question regarding enb generic and dof

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question regarding enb generic and dof

I'm not a shader-coder, so please forgive my lack of knowledge.

Is it somehow possible to get enb generic 0176 to work with a custom dof-shader (matso etc.) without major shader-programming(-> specific dll development)
Seems like there is no scene depth information.

Random example - Mass Effect 2:
Image

Thanks in advance.

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*blah-blah-blah maniac*
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Re: question regarding enb generic and dof

There is scene depth information, you can't just use matso's or other DOF shaders as they are from original Skyrim enbeffectprepass.fx and put them into effect.txt. Same goes for dozens of other shaders so I created a pretty well unknown shader library which combines all shaders I know and some of my own ones (not only DOF but color corrections, vignette, everything you can imagine):

http://www.mediafire.com/download/ztqa1 ... efinale.7z

enbseries_mastereffect.ini is the control file, I kept it almost the same design like the enbseries.ini. If you want ENB render depth so DOF shaders can use it, you must use an effect that uses depth, like SSAO or water with waterdeep enabled. Standard edition needs ALternativeDepth=0, the two others need AlternativeDepth=1 in enbseries.ini.

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Re: question regarding enb generic and dof

I've already tried your shader suite and played with its settings. Basically every type of dof gets applied, but with the same result as you can see in my previous post.
Were you ever able to get this to work with a generic game?

Thank you nevertheless.

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Re: question regarding enb generic and dof

Yes I was, for example Mafia II. Dunno about Mass Effect, never played this game.

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Re: question regarding enb generic and dof

Hi Guys,

I 'm really interested in this, since i did succeed in tweaking the game i'm on right now (Kingdom of amalur), but adjusting the DOF seems to be not so easy to me :/

I used the tool Marty MC fly provided, as you can see on screenshots i was able to enable the dof, but i can't tweak the depth focus..

Would LOVE to have some help here since everything else seemed to work on this game! To me it looks pretty nice right now :)

Thanks

Screenshots ; Vanilla / ENB generic v0076 + sweetfx + ENB series mastereffect and Matso DOF

Image

Image

Image

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Re: question regarding enb generic and dof

Standard Edition needs AlternativeDepth=0 in enbseries.ini, other DOF versions need =1. That may be the problem. Paste me your enbseries.ini, I got a different idea...

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Re: question regarding enb generic and dof

Marty McFly wrote:Standard Edition needs AlternativeDepth=0 in enbseries.ini, other DOF versions need =1. That may be the problem. Paste me your enbseries.ini, I got a different idea...
Thx Marty ;)

There is my enbseries.ini settings :

________________________________________________________________________________________________________________________________
//UseMRTRendering is not working in this version

[PROXY]
EnableProxyLibrary=1
InitProxyFunctions=1
ProxyLibrary=d3d9SWEETFX.dll

[GLOBAL]
UseEffect=0
AlternativeDepth=0
AllowAntialias=1
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=0
EnableShaders_3_0=1
AdditionalConfigFile=enbseries2.ini
UseMRTRendering=0
TempF1=100
TempF2=100
TempF3=100
TempF4=100
TempF5=100
TempF6=100
TempF7=100
TempF8=100
TempF9=100
TempF0=100

[EFFECT]
EnableBloom=0
EnableOcclusion=1
EnableReflection=1
EnableMotionBlur=1
EnableWater=1
EnableShadow=1
DepthBias=1
EnableDepthOfField=1
EnableReflectiveBump=1

[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyScreenshot=44
KeyShadow=119
KeyWater=118
KeyShowFPS=106

[REFLECTION]
ReflectionPower=10
ChromePower=0
UseCurrentFrameReflection=1
ReflectionQuality=0
ReflectionSourceSpecular=50
ReflectionSourceTFactor=50
UseAdditiveReflection=0
ReflectionDepthBias=0
UseLowResReflection=0
ReflectionSinglePass=1
UseEnvBump=1
EnvBumpAmount=100
EnvBumpOffset=100
ReflectionFlip=1
IBLAmount=30
IBLPower=5

