TES Skyrim 0.123

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*blah-blah-blah maniac*
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Re: TES Skyrim 0.123

Какой-то садизм, терпеть не могу драконов убивать, лучше людей.
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Re: TES Skyrim 0.123

viewtopic.php?f=14&t=17&start=6590
read my post there everybody with nvidia and new beta drivers.
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Re: TES Skyrim 0.123

megazogg
Кричу какой-то "fuzzz" с синей воздушной волной, ничего не вижу с чернотой, прекрасный горизонт в тумане, даже когда смотрю на воду вдали у солитуда
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Irkie500

Re: TES Skyrim 0.123

First I would like to say Boris you make my skyrim experience that much more enjoyable now that I have a computer than can run ENB comfortably without dying. However with me being new to this and all I just have a few questions on the config file. Perhaps you or somebody else could give me a quick rundown of the difference between SubSurfaceScatteringMultiplier and SubSurfaceScattering Power do? These are not included in the documentation yet and curious as to how the values impact the visuals.

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Re: TES Skyrim 0.123

Power greater than 1 increase color saturation and contrast of texture which set as subsurface scattering factor (for human skin it's pink by default), actually power is gamma reversed. Multiplier is how much of this texture is applied. I don't recommend values for power more than 4 and better decrease multiplier, but grass and trees will look not good as share same scattering math.
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Irkie500

Re: TES Skyrim 0.123

Thanks for the quick reply Boris :)

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Re: TES Skyrim 0.123

I'm starting an ENB from scratch, and everything worked fine, until I turned adaptation off. Can anyone help?

Vanilla
[IMG=http://imageshack.us/a/img401/3793/2012120900027.jpg][/IMG]

ENB

[IMG=http://imageshack.us/a/img526/9525/2012120900028.jpg][/IMG]

Here's my settings

[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=true
ProxyLibrary=other_d3d9.dll

[GLOBAL]
AdditionalConfigFile=userconfig.ini
UseEffect=true

[FIX]
ForceFakeVideocard=false
FixGameBugs=true
FixParallaxBugs=true
ForceSingleCoreCPU=false
IgnoreThreadManagement=false
IgnoreThreadPriority=false
AntiBSOD=true
IgnoreLoadingScreen=true

[GAME]
SpeedHack=true

[MULTIHEAD]
ForceVideoAdapterIndex=false
VideoAdapterIndex=0

[LIMITER]
WaitBusyRenderer=false
EnableFPSLimit=false
FPSLimit=30.0

[INPUT]
//back
KeyReadConfig=8
//shift
KeyCombination=16
//f12
KeyUseEffect=123
//home
KeyFPSLimit=36
//num / 106
KeyShowFPS=106
//insert
KeyScreenshot=45

[ENGINE]
ForceAnisotropicFiltering=true
MaxAnisotropy=16
SkipShaderOptimization=false

[EFFECT]
UseOriginalPostProcessing=false
UseOriginalObjectsProcessing=false
EnableBloom=true
EnableAdaptation=false
EnableAmbientOcclusion=true
EnableDepthOfField=false
EnableDetailedShadow=true
EnableSunRays=true
EnableSkyLighting=false
EnableReflection=false

[BLOOM]
Quality=1
AmountDay=0.27
AmountNight=0.24
AmountInterior=0.25
BlueShiftAmountDay=1.0
BlueShiftAmountNight=1.0
BlueShiftAmountInterior=1.0
ContrastDay=1.0
ContrastNight=1.0
ContrastInterior=1.0
ContrastNight=1.0
ContrastInterior=1.0
AmountInterior=1.0
BlueShiftAmountInterior=1.0

[CAMERAFX]
LenzReflectionIntensityDay=0.0
LenzReflectionIntensityNight=0.0
LenzReflectionIntensityInterior=0.0
LenzReflectionPowerDay=1.0
LenzReflectionPowerNight=1.0
LenzReflectionPowerInterior=1.0

[SSAO_SSIL]
UseIndirectLighting=true
UseComplexIndirectLighting=false
SamplingQuality=1
SamplingRange=0.3
FadeFogRangeDay=2.0
FadeFogRangeNight=2.0
FadeFogRangeInterior=2.0
SizeScale=0.35
SourceTexturesScale=0.35
FilterQuality=1
AOAmount=1.2
ILAmount=4.0
AOMixingType=2
AOIntensity=1.0
AOType=0

[NIGHTDAY]
DetectorDefaultDay=false
DetectorLevelDay=0.65
DetectorLevelNight=0.25
DetectorLevelCurve=2.0

