has to be
bool USE_LUT <string UIName="LUTS - Enable"; > = {true};
Not
bool "USE_LUT <string UIName="LUTS - Enable"; > = {true};
You added an unnecessary " before USE_LUT
Search found 1498 matches
- Author
- Message
- 31 Mar 2021, 09:14
- Forum: Effects
- Topic: [HLSL CODE] 3D LUT
- Replies: 68
- Views: 140627
- 26 Mar 2021, 06:00
- Forum: Effects
- Topic: [HLSL CODE] 3D LUT
- Replies: 68
- Views: 140627
Re: [HLSL CODE] 3D LUT
It won't work the way it's set. At the end of your LUT function, you set " color.rgb = lerp( lerp( CLutFunc(color.rgb, SamplerLUT_Night), CLutFunc(color.rgb, SamplerLUT_Day), ENightDayFactor), CLutFunc(color.rgb, SamplerLUT_Int), EInteriorFactor); " but "color" is not declared ye...
- 25 Jan 2021, 10:46
- Forum: Effects
- Topic: [SLE / SSE / FO4] Depth of Field
- Replies: 259
- Views: 228522
Re: [SLE / SSE / FO4] Depth of Field
Ah. That thread is resurrected, at last. Thanx Marty
- 10 May 2020, 15:57
- Forum: Download
- Topic: TES Skyrim 0.422
- Replies: 28
- Views: 10766
Re: TES Skyrim 0.422
More and more improvements, thank you !
You're on a roll
You're on a roll
- 09 May 2020, 14:11
- Forum: Effects
- Topic: Frostbyte style tonemap color processing
- Replies: 10
- Views: 27709
Re: Frostbyte style tonemap color processing
Now this is very interesting !
Thank you for sharing this.
What would be the right method to include it in a classic HD6 enbeffect file for Oldrim ?
EDIT: nevermind, done. Really intesresting addition.
Thank you for sharing this.
What would be the right method to include it in a classic HD6 enbeffect file for Oldrim ?
EDIT: nevermind, done. Really intesresting addition.
- 09 May 2020, 09:38
- Forum: Download
- Topic: TES Skyrim 0.422
- Replies: 28
- Views: 10766
Re: TES Skyrim 0.422
Thank you.
Think it’s related to boolean overusage, will investigate.
Think it’s related to boolean overusage, will investigate.
- 09 May 2020, 07:41
- Forum: Download
- Topic: TES Skyrim 0.422
- Replies: 28
- Views: 10766
Re: TES Skyrim 0.422
Boris
What can be done when reaching maximum number of constants ? Got this issue when porting things to GUI with enbeffect.fx. Tried to include external .fxh instead, and same thing. Is there a way to workaround this ? Is maximum number of constant calculated globaly or per shader ?
What can be done when reaching maximum number of constants ? Got this issue when porting things to GUI with enbeffect.fx. Tried to include external .fxh instead, and same thing. Is there a way to workaround this ? Is maximum number of constant calculated globaly or per shader ?
- 09 May 2020, 04:44
- Forum: Download
- Topic: TES Skyrim 0.422
- Replies: 28
- Views: 10766
Re: TES Skyrim 0.422
All fine browsing from France, fast and responsive.
- 05 May 2020, 06:06
- Forum: Download
- Topic: TES Skyrim 0.422
- Replies: 28
- Views: 10766
Re: TES Skyrim 0.422
Thanx Boris
Nice to see you' re still fixing things and improving.
Nice to see you' re still fixing things and improving.
- 04 May 2020, 09:12
- Forum: ENBSeries
- Topic: TES Skyrim
- Replies: 22356
- Views: 6482029
Re: TES Skyrim
Guzio
Thank you !
Your setup sets a new standard for perfect balance, really.
Thank you !
Your setup sets a new standard for perfect balance, really.