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[DX9] effect.txt FXAA

Posted: 10 Jun 2018, 19:04
by SandvichDISH
Here's a quick effect.txt FXAA implementation I just put together for my Dragon's Dogma ENB

Image

The pass prior to FXAA (so enbeffect.fx) has to output low dynamic range (= after tonemapping) non-linear RGB with luma in the alpha channel, so your enbeffect.fx pass should end in something like this:

Code: Select all

color.xyz = sqrt(color.xyz);
color.w = dot(color.xyz, float3(0.2125, 0.7154, 0.0721));
return color;