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MariENB/enbseries/menbprepasssettings.fx

937 lines
20 KiB
HLSL

/*
menbprepasssettings.fx : MariENB prepass user-tweakable variables.
(C)2013-2016 Marisa Kirisame, UnSX Team.
Part of MariENB, the personal ENB of Marisa.
Released under the GNU GPLv3 (or later).
*/
string str_misc = "Miscellaneous";
/* fixed resolution, keeps blur filters at a consistent internal resolution */
int fixedx
<
string UIName = "Fixed Resolution Width";
string UIWidget = "Spinner";
int UIMin = 0;
> = {1920};
int fixedy
<
string UIName = "Fixed Resolution Height";
string UIWidget = "Spinner";
int UIMin = 0;
> = {1080};
float cutoff
<
string UIName = "Depth Cutoff";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1000000.0;
> = {999949.0};
float zNear
<
string UIName = "Near Z";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float zFar
<
string UIName = "Far Z";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {3098.0};
string str_dist = "Distortion Filters";
float distcha
<
string UIName = "Distortion Chromatic Aberration";
string UIWidget = "Spinner";
> = {10.0};
bool waterenable
<
string UIName = "Enable Underwater";
string UIWidget = "Checkbox";
> = {false};
float uwm1
<
string UIName = "Underwater Frequency 1";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.4};
float uwm2
<
string UIName = "Underwater Frequency 2";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.6};
float uwm3
<
string UIName = "Underwater Frequency 3";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.4};
float uwf1
<
string UIName = "Underwater Speed 1";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {10.0};
float uwf2
<
string UIName = "Underwater Speed 2";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {8.0};
float uwf3
<
string UIName = "Underwater Speed 3";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {16.0};
float uws1
<
string UIName = "Underwater Amplitude 1";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.3};
float uws2
<
string UIName = "Underwater Amplitude 2";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float uws3
<
string UIName = "Underwater Amplitude 3";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.8};
float uwz
<
string UIName = "Underwater Zoom";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
bool wateralways
<
string UIName = "Always Underwater";
string UIWidget = "Checkbox";
> = {false};
bool heatenable
<
string UIName = "Enable Hot Air Refraction";
string UIWidget = "Checkbox";
> = {false};
float heatsize
<
string UIName = "Heat Texture Size";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {3.5};
float heatspeed
<
string UIName = "Heat Speed";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.5};
float heatfadepow
<
string UIName = "Heat Fade Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {200.0};
float heatfademul
<
string UIName = "Heat Fade Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float heatfadebump
<
string UIName = "Heat Fade Offset";
string UIWidget = "Spinner";
> = {0.0};
float heatstrength
<
string UIName = "Heat Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float heatpow
<
string UIName = "Heat Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.2};
float heattodpow
<
string UIName = "Heat Time-of-day Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.2};
bool heatalways
<
string UIName = "Heat Always Enable";
string UIWidget = "Checkbox";
> = {false};
bool frostenable
<
string UIName = "Enable Screen Frost";
string UIWidget = "Checkbox";
> = {false};
float frostpow
<
string UIName = "Frost Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float froststrength
<
string UIName = "Frost Strength";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostrpow
<
string UIName = "Frost Radial Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostrmult
<
string UIName = "Frost Radial Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostrbump
<
string UIName = "Frost Radial Offset";
string UIWidget = "Spinner";
> = {0.0};
float frostblend
<
string UIName = "Frost Texture Blend";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostbpow
<
string UIName = "Frost Texture Blend Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostsize
<
string UIName = "Frost Texture Size";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float frostind
<
string UIName = "Frost Indoor Factor";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float frostnight
<
string UIName = "Frost Night Factor";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
bool frostalways
<
string UIName = "Frost Always Enable";
string UIWidget = "Checkbox";
> = {false};
string str_focus = "Focusing Parameters";
/*
focus modes:
-1 : manual
0 : center spot
1 : center + triangle
2 : 8x8 grid average
TODO
3 : 8x8 grid average of 8 closest points
4 : 8x8 grid average of 8 farthest points
*/
int focuscircle
<
string UIName = "Focus Mode";
string UIWidget = "Checkbox";
int UIMin = -1;
int UIMax = 2;
> = {1};
bool focusdisplay
<
string UIName = "Display Focus Points";
string UIWidget = "Checkbox";
> = {false};
float focusmanualvalue
<
string UIName = "Manual Focus Depth";
string UIWidget = "Checkbox";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
/* center point of focus */
float focuscenter_x
<
string UIName = "Focus Point Center X";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float focuscenter_y
<
string UIName = "Focus Point Center Y";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float focuscircleangle
<
string UIName = "Focus Triangle Angle";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
/* radius of the focus point triangle */
float focusradius_n
<
string UIName = "Focus Triangle Radius Night";
string UIWidget = "Spinner";
> = {20.0};
float focusradius_d
<
string UIName = "Focus Triangle Radius Day";
string UIWidget = "Spinner";
> = {20.0};
float focusradius_in
<
string UIName = "Focus Triangle Radius Interior Night";