[ADAPTATION]
ForceMinMaxValues=false
AdaptationSensitivity=0.2
AdaptationTime=0.4
AdaptationMin=0.1
AdaptationMax=100.0

[ENVIRONMENT]
DirectLightingIntensityDay=4.89
DirectLightingIntensityNight=2.45
DirectLightingIntensityInterior=1.0
DirectLightingCurveDay=1.4
DirectLightingCurveNight=1.0
DirectLightingCurveInterior=1.0
DirectLightingDesaturationDay=0.1
DirectLightingDesaturationNight=0.1
DirectLightingDesaturationInterior=0.2

SpecularAmountMultiplierDay=0.85
SpecularAmountMultiplierNight=1.2
SpecularPowerMultiplierDay=0.80
SpecularPowerMultiplierNight=0.95
SpecularFromLightDay=0.0
SpecularFromLightNight=0.2


AmbientLightingIntensityDay=2.2
AmbientLightingIntensityNight=2.45
AmbientLightingIntensityInterior=2.69
AmbientLightingCurveDay=1.0
AmbientLightingCurveNight=1.0
AmbientLightingCurveInterior=1.0
AmbientLightingDesaturationDay=0.0
AmbientLightingDesaturationNight=0.1
AmbientLightingDesaturationInterior=0.0

PointLightingIntensityDay=2.0
PointLightingIntensityNight=2.0
PointLightingIntensityInterior=1.0
PointLightingCurveDay=1.0
PointLightingCurveNight=1.0
PointLightingCurveInterior=1.0
PointLightingDesaturationDay=0.0
PointLightingDesaturationNight=0.0
PointLightingDesaturationInterior=0.0

FogColorMultiplierDay=0.6
FogColorMultiplierNight=0.3
FogColorMultiplierInterior=1.0
FogColorCurveDay=1.0
FogColorCurveNight=1.0
FogColorCurveInterior=1.0

ColorPowDay=1.7
ColorPowNight=1.7
ColorPowInterior=1.7
SpecularAmountMultiplierInterior=1.0
SpecularPowerMultiplierInterior=1.0
SpecularFromLightInterior=0.0

[SKY]
Enable=true
DisableWrongSkyMath=true

StarsIntensity=1.0
StarsCurve=1.0

AuroraBorealisIntensity=1.0
AuroraBorealisCurve=1.5

CloudsIntensityDay=2.0
CloudsIntensityNight=0.1
CloudsIntensityInterior=1.0
CloudsCurveDay=2.0
CloudsCurveNight=1.5
CloudsCurveInterior=1.0
CloudsDesaturationDay=0.0
CloudsDesaturationNight=0.0
CloudsDesaturationInterior=0.0

GradientIntensityDay=1.0
GradientIntensityNight=1.0
GradientIntensityInterior=1.0
GradientDesaturationDay=0.0
GradientDesaturationNight=0.0
GradientDesaturationInterior=0.0

GradientTopIntensityDay=2.0
GradientTopIntensityNight=0.03
GradientTopIntensityInterior=1.0
GradientTopCurveDay=1.0
GradientTopCurveNight=1.0
GradientTopCurveInterior=1.0

GradientMiddleIntensityDay=3.0
GradientMiddleIntensityNight=0.05
GradientMiddleIntensityInterior=1.0
GradientMiddleCurveDay=1.0
GradientMiddleCurveNight=1.0
GradientMiddleCurveInterior=1.0

GradientHorizonIntensityDay=4.0
GradientHorizonIntensityNight=0.08
GradientHorizonIntensityInterior=1.0
GradientHorizonCurveDay=1.0
GradientHorizonCurveNight=1.0
GradientHorizonCurveInterior=1.0

SunIntensity=5.0
SunDesaturation=0.0
SunCoronaIntensity=15.0
SunCoronaCurve=1.0
SunCoronaDesaturation=0.0

MoonIntensity=1.0
MoonCurve=2.0
MoonDesaturation=0.0
CloudsEdgeClamp=0.5
CloudsEdgeIntensity=8.0

[OBJECT]
SubSurfaceScatteringMultiplierDay=1.0
SubSurfaceScatteringMultiplierNight=1.0
SubSurfaceScatteringMultiplierInterior=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInterior=1.0

[LIGHTSPRITE]
IntensityDay=1.0
IntensityNight=1.0
IntensityInterior=1.0
CurveDay=1.5
CurveNight=1.5
CurveInterior=1.0

