<
string UIName = "DoFMultInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* dof power (falloff, kinda) */
float dofpow_n
<
string UIName = "DoFPowNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpow_d
<
string UIName = "DoFPowDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpow_in
<
string UIName = "DoFPowInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpow_id
<
string UIName = "DoFPowInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* 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 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;
> = {1.0};
float doffixedunfocusmult_d
<
string UIName = "DoFFixedUnfocusedMultDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocusmult_in
<
string UIName = "DoFFixedUnfocusedMultInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocusmult_id
<
string UIName = "DoFFixedUnfocusedMultInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocuspow_n
<
string UIName = "DoFFixedUnfocusedPowNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocuspow_d
<
string UIName = "DoFFixedUnfocusedPowDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocuspow_in
<
string UIName = "DoFFixedUnfocusedPowInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedunfocuspow_id
<
string UIName = "DoFFixedUnfocusedPowInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
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};
/* display dof factors per pixel, or just the whole depth buffer */
int dofdebug
<
string UIName = "DoFDebug";
string UIWidget = "Checkbox";
int UIMin = 0;
int UIMax = 2;
> = 0;
/* two-pass blur, makes you shortsighted */
bool doftwopass
<
string UIName = "DoFTwoPass";
string UIWidget = "Checkbox";
> = {false};
/* disable depth of field, in case you want just the contour filter */
bool dofdisable
<
string UIName = "DoFDisable";
string UIWidget = "Checkbox";
> = {false};
/* enable depth of field smoothing (3x3 gaussian blur, slight fps loss) */
bool dofsmooth
<
string UIName = "DoFSmoothing";
string UIWidget = "Checkbox";
> = {true};
/* enable depth of field sky cutoff (keeps sky sharp, but may look weird) */
bool dofcutoff
<
string UIName = "DoFCutoff";
string UIWidget = "Checkbox";
> = {false};
/* disable edge detect filters */
bool noedge
<
string UIName = "EdgeDisable";
string UIWidget = "Checkbox";
> = {true};
/* use "edge vision" instead of contour filter (just because it looks fancy) */
bool edgeview
<
string UIName = "EdgeView";
string UIWidget = "Checkbox";
> = {false};
/* factors */
float edgefadepow
<
string UIName = "EdgeFadePower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.6};
float edgefademult
<
string UIName = "EdgeFadeMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {16.0};
float edgepow
<
string UIName = "EdgePower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float edgemult
<
string UIName = "EdgeMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {32.0};
/* ssao filter */
bool ssaoenable
<
string UIName = "SSAOEnable";
string UIWidget = "Checkbox";
> = {false};
int ssaodebug
<
string UIName = "SSAODebug";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 2;
> = 0;
float ssaoradius
<
string UIName = "SSAORadius";
string UIWidget = "Spinner";
> = {1.0};
float ssaonoise
<
string UIName = "SSAONoise";
string UIWidget = "Spinner";
> = {0.5};
float ssaofadepow
<
string UIName = "SSAOFadePower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float ssaofademult
<
string UIName = "SSAOFadeMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {15.0};
float ssaomult
<
string UIName = "SSAOMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaopow
<
string UIName = "SSAOPower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaoblend
<
string UIName = "SSAOBlend";
string UIWidget = "Spinner";
> = {1.0};
bool ssaobenable
<
string UIName = "SSAOBlurEnable";
string UIWidget = "Spinner";
> = {true};