string UIWidget = "Spinner";
> = {20.0};
float focusradius_id
<
string UIName = "Focus Triangle Radius Interior Day";
string UIWidget = "Spinner";
> = {20.0};
/* mix factor with sample at screen center */
float focusmix_n
<
string UIName = "Focus Triangle Blending Night";
string UIWidget = "Spinner";
> = {0.5};
float focusmix_d
<
string UIName = "Focus Triangle Blending Day";
string UIWidget = "Spinner";
> = {0.5};
float focusmix_in
<
string UIName = "Focus Triangle Blending Interior Night";
string UIWidget = "Spinner";
> = {0.5};
float focusmix_id
<
string UIName = "Focus Triangle Blending Interior Day";
string UIWidget = "Spinner";
> = {0.5};
/* maximum focus depth */
float focusmax_n
<
string UIName = "Focus Maximum Depth Night";
string UIWidget = "Spinner";
> = {1000.0};
float focusmax_d
<
string UIName = "Focus Maximum Depth Day";
string UIWidget = "Spinner";
> = {1000.0};
float focusmax_in
<
string UIName = "Focus Maximum Depth Interior Night";
string UIWidget = "Spinner";
> = {1000.0};
float focusmax_id
<
string UIName = "Focus Maximum Depth Interior Day";
string UIWidget = "Spinner";
> = {1000.0};
/* dof filter */
string str_dof = "Depth Of Field";
/* dof multiplier (makes unfocused depths more blurry) */
float dofmult_n
<
string UIName = "DOF Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float dofmult_d
<
string UIName = "DOF Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float dofmult_in
<
string UIName = "DOF Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float dofmult_id
<
string UIName = "DOF Intensity Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
/* dof power (the higher it is, the wider the focused area gets) */
float dofpow_n
<
string UIName = "DOF Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float dofpow_d
<
string UIName = "DOF Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float dofpow_in
<
string UIName = "DOF Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float dofpow_id
<
string UIName = "DOF Contrast Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
/* dof bump (negative shift increases the area in complete focus) */
float dofbump_n
<
string UIName = "DOF Shift Night";
string UIWidget = "Spinner";
> = {0.0};
float dofbump_d
<
string UIName = "DOF Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float dofbump_in
<
string UIName = "DOF Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float dofbump_id
<
string UIName = "DOF Shift Interior Day";
string UIWidget = "Spinner";
> = {0.0};
/* fixed focused depth factors */
float doffixedfocusmult_n
<
string UIName = "DOF Fixed Focus Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocusmult_d
<
string UIName = "DOF Fixed Focus Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocusmult_in
<
string UIName = "DOF Fixed Focus Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocusmult_id
<
string UIName = "DOF Fixed Focus Intensity Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocuspow_n
<
string UIName = "DOF Fixed Focus Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocuspow_d
<
string UIName = "DOF Fixed Focus Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocuspow_in
<
string UIName = "DOF Fixed Focus Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocuspow_id
<
string UIName = "DOF Fixed Focus Contrast Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocusbump_n
<
string UIName = "DOF Fixed Focus Shift Night";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusbump_d
<
string UIName = "DOF Fixed Focus Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusbump_in
<
string UIName = "DOF Fixed Focus Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusbump_id
<
string UIName = "DOF Fixed Focus Shift Interior Day";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusblend_n
<
string UIName = "DOF Fixed Focus Blend Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedfocusblend_d
<
string UIName = "DOF Fixed Focus Blend Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedfocusblend_in
<
string UIName = "DOF Fixed Focus Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedfocusblend_id
<
string UIName = "DOF Fixed Focus Blend Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
/* fixed unfocused depth factors */
float doffixedunfocusmult_n
<
string UIName = "DOF Fixed Unfocus Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffixedunfocusmult_d
<
string UIName = "DOF Fixed Unfocus Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffixedunfocusmult_in
<
string UIName = "DOF Fixed Unfocus Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffixedunfocusmult_id
<
string UIName = "DOF Fixed Unfocus Intensity Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffixedunfocuspow_n
<
string UIName = "DOF Fixed Unfocus Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffixedunfocuspow_d
<
string UIName = "DOF Fixed Unfocus Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffixedunfocuspow_in
<
string UIName = "DOF Fixed Unfocus Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffixedunfocuspow_id
<
string UIName = "DOF Fixed Unfocus Contrast Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffixedunfocusbump_n
<
string UIName = "DOF Fixed Unfocus Shift Night";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusbump_d
<
string UIName = "DOF Fixed Unfocus Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusbump_in
<
string UIName = "DOF Fixed Unfocus Shift Interior Night";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusbump_id
<
string UIName = "DOF Fixed Unfocus Shift Interior Day";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusblend_n
<
string UIName = "DOF Fixed Unfocus Blend Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedunfocusblend_d
<
string UIName = "DOF Fixed Unfocus Blend Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedunfocusblend_in
<
string UIName = "DOF Fixed Unfocus Blend Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float doffixedunfocusblend_id
