DOF extra & ALF effect 3/13 2015

share shaders here
  • Author
  • Message
Offline
User avatar
*master*
Posts: 229
Joined: 21 Feb 2013, 03:21
Location: Los Angeles, CA

Re: DOF extra & ALF effect 12/22

I made some changes to the GPmod file that some might find useful:
Image

Changes include:
- Added strings to annotations (Use with ENB .265 or later)
- Added Day, Night, Interior separation for some annotation
- Added enable annotations for tilt shift and CA
- Added "Aperture Angle Speed" controls for animated rotating bokeh shapes
Attachments
enbeffectprepass.fx
Modified version
(35.51 KiB) Downloaded 371 times
_________________
i7-4970K 4.8ghz, 16gb ram, Geforce Titan X 12gb vram, win7

Offline
*blah-blah-blah maniac*
Posts: 565
Joined: 05 Apr 2014, 10:29
Location: Taiwan

Re: DOF extra & ALF effect 12/22

Hay Guys,
Here is a Beta for following new features:

*Auto Dof
----Add AD mode to automatically calculate aperture size(F-Number). More suitable for gameplay(Hopefully)

AD Mode:
== 0 (AD off, use F-number)
== 1 (ignore F-number, CoC at sample point == CoC Size)
== 2 (ignore F-number, CoC at given depth == CoC Size)

*Performance
----Skip tons of unnecessary sample taps.

*Post Chroma
----Move per-tap chromatic aberration to post process, improve some performance.

Let me know if there is any bug or artifacts, enjoy.

*Beta is based on SeperableHex, if all goes well, other version will also included.
Beta File removed

Also I would love to know how to hook ingame view mode( 1st 3rd person) to dof shader.
Last edited by kingeric1992 on 10 Mar 2015, 19:08, edited 2 times in total.
_________________
Intel Xeon L5639 6C12T @3.96GHz | Gigabyte ga-x58a-ud3r | MSI GTX680 4G | 48G RAM | Intel 760p Nvme w clover bootloader
Flickr
YouTube

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1498
Joined: 31 Mar 2012, 15:06
Location: France

Re: DOF extra & ALF effect 12/22

kingeric1992 wrote: Also I would love to know how to hook ingame view mode( 1st 3rd person) to dof shader.
Thanx for the beta ! :)
Ah, I asked that question to myself a zillion times already...
_________________
Lian Li PC011 Dynamic, Corsair AX 1500i PSU, i9 10850K @5.0 Ghz, Aorus Z490 Ultra, RTX3090 MSI Gaming X Trio, 32GB Corsair Vengeance Pro RGB RAM@3600, Corsair MP600 1TB NVME System Drive, 10 TB Storage, W10 Pro 64, Custom Hard Tubing Watercooling Loop

Offline
*sensei*
Posts: 373
Joined: 07 Mar 2013, 10:14

Re: DOF extra & ALF effect 12/22

Did we not already get Boris to sort of explain that it was not possible since the 1st person model is some sort of box in the gameworld and nothing else... not a separate rendering that can be hooked into.

At least I recall something down those lines!

Offline
*blah-blah-blah maniac*
Posts: 565
Joined: 05 Apr 2014, 10:29
Location: Taiwan

Re: DOF extra & ALF effect 12/22

I mean like what JawZ did to separate dungeons and interiors ??
--JawZ-- wrote: kingeric1992;
What Aiyen said, I use "hack" values to applied to dungeons and interiors.
_________________
Intel Xeon L5639 6C12T @3.96GHz | Gigabyte ga-x58a-ud3r | MSI GTX680 4G | 48G RAM | Intel 760p Nvme w clover bootloader
Flickr
YouTube

Offline
*sensei*
Posts: 373
Joined: 07 Mar 2013, 10:14

Re: DOF extra & ALF effect 12/22

Ah okay like that. Not aware of any image space values that only affect 3rd person.
You could probably make a script that applies an image space modifier if you go to 3rd person.. but that might be a bit over the top. But it would work.

Offline
User avatar
*blah-blah-blah maniac*
Posts: 1938
Joined: 05 Mar 2012, 02:08

Re: DOF extra & ALF effect 12/22

There are no Imagespace values that is applied to such a specific portion of the game. Imagespaces are tint overlays that affects everything on the screen, more or less.
You would have to do something similar to what Aiyen mentioned about applying it to the 3rd person perspective via a game script of some sort.

Offline
*blah-blah-blah maniac*
Posts: 565
Joined: 05 Apr 2014, 10:29
Location: Taiwan

Re: DOF extra & ALF effect 12/22

JawZ, Aiyen

I understand, but I have no experience with CK.

Considering what you guys said about standards, I'm thinking if you can create a standard for image space mod to assign output for different shaders?
And also a tutorial on how to make a compatible mod & decoding.

for example, a standard to encode 10 variables for bloom, prepass, effect ... each.
_________________
Intel Xeon L5639 6C12T @3.96GHz | Gigabyte ga-x58a-ud3r | MSI GTX680 4G | 48G RAM | Intel 760p Nvme w clover bootloader
Flickr
YouTube

Offline
*blah-blah-blah maniac*
Posts: 565
Joined: 05 Apr 2014, 10:29
Location: Taiwan

Re: DOF extra & ALF effect 3/6 2015

*update 3/6 2015 :
add online dof calculator, check out DoF Calculator section.
_________________
Intel Xeon L5639 6C12T @3.96GHz | Gigabyte ga-x58a-ud3r | MSI GTX680 4G | 48G RAM | Intel 760p Nvme w clover bootloader
Flickr
YouTube

Offline
*blah-blah-blah maniac*
Posts: 565
Joined: 05 Apr 2014, 10:29
Location: Taiwan

Re: DOF extra & ALF effect 12/22

*update 3/11 2015 :
----replace GPmod & DSLR with DoF, a combination of both file along with tons of changes. update Separable Hex, now support both GPmod & DSLR focusing.
Also features adaptive quality which gains +10 fps on max Q @1280x1024.
_________________
Intel Xeon L5639 6C12T @3.96GHz | Gigabyte ga-x58a-ud3r | MSI GTX680 4G | 48G RAM | Intel 760p Nvme w clover bootloader
Flickr
YouTube
Post Reply