[DX9] effect.txt FXAA
Posted: 10 Jun 2018, 19:04
Here's a quick effect.txt FXAA implementation I just put together for my Dragon's Dogma ENB
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:
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;