[BLOOM]
BloomPowerDay=15
BloomFadeTime=700
BloomConstantDay=0
BloomQuality=0
BloomScreenLevelDay=40
BloomCurveDay=6
BloomPowerNight=40
BloomConstantNight=0
BloomCurveNight=5
BloomScreenLevelNight=15
BloomAdaptationScreenLevel=60
BloomAdaptationMultiplier=10
BloomAllowOversaturation=0.3
BloomMaxLimit=60

[SSAO]
UseFilter=1
OcclusionQuality=0
FilterQuality=1
DarkeningLevel=30
BrighteningLevel=30
IlluminationLevel=30
AdditiveIlluminationLevel=30
UseAmbientOcclusion=1
UseIndirectLighting=1
FadeDistance=50
UseForAlphaTest=1
UseForAlphaBlend=1

[COLORCORRECTION]
DarkeningAmountDay=10
ScreenLevelDay=60
ScreenLevelNight=20
DarkeningAmountNight=-20
GammaCurveDay=0
GammaCurveNight=3
ColorSaturationDay=0
ColorSaturationNight=0
UsePaletteTexture=0

[WATER]
UseWaterDeep=1
WaterDeepness=20
WaterQuality=0

[SHADOW]
ShadowFadeStart=40
ShadowFadeEnd=80
ShadowAmountDay=60
ShadowAmountNight=30
ShadowScreenLevelDay=60
ShadowScreenLevelNight=20
ShadowQuality=0
UseShadowFilter=1
FilterQuality=2
ShadowBlurRange=30

[ENGINE]
ForceAnisotropicFiltering=0
MaxAnisotropy=8
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60

[MOTIONBLUR]
MotionBlurQuality=0
MotionBlurVelocity=40
MotionBlurRotation=40

[PERPIXELLIGHTING]
SpecularColorMin=0
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=0
SpecularGlossinessMax=100
SpecularGlossinessMultiplier=100

[DEPTHOFFIELD]
DOFQuality=2
DOFNumberOfPasses=2
DOFFocusRange=40
DOFBlurinessRange=2

[LIMITER]
EnableFPSLimit=0
FPSLimit=30
_____________________________________________________________________________________________________________________________________________

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Re: question regarding enb generic and dof

Plus, the settings of the enbseries_mastereffect.ini i used for the DOF : (Matso DOF)

(Sorry for double post :? )

_______________________________________________________________________________________________________________________________________________//[EFFECTS]
#define NOISE 1
#define SPLITSCREEN 0
#define COLORBOOST 0
#define SEPIA 0
#define SHARPEN 0
#define BLOOM_CRISP 1
#define SKYRIMDOF 0
#define BORISVIGNETTE 0
#define GODRAYS 1
#define SKYRIMTONEMAP 0
#define TVLEVELS 0
#define COLORWASHOUT 0
#define VIBRANCEPASS 1
#define HDR 0
#define FILMICPASS 0
#define CROSSPROCESS 0
#define COLORMOOD 0
#define FINALADJUSTER 0
#define USE_DITHER 0
#define CHROMATICABBERATION 1
#define LENZ 0
#define MATSO_FLARE 1
#define BORDER 0
#define HD6_VIGNETTE 0

//[NOISE]
#define fGrainFreq 500.0
#define fGrainScale 0.075

//[SEPIA]

#define ColorTone float3(1.40, 1.10, 0.90)
#define GreyPower 0.5
#define SepiaPower 0.5

//[SHARPEN]

#define fSharpScale 0.6

//[BLOOM]

#define EBloomRadius 25.0
#define EBloomSteps 8
#define EBloomAmount 1.853
#define EBloomCurve 0.3
#define EBloomSat 2.0

