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MariENB/enbseries/menbprepasssettings.fx

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19 KiB
HLSL

/*
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};
bool dfcdebug
<
string UIName = "DebugFocus";
string UIWidget = "Checkbox";
> = {false};
/* enable edge detect filters */
bool edgeenable
<
string UIName = "EdgeEnable";
string UIWidget = "Checkbox";
> = {false};
/* 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;
> = {1.5};
float edgemult
<
string UIName = "EdgeMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float edgeradius
<
string UIName = "EdgeRadius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.01};
float edgethreshold
<
string UIName = "EdgeThreshold";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.01};
bool edgedebug
<
string UIName = "DebugEdge";
string UIWidget = "Checkbox";
> = {false};
/* use luma edge detection filter */
bool celenable
<
string UIName = "CelEnable";
string UIWidget = "Checkbox";
> = {false};
float celradius
<
string UIName = "CelRadius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float celmult
<
string UIName = "CelMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float celpow
<
string UIName = "CelPower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
bool celdebug
<
string UIName = "DebugCel";
string UIWidget = "Checkbox";
> = {false};
/* use "edge vision" filter */
bool edgevenable
<
string UIName = "EdgeViewEnable";
string UIWidget = "Checkbox";
> = {false};
/* factors */
float edgevfadepow_n
<
string UIName = "EdgeViewFadePowerNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_d
<
string UIName = "EdgeViewFadePowerDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_in
<
string UIName = "EdgeViewFadePowerInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_id
<
string UIName = "EdgeViewFadePowerInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfademult_n
<
string UIName = "EdgeViewFadeMultiplierNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_d
<
string UIName = "EdgeViewFadeMultiplierDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_in
<
string UIName = "EdgeViewFadeMultiplierInteriorNight";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_id
<
string UIName = "EdgeViewFadeMultiplierInteriorDay";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevpow
<
string UIName = "EdgeViewPower";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float edgevmult
<
string UIName = "EdgeViewMultiplier";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float edgevradius
<
string UIName = "EdgeViewRadius";
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";
> = {1.0};
int ssaonoise
<
string UIName = "SSAONoise";
string UIWidget = "Spinner";
int UIMin = 0;
int UIMax = 1;
> = {1};
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 ssaoclamp
<
string UIName = "SSAOClamp";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float ssaobradius
<
string UIName = "SSAOBlurRadius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
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};