Fallout 4 0.285 beta

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*blah-blah-blah maniac*
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Re: Fallout 4 0.285 beta

Well then use the boolean annotation then. It displays as a "check mark" used for UseEffect and the other "check mark" activators.

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  bool ENABLE_EFFECT <
    string UIName = "Enable a Effect";
  > = {false};
can also be done like this;

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  bool2 ENABLE_EFFECT <
    string UIName = "Enable a Effect";
  > = {false, true};

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Re: Fallout 4 0.285 beta

thx alot
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Re: Fallout 4 0.285 beta

Display depth;

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color = frac(TextureDepth.Sample(Sampler0, IN.txcoord0.xy) * 1000);
Implementation example;

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// Helper Function
float linearDepth(float d, float n, float f)
{
    return (2.0 * n)/(f + n - d * (f - n));
}

// Pixel Shader
  float Depth        = TextureDepth.Sample(Sampler0, IN.txcoord0.xy ).x;
  float linDepthFrom = linearDepth(Depth, 0.5f, fFromDepth);
  float linDepthTo   = linearDepth(Depth, 0.5f, fToDepth);
    color            = color * (1.0f - linDepthFrom);
    color            = color * linDepthTo;

EDIT;
Maybe this wasn't what you where refering to however?

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Re: Fallout 4 0.285 beta

nevermind, found the way :)

thx anyway!!
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Re: Fallout 4 0.285 beta

To linearize depth i prefer 1.0/max(1.0-depth, 0.0000000001);
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Re: Fallout 4 0.285 beta

Thanks for the suggestion Boris, will try it out right away.

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Re: Fallout 4 0.285 beta

Folks, i can't decide is enbeffectprepass.fx required or not, if depth of field will be in different shader, before enbeffectprepass.fx. In Skyrim and later in Fallout 3 i made enbeffectprepass for different purposes, but was too late to change it's code. I only have seen artistic filters like painting, which probably computed in post pass shader, hdr data is not required for them. It's not a big problem to add support of prepass shader, but three additional internal textures are not nice addons to vram and creating them when used only is bad for optimization, they could be placed to ram instead of vram.
Another thing, i don't know how dx11 features may help to increase performance of bokeh depth of field. Generating circles as vertex quads on screen is definetly not my choice.
The last i asked already, is enbeffectpostpass.fx need temporary render target which computed once before any other techniques executed. I can't make assigning of render targets in passes via shaders, because it's extra vram requirements for surfaces, game is already have too many of them, so 1gb vram users having issues with stuttering.
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Re: Fallout 4 0.285 beta

No errors after 3+ hours of gaming. Thank you Boris!
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Re: Fallout 4 0.285 beta

Great update Boris and happy belated birthday to ENB!

I am using the mouse tempInfo1.xy and I found that the .x value is correct, but the .y values map from 0.0 to 0.3161 and not from 0.0 to 1.0. It's easy to just multiply the y coord by 1 / 0.3161 but I was wondering if that value was intended or maybe it's just my setup.
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Re: Fallout 4 0.285 beta

number6
Thanks, will be fixed in next update
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