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 yet. This line comes at the end of the post process you're using if you want it exclusive to this specific post-process, f.e. for POST PROCESS 3, put that line just before the " #endif ", this way:
#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);
color.rgb = lerp( lerp( CLutFunc(color.rgb, SamplerLUT_Night), CLutFunc(color.rgb, SamplerLUT_Day), ENightDayFactor), CLutFunc(color.rgb, SamplerLUT_Int), EInteriorFactor); // <- PUT THIS LINE HERE
#endif
If you want it whatever the post-process being used, just set it before (or after) the palette code, this way:
....... previous code here
color.rgb = lerp( lerp( CLutFunc(color.rgb, SamplerLUT_Night), CLutFunc(color.rgb, SamplerLUT_Day), ENightDayFactor), CLutFunc(color.rgb, SamplerLUT_Int), EInteriorFactor); // <- PUT THIS LINE HERE
//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
etc, etc.... In this case, LUT is applied before palette, if you use both at the same time (not adviced much).
Now if you want to activate / deactivate on the fly via GUI, you have to create a boolean before this line :
if (USE_LUT) color.rgb = lerp( lerp( CLutFunc(color.rgb, SamplerLUT_Night), CLutFunc(color.rgb, SamplerLUT_Day), ENightDayFactor), CLutFunc(color.rgb, SamplerLUT_Int), EInteriorFactor);
Then replicate this boolean into your UI, at the beginning of your file :
bool USE_LUT <string UIName="LUTS - Enable"; > = {true};
[HLSL CODE] 3D LUT
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 1498
- Joined: 31 Mar 2012, 15:06
- Location: France
Re: [HLSL CODE] 3D LUT
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
-
Offline
- Posts: 9
- Joined: 25 Mar 2021, 17:38
Re: [HLSL CODE] 3D LUT
Thanks for your answer Oyama! Just saw it)
I tryed to do what you wrote here, but it dosent work for me(
First I deleted the line:
color.rgb = lerp( lerp( CLutFunc(color.rgb, SamplerLUT_Night), CLutFunc(color.rgb, SamplerLUT_Day), ENightDayFactor), CLutFunc(color.rgb, SamplerLUT_Int), EInteriorFactor);
at the end of LUT Function section.
Then I add it at the end of POSTPROCESS 2 that I use, with:
if (USE_LUT) color.rgb = lerp( lerp( CLutFunc(color.rgb, SamplerLUT_Night), CLutFunc(color.rgb, SamplerLUT_Day), ENightDayFactor), CLutFunc(color.rgb, SamplerLUT_Int), EInteriorFactor);
An after that added:
bool "USE_LUT <string UIName="LUTS - Enable"; > = {true};
for UI at the internal parametrs section.
What Iam doing wrong? Can you help me again please)
Actually I dont need palette, it just there from original enb. Can be replaced with 3dlut, its far more powerfull.
I tryed to do what you wrote here, but it dosent work for me(
First I deleted the line:
color.rgb = lerp( lerp( CLutFunc(color.rgb, SamplerLUT_Night), CLutFunc(color.rgb, SamplerLUT_Day), ENightDayFactor), CLutFunc(color.rgb, SamplerLUT_Int), EInteriorFactor);
at the end of LUT Function section.
Then I add it at the end of POSTPROCESS 2 that I use, with:
if (USE_LUT) color.rgb = lerp( lerp( CLutFunc(color.rgb, SamplerLUT_Night), CLutFunc(color.rgb, SamplerLUT_Day), ENightDayFactor), CLutFunc(color.rgb, SamplerLUT_Int), EInteriorFactor);
An after that added:
bool "USE_LUT <string UIName="LUTS - Enable"; > = {true};
for UI at the internal parametrs section.
What Iam doing wrong? Can you help me again please)
Actually I dont need palette, it just there from original enb. Can be replaced with 3dlut, its far more powerfull.
-
Offline
- *blah-blah-blah maniac*
- Posts: 1498
- Joined: 31 Mar 2012, 15:06
- Location: France
Re: [HLSL CODE] 3D LUT
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
bool USE_LUT <string UIName="LUTS - Enable"; > = {true};
Not
bool "USE_LUT <string UIName="LUTS - Enable"; > = {true};
You added an unnecessary " before USE_LUT
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop
-
Offline
- Posts: 9
- Joined: 25 Mar 2021, 17:38
Re: [HLSL CODE] 3D LUT
Sorry its my mistake in the message here, but in file its correct. In game it doesnt work and after edits I lose controls of the POSTPROCESS section(
What might be wrong here?
What might be wrong here?
-
Offline
- Posts: 21
- Joined: 04 Oct 2018, 09:06
-
Offline
- Posts: 9
- Joined: 25 Mar 2021, 17:38
Re: [HLSL CODE] 3D LUT
Hi, thank you)
But can you give a link to file?
Pastebin search dont work right now(
Or you can upload the file on my google drive folder, the link from before. It would be great)
-
Offline
- Posts: 21
- Joined: 04 Oct 2018, 09:06
Re: [HLSL CODE] 3D LUT
@Dato_N Sorry if I didn't make my self clear, what I mean is, you upload the file that you're editing and we'll try to edit it for you.
You can try to use pastebin for that.
You can try to use pastebin for that.
-
Offline
- Posts: 9
- Joined: 25 Mar 2021, 17:38
Re: [HLSL CODE] 3D LUT
Ok, here is a link:markimoo0714 wrote: ↑25 Apr 2021, 15:35 @Dato_N Sorry if I didn't make my self clear, what I mean is, you upload the file that you're editing and we'll try to edit it for you.
You can try to use pastebin for that.
https://pastebin.com/CpqY9Tyz
I only created LUT texture helper and LUT function sections. Need a UI section but dont know how to add this.
I want a switch in UI to activate/deactivate a lut, and then use 3 separate 3dluts images for DNI in 1024^32 size: LUT_Day, LUT_Night, LUT_Int. (png format)
Dont need palette texture, this code can be replaced by 3dlut.
-
Offline
- Posts: 21
- Joined: 04 Oct 2018, 09:06
-
Offline
- Posts: 9
- Joined: 25 Mar 2021, 17:38
Re: [HLSL CODE] 3D LUT
Thank youmarkimoo0714 wrote: ↑27 Apr 2021, 08:33 Here, didn't test it because I don't have dx9 games.
https://pastebin.com/19MtxRMZ
edit: fixed typo
I test your file and it didnt work as it should be(
Changes dont take effect and Iost control of brightness, saturation and other settings in enbeffect file