Hi there guys.
Im still new these tweaking stuff so if some can give me all the shaders/effects working on 0.076 Generic Version.
It will save me alot of time and ill be very thankfull.
Thanks in advance.
Shaders/Effects Please help.
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- *blah-blah-blah maniac*
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Re: Shaders/Effects Please help.
I guess such shaders as collection not exist. Better search gta san andreas configs, some have such shaders. Generic version is limited only to single shader.
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Re: Shaders/Effects Please help.
So the only way to use more then 1 Shader is using proxy as second enb with different shader Oo ? Isnt that way worst then the most performance hit enb for skyrim lol Oo ?
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- *master*
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Re: Shaders/Effects Please help.
sweetfx is what you need.
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Re: Shaders/Effects Please help.
Or MasterEffect. It's my effect.txt modification which contains many new shaders, all combineable, with own ini file. Not just effects like vignette or sharpen but also DOF, Anti Aliasing, Lenz etc. If I could access mipmapping of colorsampler I could add bloom etc. The only thing you need is enb 0.076, nothing else. All effects are in one effect.txt file and are enableable separately.
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Re: Shaders/Effects Please help.
Hm are you willing to share ? I found your ENB MasterEffect 1.0 but the links were made private.Is that the one i need can you give it to me please?Marty McFly wrote:Or MasterEffect. It's my effect.txt modification which contains many new shaders, all combineable, with own ini file. Not just effects like vignette or sharpen but also DOF, Anti Aliasing, Lenz etc. If I could access mipmapping of colorsampler I could add bloom etc. The only thing you need is enb 0.076, nothing else. All effects are in one effect.txt file and are enableable separately.
PS.Or at least can write down for me Saturation, Chromatic Aberation and Sharpening in that Effect.txt ? Using Generic v0.076.
Thanks in advance.
Code: Select all
// Tone Mapping Test Shader - DKT70
// This effect allows changes to exposure, gamma, vignette, blue shift, and lens filter effects.
// Fog filter adjustments. This is used in conjunction with the colour effect, below.
// The minimum value is 0.000, and turns the feature off.
// The maximum value is 1.000, and applies maximum effect.
// Default value for this setting is 0.100
float Defog = 0.100;
// The color of the filter effect. This is similar to a lens filter effect to change colour effects/temperature.
// Need to experiment with different values to get different colour effects.
// Default value for this setting is 1.0, 1.0, 1.0, 1.0
float4 FogColor = {1.0, 1.0, 1.0, 1.0};
// Exposure adjustment. This controls the amount of light in a given scene or area.
// The minimum value is -1.000, and would result in a loss of shadow detail, making dark areas appear grey.
// The maximum value is 1.00, and would result in clipped whites, and extreme high contrast.
// Default value for this setting is 10.0
float Exposure = -3.000;
// Gamma correction. This is linear gamma correction which controls the overall brightness.
// The minimum value is 0.500 and results in maximum brightness.
// The maximum value is 2.000 and results in maximum darkness.
// Default value for this setting is 0.800
float Gamma = 0.000;
// X/Y vignetting adjustments. Vignetting is a border effect often used in photography.
// The first value represents X values, 0.000 = max vignetting on right side of screen, 1.000 = left side of screen.
// The second value represents Y values, 0.000 = max vignetting on bottom of screen, 1.000 = Top of screen.
// Default value for this setting is 0.500,0.500
float2 VignetteCenter = (0.500,0.500);
// Radial vignetting. Similar to X/Y vignetting, but this is symmetrical radial vignetting and works from the centre outwards.
// The minimum value is 0.00, and would result in a black screen. 0.10 would show only a tiny portion of the centre of the screen.
// The maximum value is 1.00, and turns this feature off.
// Default value for this setting is 1.00, or 0.90 for minimal Radial Vignette.
float VignetteRadius = 0.94;
// The amount of vignetting. Used in combination with the 2 vignetting settings above.
// The minimum value is -1, and would result in a maximum black colour vignetting effect.
// The maximum value is 1.00, and would result in a maximum white colour vignetting effect.
// Default value for this setting is -1
float VignetteAmount = -2.10;
// Blue shift correction. Allows adjustment of blue in the image. Usefull if you have too much yellow or red.
// The minimum value is 0.00, and turns this feature off.
// The maximum value is 1.00, and maximizes the blue in the image.
// Default value for this setting is 0.25
float BlueShift = 1.0;
//--------------------------------------------------------------------------------------
// Textures
//--------------------------------------------------------------------------------------
texture2D texColor;
//--------------------------------------------------------------------------------------
// Sampler Inputs
//--------------------------------------------------------------------------------------
sampler2D InputSampler = sampler_state
{
Texture = (texColor);
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST {
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST {
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
float pixelWidth;
float pixelHeight;
//--------------------------------------------------------------------------------------
// Vertex Shader Input
//--------------------------------------------------------------------------------------
VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos=pos;
OUT.txcoord.xy=IN.txcoord.xy;
return OUT;
}
//--------------------------------------------------------------------------------------
// Pixel Shader Effects
//--------------------------------------------------------------------------------------
float4 main(float2 uv : TEXCOORD) : COLOR
{
float4 c = tex2D(InputSampler, uv);
c.rgb = max(10, c.rgb - Defog * FogColor.rgb);
c.rgb *= pow(2.0f, Exposure);
c.rgb = pow(c.rgb, Gamma);
float2 tc = uv - VignetteCenter;
float v = length(tc) / VignetteRadius;
c.rgb += pow(v, 4) * VignetteAmount;
float3 d = c.rgb * float3(1.05f, 0.97f, 1.27f);
c.rgb = lerp(c.rgb, d, BlueShift);
float2 InputSize = 1280; // Your Horizontal Resolution size
float Amount = 0.1; // Strength of sharpen, higher values = more sharp images
float2 offset = 0.1 / InputSize; // Offset value for sharp effect, lower value if images looks slightly off-centre.
float4 color;
color = tex2D(InputSampler, uv);
color += tex2D(InputSampler, uv - offset) * Amount;
color -= tex2D(InputSampler, uv + offset) * Amount;
return c * color;//multiply the two
}
//--------------------------------------------------------------------------------------
// Compiler 1
//--------------------------------------------------------------------------------------
technique PostProcess
{
pass P0
{
#ifdef E_SHADER_3_0
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 main();
#else
VertexShader = compile vs_2_0 VS_PostProcess();
PixelShader = compile ps_2_0 main();
#endif
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
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Re: Shaders/Effects Please help.
Hm anyone please ?