Those was just test examples and I have yet to actually test them to see how they render in game s that I could compensate for anything added or lacking from the image.
And the size is that huge just because simply.
Anyway thanks for both of those tips, when the none test examples are released such methods will be implemented into them.
--JawZ-- ENB resources, updated 15 september-14
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
electricsheep26354
If using 1.777777778 ratio textures (1920x1080 I.E), search the lens shader for this part : (Add mask)
coord=In.txcoord0.xy;
//coord.xy*=ScreenSize.w; // Remove stretching of image <<<<<<<<<<<<<<<<<<< Comment this line
float4 mask=tex2D(SamplerMask, coord);
float3 templens=tex2D(SamplerBloom6, In.txcoord0.xy);
float maxlens=max(templens.x, max(templens.y, templens.z));
float tempnor=(maxlens/(1.0 + maxlens));
tempnor=pow(tempnor, LensParameters.w);
templens.xyz*=tempnor * LensParameters.z;
Colours of texture can be controlled via colorfilters you can add to the PS shader of lens postpass :
Initially : float4 PS_Draw(VS_OUTPUT_POST In) : COLOR
Then :
float4 PS_Draw(VS_OUTPUT_POST In, uniform float3 colorfilter) : COLOR
Then, in the postpass code, before returning res :
res.xyz*=colorfilter;
At last, add your float 3 in technique, end of file :
PixelShader = compile ps_3_0 PS_LensPostPass(float3(1.0, 0.0, 0.0));
This tints all enblensmask in red, for example.
I already did this, DNI separated, in my enblens shader I'm currently developing. I also did it for the reflections, but better control their colours via factors :
const float3 factors[4]=
{
float3(0.3, 0.4, 0.4),
float3(0.2, 0.4, 0.5),
float3(0.5, 0.3, 0.7),
float3(0.1, 0.2, 0.7)
};
Thus said, increasing / decreasing these values will impact reflections brightness / opacity, depending on how you use them and wich values you'll fix in enbseries.ini.
I also added an additional anamorphic lens flare, but that's for fun, since I could set one zillion of them in the bloom already (creating P1, then P2, etc... after P0 in bloom postpass).
If using 1.777777778 ratio textures (1920x1080 I.E), search the lens shader for this part : (Add mask)
coord=In.txcoord0.xy;
//coord.xy*=ScreenSize.w; // Remove stretching of image <<<<<<<<<<<<<<<<<<< Comment this line
float4 mask=tex2D(SamplerMask, coord);
float3 templens=tex2D(SamplerBloom6, In.txcoord0.xy);
float maxlens=max(templens.x, max(templens.y, templens.z));
float tempnor=(maxlens/(1.0 + maxlens));
tempnor=pow(tempnor, LensParameters.w);
templens.xyz*=tempnor * LensParameters.z;
Colours of texture can be controlled via colorfilters you can add to the PS shader of lens postpass :
Initially : float4 PS_Draw(VS_OUTPUT_POST In) : COLOR
Then :
float4 PS_Draw(VS_OUTPUT_POST In, uniform float3 colorfilter) : COLOR
Then, in the postpass code, before returning res :
res.xyz*=colorfilter;
At last, add your float 3 in technique, end of file :
PixelShader = compile ps_3_0 PS_LensPostPass(float3(1.0, 0.0, 0.0));
This tints all enblensmask in red, for example.
I already did this, DNI separated, in my enblens shader I'm currently developing. I also did it for the reflections, but better control their colours via factors :
const float3 factors[4]=
{
float3(0.3, 0.4, 0.4),
float3(0.2, 0.4, 0.5),
float3(0.5, 0.3, 0.7),
float3(0.1, 0.2, 0.7)
};
Thus said, increasing / decreasing these values will impact reflections brightness / opacity, depending on how you use them and wich values you'll fix in enbseries.ini.
I also added an additional anamorphic lens flare, but that's for fun, since I could set one zillion of them in the bloom already (creating P1, then P2, etc... after P0 in bloom postpass).
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Oyama
Thanks for that - will give it a try when I have some time tomorrow
Thanks for that - will give it a try when I have some time tomorrow
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Ok here is two other lens textures I made recently
Hand drawn using my tablet and my own brushes this time.
http://www.mediafire.com/download/lp7uc ... 2C_5_4.zip
Hand drawn using my tablet and my own brushes this time.
http://www.mediafire.com/download/lp7uc ... 2C_5_4.zip
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Thanks for these JawZ - they look good in game - more subtle than your previous ones
Have you seen these BTW - some ore good lenses http://skyrim.nexusmods.com/mods/45054/?