//[DOF]
//#define ENABLE_DOF 1
#define ENABLE_FAST_DOF 1
//#define ENABLE_SHARP 0
//#define ENABLE_CHROMA 0
#define USE_CHROMA_DOF 0
#define USE_SMOOTH_DOF 0
#define USE_BOKEH_DOF 1
#define USE_DOUBLE_BLUR 0
#define SEED Timer.x
#define PI 3.1415926535897932384626433832795
#define CHROMA_POW 65.0
#define DOF_SCALE 2356.1944901923449288469825374596
#define FIRST_PASS 2
#define SECOND_PASS 3
#define THIRD_PASS 0
#define FOURTH_PASS 1
#define DOF(sd,sf) fApertureScale * smoothstep(fApertureBias, fApertureCutoff, abs(sd - sf))
#define fvChroma float3(0.995, 1.000, 1.005)
#define fBaseRadius 0.3
#define fFalloffRadius 1.8
#define fChromaPower 1.0
#define fvTexelSize float2(1.0 / 1920.0, 1.0 / 1080.0)
#define fFocusBias 0.004
#define fApertureScale 0.004
#define fApertureCutoff 0.8
#define fApertureBias 0.2
#define fBokehCurve 8.0
#define fBokehLight 0.012


//[HD6VIGNETTE]
#define LEFTANDRIGHT 0
#define TOPANDBOTTOM 1
#define CORNERDARKEN 0
#define SquareTop 0.58
#define SquareBottom 0.58
#define CircularPower 0.0
#define ColorDistortion 0.0
#define ContrastSharpen 11.6
#define VignetteBorder 6.5


//[STANDARDVIGNETTE]
#define EVignetteAmount 2.9
#define EVignetteCurve 1.5
#define EVignetteRadius 0.8
#define VIGNCOLORING 0
#define VIGNREDAMOUNT 0.0
#define VIGNGREENAMOUNT 5.0
#define VIGNBLUEAMOUNT 0.0


//[GODRAYS]
#define TINTCOLOR 0
#define COLORING 0
#define REDAMOUNT 1.2
#define GREENAMOUNT 0.8
#define BLUEAMOUNT 2.0
#define ScreenLightPos float2(0.5,0.5)
#define Density 0.01
#define Weight 0.04
#define NUM_SAMPLES 64
#define Decay 1
#define SStresh 0.945
#define SunExposure 2.0


//[LENZ]
#define ELenzIntensity 50.0
#define ELenzPower 1.0
#define LenzThresh 0.95

//[ANAMORPHICFLARE]
#define fFlareLuminance 0.97
#define fFlareBlur 1000.0
#define fFlareIntensity 0.8
#define fFlareTint float3(0.1, 0.15, 1.0)
#define FlareRadius 1/512

//[CHROMATICABBERATION]
#define ChromaticAmount 0.015
#define LensSize 0.519
#define LensDistortion 0.03
#define LensDistortionCubic 0.05

//[FINALADJUSTER]
#define SaturationDay float3(1.0, 1.0, 1.0) //RGB
#define BrightnessDay 0.8
#define ContrastDay 0.2

//[COLORMOOD]
#define fRatio 2.0
#define moodR 1.0
#define moodG 1.1
#define moodB 0.5

//[CROSSPROCESS]
#define CrossContrast 0.95
#define CrossSaturation 1.12
#define CrossBrightness -0.052
#define CrossAmount 1.0
float2 CrossMatrix [3] = {
float2 (1.03, 0.04),
float2 (1.09, 0.01),
float2 (0.78, 0.13),
};

//[FILMICPASS]
#define Strenght 0.725
#define BaseGamma 1.6
#define Fade 0.2
#define Contrast 1.0
#define FSaturation -0.15
#define FBleach 0.005
#define RedCurve 6.0
#define GreenCurve 6.0
#define BlueCurve 6.0
#define BaseCurve 1.5
#define EffectGammaR 1.0
#define EffectGammaG 1.0
#define EffectGammaB 1.0
#define EffectGamma 0.75
#define Linearization 1.3