[WINDOWLIGHT]
Intensity=10.0
Curve=1.0

[VOLUMETRICFOG]
IntensityDay=1.0
IntensityNight=1.0
IntensityInterior=1.0
CurveDay=1.0
CurveNight=2.0
CurveInterior=1.0

[FIRE]
IntensityDay=3.0
IntensityNight=3.0
IntensityInterior=1.0
CurveDay=2.0
CurveNight=2.0
CurveInterior=1.0

[COLORCORRECTION]
UsePaletteTexture=true
Brightness=1.0
GammaCurve=1.0

[SHADOW]
ShadowCastersFix=true
ShadowQualityFix=true
DetailedShadowQuality=1
UseBilateralShadowFilter=true
ShadowFilterQuality=2
ShadowBlurRange=3.0

[DEPTHOFFIELD]
FadeTime=0.2

[RAYS]
SunRaysMultiplier=0.3

[SKYLIGHTING]
Quality=1
FilterQuality=2
AmbientMinLevel=0.3

[REFLECTION]
Quality=1
FilterQuality=2
SizeScale=1.0
SourceTexturesScale=1.0
Amount=1.0
Power=1.0

_______________________________________________________________


//++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2012 Boris Vorontsov
//++++++++++++++++++++++++++++++++++++++++++++



//post processing mode. Change value (could be 1, 2, 3, 4). Every mode have own internal parameters, look below
#ifndef POSTPROCESS
#define POSTPROCESS 3
#endif

//use original game processing first, then mine
//#define APPLYGAMECOLORCORRECTION

//use original game processing only, with vanilla bloom
//#define ENB_FLIPTECHNIQUE



//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
//float3 EColorFilter=float3(1.0, 0.9, 0.9);

//modify these values to tweak various color processing
//POSTPROCESS 1
float EAdaptationMinV1=0.01;
float EAdaptationMaxV1=0.07;
float EContrastV1=0.95;
float EColorSaturationV1=1.0;
float EToneMappingCurveV1=6.0;

//POSTPROCESS 2
//float EBrightnessV2=2.5;
float EAdaptationMinV2=0.05;
float EAdaptationMaxV2=0.05;//0.125;
float EToneMappingCurveV2=8.0;
float EIntensityContrastV2=1.0;
float EColorSaturationV2=2.8;
float EToneMappingOversaturationV2=180.0;

//POSTPROCESS 3
float EAdaptationMinV3=0.05;
float EAdaptationMaxV3=0.125;
float EToneMappingCurveV3=4.0;
float EToneMappingOversaturationV3=60.0;

//POSTPROCESS 4
float EAdaptationMinV4=0.2;
float EAdaptationMaxV4=0.125;
float EBrightnessCurveV4=0.7;
float EBrightnessMultiplierV4=0.45;
float EBrightnessToneMappingCurveV4=0.5;



//+++++++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++
//keyboard controlled temporary variables (in some versions exists in the config file). Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0
float4 tempF1; //0,1,2,3
float4 tempF2; //5,6,7,8
float4 tempF3; //9,0
//x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 Timer;
//x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4 ScreenSize;
//changes in range 0..1, 0 means that night time, 1 - day time
float ENightDayFactor;
//changes 0 or 1. 0 means that exterior, 1 - interior
float EInteriorFactor;
//enb version of bloom applied, ignored if original post processing used
float EBloomAmount;



texture2D texs0;//color
texture2D texs1;//bloom skyrim
texture2D texs2;//adaptation skyrim
texture2D texs3;//bloom enb
texture2D texs4;//adaptation enb
texture2D texs7;//palette enb

sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = POINT;//
MagFilter = POINT;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D _s7 = sampler_state
{
Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};



//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;

OUT.vpos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);

OUT.txcoord0.xy=IN.txcoord0.xy;

return OUT;
}


//skyrim shader specific externals, do not modify
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c3 : register(c3);
float4 _c4 : register(c4);
float4 _c5 : register(c5);

float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 _oC0=0.0; //output

float4 _c6=float4(0, 0, 0, 0);
float4 _c7=float4(0.212500006, 0.715399981, 0.0720999986, 1.0);

float4 r0;
float4 r1;
float4 r2;
float4 r3;
float4 r4;
float4 r5;
float4 r6;
float4 r7;
float4 r8;
float4 r9;
float4 r10;
float4 r11;


float4 _v0=0.0;

_v0.xy=IN.txcoord0.xy;
r1=tex2D(_s0, _v0.xy); //color

//apply bloom
float4 xcolorbloom=tex2D(_s3, _v0.xy);

xcolorbloom.xyz=xcolorbloom-r1;
xcolorbloom.xyz=max(xcolorbloom, 0.0);
r1.xyz+=xcolorbloom*EBloomAmount;

r11=r1; //my bypass
_oC0.xyz=r1.xyz; //for future use without game color corrections