Have you seen these BTW - some ore good lenses http://skyrim.nexusmods.com/mods/45054/?
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Thanks
Yeah this time around I actually tested my textures in game and adjusted them accordingly
No but thanks for sharing the link. They do look nice but I prefer to come up with my own textures, it's more fun and at the same time educational
Really need to get my "drawing skills" up to speed again and get more accustomed to drawing tablets, my 13 year old self would probably laugh at my current painting skills
Yeah this time around I actually tested my textures in game and adjusted them accordingly
No but thanks for sharing the link. They do look nice but I prefer to come up with my own textures, it's more fun and at the same time educational
Really need to get my "drawing skills" up to speed again and get more accustomed to drawing tablets, my 13 year old self would probably laugh at my current painting skills
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Aiyen wrote:Bloom = VBloomScale * tex2D(_s1, _v0) + tex2D(_s3, _v0);Do you know of a way to blend the vanilla bloom with the ENB bloom while ApplyGameColorCorrection is off?
color.xyz += Bloom * EBloomAmount;
That will do it. I can recommend that you put a scalar in front of the vanilla bloom, since it is much more intense then the ENB by default.
As to where to place it, then that depends on how your enbeffect.fx file looks. But most like HD6 etc. have this in the start of their bloom code, just with the ENB bloom only ( tex2D(_s3, _v0) )
There are most likely more fancy ways of doing this, and JawZ is most likely going to put me to shame
But that is how I have done it and it works fine.
Hope that was all clear as well
I did vanilla bloom like this.
Code: Select all
bool VBLOOM <
string UIName = "Enable Skyrim Bloom";
> = {true};
-------------------------------------------------------
float2 fVanillaBloomExt <
string UIName="Skyrim BloomIntensity Ext";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0, 1.0};
float2 fVanillaBloomInt <
string UIName="Skyrim BloomIntensity Int";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.0, 1.0};
-------------------------------------------------------
// Vanilla Bloom without APPLYGAMECOLORCORRECTION active //
if (VBLOOM==true && APPLYGAMECC==false)
{
float fVanillaBloom = lerp(fVanillaBloomExt.x, fVanillaBloomExt.y, ENightDayFactor);
if ( EInteriorFactor ) {
fVanillaBloom = lerp(fVanillaBloomInt.x, fVanillaBloomInt.y, ENightDayFactor);
};
float4 Vbloom=tex2D(_s1, _v0.xy); //Apply Skyrim bloom
color+=Vbloom * fVanillaBloom;
}
I do not know if it's better or worse but it functions the same as the current adjustable vanilla bloom in my files but without APPLYGAMECC.
Also it's independent of ENB bloom and can be tweaked separately without affecting anything but the Skyrim bloom.
I have not found a good code that makes the Skyrim adaptation function as it does when APPLYGAMECOLORCORRECTION is used, but I personally prefer leaving the Skyrim adaptation off and use only ENB adaptation as it is more configurable and behaves better.
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Thanks, JawZ, I'll have to try out that code soon. I ended up using Aiyen's code since modifying the VBloomScale works as well. Did you get the chance to look at the diffuse bloom yet? Perhaps it's just something on my end.
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Well options are never bad
No forgot about that, I will try and see how or if it works on my end.
No forgot about that, I will try and see how or if it works on my end.
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Re: --JawZ-- ENB resources for Skyrim, updated 09/01
Both codes does the same thing... I just did not write up all the fancy GUI stuff
I like keeping it simple and not clutter my files with more stuff then it needs too! But JawZ is correct, more options are normally nice...
Up until you get 6000 lines of code and you only technically use 1000 of them
Every loop you add is extra computation required after all...
As for adaptation, then I guess I should send you my file again JawZ so you could take a look. As far as I can tell then it behaves like vanilla adaptation, but with adjustable settings... all the way up to where its disabled.
Also Skylighting does not work with it.. (You get that annoying flickering at certain shadows if Skylighting is set too intense) But this is a known issue with it.
I like keeping it simple and not clutter my files with more stuff then it needs too! But JawZ is correct, more options are normally nice...
Up until you get 6000 lines of code and you only technically use 1000 of them
Every loop you add is extra computation required after all...
As for adaptation, then I guess I should send you my file again JawZ so you could take a look. As far as I can tell then it behaves like vanilla adaptation, but with adjustable settings... all the way up to where its disabled.
Also Skylighting does not work with it.. (You get that annoying flickering at certain shadows if Skylighting is set too intense) But this is a known issue with it.