[Skyrim] SMAA 1x for 0.251+
Posted: 29 Sep 2016, 19:00
SMAA 1x for skyrim enbseries 0.251+
Warning! preset 5 (the one with UI) will cause extended compiling time. Recommend to switch to custom preset after tweaking.
Also, the texture resource here is dx9 specific and is different to the one in Fallout4.
The file also contains a effect.txt to demonstrate the usage. file history:
Sep/30/2016
**initial upload
Code: Select all
/*===========================================================================================
* file descriptions
=============================================================================================
* implemented to effect.txt by kingeric1992 for TESV Skyrim ENB mod 0.288+
* update. Sep/29/2016
* for more detail, visit http://enbseries.enbdev.com/forum/viewtopic.php?f=7&t=5232
*
** Only SMAA 1x is avaliable
*
* SMAA T2x requires moving camera in sub pixel jitters.
* SMAA S2x requires MSAA 2x buffer
* SMAA 4x requires both of the above
*
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
* Usage:
* add
* #include "enbsmaa.fx"
* at the end of effect.txt prior to any other techniques.
* To chain other techniques after it, set their name to PostProcess4, PostProcess5, ...etc
*
==============================================================================================
* Settings
============================================================================================*/
#define SMAA_PRESET 3 // 0 == low, 1 == medium, 2 == high, 3 == ultra, 4 == custom preset, 5 == runtime UI tweak
#define SMAA_PREDICATION 1 // 0 == off, see descriptions below
#define SMAA_EDGE_MODE 0 // 0 == color(quality), 1 == luma, 2 == depth(performance)
#define SMAA_DEBUG 1 // 0 == off, enable additional options to display texture in each stage
Also, the texture resource here is dx9 specific and is different to the one in Fallout4.
The file also contains a effect.txt to demonstrate the usage. file history:
Sep/30/2016
**initial upload