#ifdef APPLYGAMECOLORCORRECTION
//apply original
r0.x=1.0/_c2.y;
r1=tex2D(_s2, _v0);
r0.yz=r1.xy * _c1.y;
r0.w=1.0/r0.y;
r0.z=r0.w * r0.z;
r1=tex2D(_s0, _v0);
r1.xyz=r1 * _c1.y;
r0.w=dot(_c7.xyz, r1.xyz);
r1.w=r0.w * r0.z;
r0.z=r0.z * r0.w + _c7.w;
r0.z=1.0/r0.z;
r0.x=r1.w * r0.x + _c7.w;
r0.x=r0.x * r1.w;
r0.x=r0.z * r0.x;
if (r0.w<0) r0.x=_c6.x;
r0.z=1.0/r0.w;
r0.z=r0.z * r0.x;
r0.x=saturate(-r0.x + _c2.x);
// r2=tex2D(_s3, _v0);//enb bloom
r2=tex2D(_s1, _v0);//skyrim bloom
r2.xyz=r2 * _c1.y;
r2.xyz=r0.x * r2;
r1.xyz=r1 * r0.z + r2;
r0.x=dot(r1.xyz, _c7.xyz);
r1.w=_c7.w;
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1 - r0.y; //khajiit night vision _c3.w
r0=_c3.z * r1 + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;

#endif //APPLYGAMECOLORCORRECTION

/*
#ifndef APPLYGAMECOLORCORRECTION
//temporary fix for khajiit night vision, but it also degrade colors.
// r1=tex2D(_s2, _v0);
// r0.y=r1.xy * _c1.y;
r1=_oC0;
r1.xyz=r1 * _c1.y;
r0.x=dot(r1.xyz, _c7.xyz);
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1;// - r0.y;
r0=_c3.z * r1;// + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif //!APPLYGAMECOLORCORRECTION
*/

float4 color=_oC0;


//adaptation in time
float4 Adaptation=tex2D(_s4, 0.5);
float grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z);

#if (POSTPROCESS==1)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV1+EAdaptationMinV1);//*tempF1.x

float cgray=dot(color.xyz, float3(0.27, 0.67, 0.06));
cgray=pow(cgray, EContrastV1);
float3 poweredcolor=pow(color.xyz, EColorSaturationV1);
float newgray=dot(poweredcolor.xyz, float3(0.27, 0.67, 0.06));
color.xyz=poweredcolor.xyz*cgray/(newgray+0.0001);

float3 luma=color.xyz;
float lumamax=300.0;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV1);

#endif



#if (POSTPROCESS==2)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV2+EAdaptationMinV2);//*tempF1.x

//color.xyz*=EBrightnessV2;
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, EIntensityContrastV2);
xncol.xyz=pow(xncol.xyz, EColorSaturationV2);
color.xyz=scl*xncol.xyz;

float lumamax=EToneMappingOversaturationV2;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV2);

#endif


#if (POSTPROCESS==3)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV3+EAdaptationMinV3);//*tempF1.x

float lumamax=EToneMappingOversaturationV3;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV3);

#endif

//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz*=0.7;


#if (POSTPROCESS==4)

grayadaptation=max(grayadaptation, 0.0);
grayadaptation=min(grayadaptation, 50.0);
color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV4+EAdaptationMinV4);

float Y = dot(color.xyz, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B;
float U = dot(color.xyz, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B;
float V = dot(color.xyz, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B;
Y=pow(Y, EBrightnessCurveV4);
Y=Y*EBrightnessMultiplierV4;
// Y=Y/(Y+EBrightnessToneMappingCurveV4);
// float desaturatefact=saturate(Y*Y*Y*1.7);
// U=lerp(U, 0.0, desaturatefact);
// V=lerp(V, 0.0, desaturatefact);
color.xyz=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;

color.xyz=max(color.xyz, 0.0);
color.xyz=color.xyz/(color.xyz+EBrightnessToneMappingCurveV4);