//[VIBRANCE]
#define Vibrance -0.1


//[SKYRIM TONEMAPPING]
#define POSTPROCESS 5 //1,2,3,4,5,6




#define EAdaptationMinV1 0.05
#define EAdaptationMaxV1 0.125
#define EContrastV1 1.0
#define EColorSaturationV1 1.0
#define EToneMappingCurveV1 6.0

#define EAdaptationMinV2 0.36
#define EAdaptationMaxV2 0.29
#define EToneMappingCurveV2 8.0
#define EIntensityContrastV2 2.5
#define EColorSaturationV2 3.2
#define EToneMappingOversaturationV2 180.0

#define EAdaptationMinV3 0.001
#define EAdaptationMaxV3 0.025
#define EToneMappingCurveV3 30.0
#define EToneMappingOversaturationV3 111160.0

#define EAdaptationMinV4 0.2
#define EAdaptationMaxV4 0.125
#define EBrightnessCurveV4 0.7
#define EBrightnessMultiplierV4 0.45
#define EBrightnessToneMappingCurveV4 0.3

#define EAdaptationMinV5 0.08
#define EAdaptationMaxV5 0.20
#define EToneMappingCurveV5 8
#define EIntensityContrastV5 3.475
#define EColorSaturationV5 4
#define HCompensateSatV5 2
#define EToneMappingOversaturationV5 180.0

#define EBrightnessV6Day 2.9
#define EIntensityContrastV6Day 2.2
#define EColorSaturationV6Day 2.0
#define HCompensateSatV6Day 2.9
#define EAdaptationMinV6Day 0.64
#define EAdaptationMaxV6Day 0.24
#define EAdaptationCompensateV6Day 1.0
#define EBrightnessMinV6Day 0.0
#define EBrightnessMaxV6Day 1.0
#define EToneMappingCurveV6Day 8
#define EToneMappingOversaturationV6Day 2500.0
#define EHSVDesatCurveDay 1.444444
#define EMoodColorDay float3(0.0, 0.0, 0.0)
#define EMoodAmountDay 0.0
#define EMoodCurveDay 4.0
#define EShadowColorDay float3(0.0, 0.0, 0.55)
#define EShadowThresholdDay 1.0
#define EShadowCurveDay 16.0
#define EBrightSpotColorDay float3(0.0, 0.25, 2.55)
#define EBrightSpotThresholdDay 1.0
#define EBrightSpotCurveDay 24.0

//[TVLEVELS]
#define DARK_LEVEL 50.0
#define BRIGHT_LEVEL 0.0

//[COLORWASHOUT]
#define ColorSaturation 1.25
#define ColorWashoutThreshold 0.85
#define ColorWashoutPow 1.0
#define ColorWashoutAmount 1.0
#define ColorDullnessAmount 1.0
#define ExpAdjustment 1.1

//[HDR]
#define Gamma 1.2
#define Exposure 0.11
#define Saturation -0.2
#define Bleach -0.02
#define Defog 0.05
#define FogColor float3(0.00, 0.0, -0.30)
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 16.2;
#define ExpAdjust 10.5
#define AddContrast 0.25

______________________________________________________________________________________________________________________________________________

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Re: question regarding enb generic and dof

Hmm if you enable Matso's DOF + set AlternativeDepth=1 in enbseries.ibi, it should work. Except that ENB can't access depth buffer, that would also result in invisible SSAO. If you are unsure whether SSAO is visible or not, check the fps with SSAO on and off, no difference means SSAO doesn't run even when enabled. If ENB can't access Depth info, DOF shader will always blur everything same or blur nothing at all, depends on shader.

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Re: question regarding enb generic and dof

In fact i activated SSAO through Nvidia Inspector.. Should i enable it in ENB instead? :|
I'm not really sure if SSAO is working with enb in my case.. I'll give it a try.
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