<
string UIName = "DOF Fixed Unfocus Blend Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
/* prevents fixed dof from blurring the skybox */
bool doffixedcut
<
string UIName = "DOF Fixed Use Cutoff";
string UIWidget = "Checkbox";
> = {true};
/* disable depth of field */
bool dofdisable
<
string UIName = "Disable DOF";
string UIWidget = "Checkbox";
> = {false};
bool doffixedonly
<
string UIName = "Use Only Fixed DOF";
string UIWidget = "Checkbox";
> = {false};
float dofpradius
<
string UIName = "DOF Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {6.0};
float dofpcha
<
string UIName = "DOF Blur Chromatic Aberration";
string UIWidget = "Spinner";
> = {0.0};
#ifndef FALLOUT
bool dofrelfov
<
string UIName = "DOF Relative to FOV";
string UIWidget = "Checkbox";
> = {true};
float fovdefault
<
string UIName = "Default FOV";
string UIWidget = "Spinner";
float UIMin = 1.0;
float UIMax = 180.0;
> = {75.0};
float relfovfactor_n
<
string UIName = "DOF Relative Factor Night";
string UIWidget = "Spinner";
> = {2.0};
float relfovfactor_d
<
string UIName = "DOF Relative Factor Day";
string UIWidget = "Spinner";
> = {2.0};
float relfovfactor_in
<
string UIName = "DOF Relative Factor Interior Night";
string UIWidget = "Spinner";
> = {2.0};
float relfovfactor_id
<
string UIName = "DOF Relative Factor Interior Day";
string UIWidget = "Spinner";
> = {2.0};
#endif
/* tilting */
float doftiltxcenter
<
string UIName = "Focus Plane Horizontal Tilt Center";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float doftiltycenter
<
string UIName = "Focus Plane Vertical Tilt Center";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float doftiltx
<
string UIName = "Focus Plane Horizontal Tilt";
string UIWidget = "Spinner";
> = {0.0};
float doftilty
<
string UIName = "Focus Plane Vertical Tilt";
string UIWidget = "Spinner";
> = {0.0};
/* cheap performance option */
float dofminblur
<
string UIName = "DOF Minimum Blur";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
bool dofdebug
<
string UIName = "Debug Depth";
string UIWidget = "Checkbox";
> = {false};
bool dfcdebug
<
string UIName = "Debug Focus";
string UIWidget = "Checkbox";
> = {false};
/* use "edge vision" filter */
string str_view = "Edgevision";
bool edgevenable
<
string UIName = "Enable Edgevision";
string UIWidget = "Checkbox";
> = {false};
/* factors */
float edgevfadepow_n
<
string UIName = "Edgevision Fade Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_d
<
string UIName = "Edgevision Fade Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_in
<
string UIName = "Edgevision Fade Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_id
<
string UIName = "Edgevision Fade Contrast Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfademult_n
<
string UIName = "Edgevision Fade Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_d
<
string UIName = "Edgevision Fade Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_in
<
string UIName = "Edgevision Fade Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_id
<
string UIName = "Edgevision Fade Intensity Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevpow
<
string UIName = "Edgevision Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float edgevmult
<
string UIName = "Edgevision Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float edgevradius
<
string UIName = "Edgevision Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
/* ssao filter */
string str_ssao = "Ray Marching SSAO";
bool ssaoenable
<
string UIName = "Enable SSAO";
string UIWidget = "Checkbox";
> = {false};
float ssaoradius
<
string UIName = "SSAO Radius";
string UIWidget = "Spinner";
> = {1.0};
int ssaonoise
<
string UIName = "SSAO Noise";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 1;
> = {1};
float ssaofadepow_n
<
string UIName = "SSAO Fade Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float ssaofadepow_d
<
string UIName = "SSAO Fade Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float ssaofadepow_in
<
string UIName = "SSAO Fade Contrast Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float ssaofadepow_id
<
string UIName = "SSAO Fade Contrast Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float ssaofademult_n
<
string UIName = "SSAO Fade Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaofademult_d
<
string UIName = "SSAO Fade Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaofademult_in
<
string UIName = "SSAO Fade Intensity Interior Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaofademult_id
<
string UIName = "SSAO Fade Intensity Interior Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaomult
<
string UIName = "SSAO Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float ssaopow
<
string UIName = "SSAO Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.5};
float ssaoblend
<
string UIName = "SSAO Blending";
string UIWidget = "Spinner";
> = {1.0};
bool ssaobenable
<
string UIName = "SSAO Blur";
string UIWidget = "Checkbox";
> = {true};
float ssaobfact
<
string UIName = "SSAO Bilateral Factor";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float ssaoclamp
<
string UIName = "SSAO Range";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaoclampmin
<
string UIName = "SSAO Range Min";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.0};
float ssaobradius
<
string UIName = "SSAO Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
bool ssaodebug
<
string UIName = "Debug SSAO";
string UIWidget = "Checkbox";
> = {false};
/* luma sharpen because of reasons */
string str_sharp = "Luma Sharpen";
bool sharpenable
<
string UIName = "Sharpen Enable";
string UIWidget = "Checkbox";
> = {false};
float sharpradius
<
string UIName = "Sharpen Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.8};
float sharpclamp
<
string UIName = "Sharpen Clamp";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.02};
float sharpblend
<
string UIName = "Sharpen Blending";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.2};