#endif



//pallete texture (0.082+ version feature)
#ifdef E_CC_PALETTE
color.rgb=saturate(color.rgb);
float3 brightness=Adaptation.xyz;//tex2D(_s4, 0.5);//adaptation luminance
// brightness=saturate(brightness);//old version from ldr games
brightness=(brightness/(brightness+1.0));//new version
brightness=max(brightness.x, max(brightness.y, brightness.z));//new version
float3 palette;
float4 uvsrc=0.0;
uvsrc.y=brightness.r;
uvsrc.x=color.r;
palette.r=tex2Dlod(_s7, uvsrc).r;
uvsrc.x=color.g;
uvsrc.y=brightness.g;
palette.g=tex2Dlod(_s7, uvsrc).g;
uvsrc.x=color.b;
uvsrc.y=brightness.b;
palette.b=tex2Dlod(_s7, uvsrc).b;
color.rgb=palette.rgb;
#endif //E_CC_PALETTE

_oC0.w=1.0;
_oC0.xyz=color.xyz;
return _oC0;
}



//switch between vanilla and mine post processing
#ifndef ENB_FLIPTECHNIQUE
technique Shader_D6EC7DD1
#else
technique Shader_ORIGINALPOSTPROCESS
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1();

ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}



//original shader of post processing
#ifndef ENB_FLIPTECHNIQUE
technique Shader_ORIGINALPOSTPROCESS
#else
technique Shader_D6EC7DD1
#endif
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader=
asm
{
// Parameters:
// sampler2D Avg;
// sampler2D Blend;
// float4 Cinematic;
// float4 ColorRange;
// float4 Fade;
// sampler2D Image;
// float4 Param;
// float4 Tint;
// Registers:
// Name Reg Size
// ------------ ----- ----
// ColorRange c1 1
// Param c2 1
// Cinematic c3 1
// Tint c4 1
// Fade c5 1
// Image s0 1
// Blend s1 1
// Avg s2 1
//s0 bloom result
//s1 color
//s2 is average color

ps_3_0
def c6, 0, 0, 0, 0
//was c0 originally
def c7, 0.212500006, 0.715399981, 0.0720999986, 1
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x, c2.y
texld r1, v0, s2
mul r0.yz, r1.xxyw, c1.y
rcp r0.w, r0.y
mul r0.z, r0.w, r0.z
texld r1, v0, s1
mul r1.xyz, r1, c1.y
dp3 r0.w, c7, r1
mul r1.w, r0.w, r0.z
mad r0.z, r0.z, r0.w, c7.w
rcp r0.z, r0.z
mad r0.x, r1.w, r0.x, c7.w
mul r0.x, r0.x, r1.w
mul r0.x, r0.z, r0.x
cmp r0.x, -r0.w, c6.x, r0.x
rcp r0.z, r0.w
mul r0.z, r0.z, r0.x
add_sat r0.x, -r0.x, c2.x
texld r2, v0, s0
mul r2.xyz, r2, c1.y
mul r2.xyz, r0.x, r2
mad r1.xyz, r1, r0.z, r2
dp3 r0.x, r1, c7
mov r1.w, c7.w
lrp r2, c3.x, r1, r0.x
mad r1, r0.x, c4, -r2
mad r1, c4.w, r1, r2
mad r1, c3.w, r1, -r0.y
mad r0, c3.z, r1, r0.y
add r1, -r0, c5
mad oC0, c5.w, r1, r0
};
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

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Posts: 46
Joined: 27 Jan 2012, 20:43

Re: TES Skyrim 0.123

ENBSeries wrote:megazogg
Кричу какой-то "fuzzz" с синей воздушной волной, ничего не вижу с чернотой, прекрасный горизонт в тумане, даже когда смотрю на воду вдали у солитуда
А крик-то тот самый используешь? Тот, на который жаловался я, вызывает обильный дождь с молниями, которые всех фигачат периодически (http://www.uesp.net/wiki/Skyrim:Storm_Call). Проблема в том, что я не использую никаких плагинов на погоду кроме Natural Skyrim Rain, который влияет на совсем другие типы погоды в игре и работает прекрасно. Попробую дома запустить Скайрим без плагинов, может проблема все-таки в каком-то из них... :? Скриншоты бага вчера сделал, сегодня вечером выложу.

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*blah-blah-blah maniac*
Posts: 3136
Joined: 27 Jan 2012, 13:42

Re: TES Skyrim 0.123

Arobotperson1
You simply need to increase brightness, easiest to do by increasing Brightness in enbseries.ini I guess.

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*sensei*
Posts: 288
Joined: 24 Mar 2012, 16:21

Re: TES Skyrim 0.123

mindflux wrote:Arobotperson1
You simply need to increase brightness, easiest to do by increasing Brightness in enbseries.ini I guess.
:o :?: :shock: There is one single, simple brightness parameter? Didn't know that.
Which one is it?
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