Completely remove Skyrim Tonemapping?
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- *blah-blah-blah maniac*
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Completely remove Skyrim Tonemapping?
Is there a way to restore linear color response in order to yield a 1:1 relationship between how bright a surface is and how bright it appears to be on your monitor?
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Re: Completely remove Skyrim Tonemapping?
Bypass all color processing in enbeffect.fx and read only color texture in there.
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Re: Completely remove Skyrim Tonemapping?
I have no idea how to do that. Is there anyone out there that can add this to an enbeffect?
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Re: Completely remove Skyrim Tonemapping?
Find the line in enbeffect.fx:
Before it, insert this one
Code: Select all
_oC0.xyz=color.xyz;
Code: Select all
color.xyz=tex2D(_s0, _v0.xy);
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Re: Completely remove Skyrim Tonemapping?
Thank you for helping but I don't see that option in my enbeffect. Here is what I have:
Code: Select all
//++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2013 Boris Vorontsov
// Nighteye code by scegielski http://www.nexusmods.com/skyrim/mods/50731/?
//++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
//float fLetterboxOffset = 8.0; // size of screen to be blacken (in %)
float2 fvTexelSize = float2(1.0 / 2560.0, 1.0 / 1440.0); // Enter you're display resolution here.
//////////////////////////////////////////////////////////////////////
bool Section_CF <
string UIName = "------Color Filter----------";
> = {false};
bool use_colorhuefx <
string UIName="Enable Color Filter";
//Enable - Disable effect
> = {true};
bool use_colorsaturation <
string UIName="Color Filter: Use Orig. Saturation";
//The above will use original color saturation as an added limiter to the strength of the effect
> = {false};
float hueMid <
string UIName="Color Filter: Hue Middle";
//Set the middle Hue value, which is the most intense represented
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.5};
float hueRange <
string UIName="Color Filter: Hue Range";
//Set the range to which the Hue should extend in either direction
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.2};
float satLimit <
string UIName="Color Filter: Saturation Limit";
//Limit the resulting color saturation
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float fxcolorMix <
string UIName="Color Filter: Effect Strength";
//Interpolation between the original and the effect
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
//////////////////////////////////////////////////////////////////////
bool LetterboxEnable <
string UIName = "Letterbox Enable (set resolution in enbeffect.fx)";
> = {false};
float fLetterboxOffset
<
string UIName="Letterbox Size";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100.0;
> = {8.0};
// Interior controls
float AdaptationMinInterior
<
string UIName="I: Adaptation Min Interior";
string UIWidget="Spinner";
float UIMin=0.000;
float UIMax=1.0;
> = {0.003};
float AdaptationMaxInterior
<
string UIName="I: Adaptation Max Interior";
string UIWidget="Spinner";
float UIMin=0.000;
float UIMax=1.0;
> = {0.004};
float GammaInterior
<
string UIName="I: Gamma Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {1.1};
float RedFilterInterior
<
string UIName="I: Filter R Interior";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float GreenFilterInterior
<
string UIName="I: Filter G Interior";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float BlueFilterInterior
<
string UIName="I: Filter B Interior";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatRInterior
<
string UIName="I: Desat R Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatGInterior
<
string UIName="I: Desat G Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.2};
float DesatBInterior
<
string UIName="I: Desat B Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.6};
float IntensityContrastInterior
<
string UIName="I: Intensity Contrast Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.3};
float SaturationInterior
<
string UIName="I: Saturation Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.3};
float ToneMappingCurveInterior
<
string UIName="I: ToneMapping Curve Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.8};
float ToneMappingOversaturationInterior
<
string UIName="I: ToneMapping Oversaturation Interior";
string UIWidget="Spinner";
float UIMin=0.1;
float UIMax=999.0;
> = {20.0};
float BrightnessInterior
<
string UIName="I: Brightness Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {0.15};
//--------------------------------------------------
// Exterior controls
// Day
float AdaptationMinDay
<
string UIName="D: Adaptation Min Day";
string UIWidget="Spinner";
float UIMin=0.000;
float UIMax=1.0;
float UIStep=0.00001;
> = {0.00038};
float AdaptationMaxDay
<
string UIName="D: Adaptation Max Day";
string UIWidget="Spinner";
float UIStep=0.0001;
float UIMin=0.000;
float UIMax=1.0;
> = {0.042};
float GammaDay
<
string UIName="D: Gamma Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {1.38};
float RedFilterDay
<
string UIName="D: Filter R Day";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float GreenFilterDay
<
string UIName="D: Filter G Day";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float BlueFilterDay
<
string UIName="D: Filter B Day";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatRDay
<
string UIName="D: Desat R Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatGDay
<
string UIName="D: Desat G Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.1};
float DesatBDay
<
string UIName="D: Desat B Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.6};
float IntensityContrastDay
<
string UIName="D: Intensity Contrast Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.3};
float SaturationDay
<
string UIName="D: Saturation Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.7};
float ToneMappingCurveDay
<
string UIName="D: ToneMapping Curve Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {2.0};
float ToneMappingOversaturationDay
<
string UIName="D: ToneMapping Oversaturation Day";
string UIWidget="Spinner";
float UIMin=0.1;
float UIMax=999.0;
> = {120.0};
float BrightnessDay
<
string UIName="D: Brightness Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {0.15};
//--------------------------------------------------
// Night
float AdaptationMinNight
<
string UIName="N: Adaptation Min Night";
string UIWidget="Spinner";
float UIStep=0.0001;
float UIMin=0.000;
float UIMax=1.0;
> = {0.0016};
float AdaptationMaxNight
<
string UIName="N: Adaptation Max Night";
string UIWidget="Spinner";
float UIStep=0.0001;
float UIMin=0.000;
float UIMax=1.0;
> = {0.0026};
float GammaNight
<
string UIName="N: Gamma Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {1.25};
float RedFilterNight
<
string UIName="N: Filter R Night";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float GreenFilterNight
<
string UIName="N: Filter G Night";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float BlueFilterNight
<
string UIName="N: Filter B Night";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatRNight
<
string UIName="N: Desat R Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatGNight
<
string UIName="N: Desat G Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.2};
float DesatBNight
<
string UIName="N: Desat B Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.8};
float IntensityContrastNight
<
string UIName="N: Intensity Contrast Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.3};
float SaturationNight
<
string UIName="N: Saturation Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.3};
float ToneMappingCurveNight
<
string UIName="N: ToneMapping Curve Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {2.0};
float ToneMappingOversaturationNight
<
string UIName="N: ToneMapping Oversaturation Night";
string UIWidget="Spinner";
float UIMin=0.1;
float UIMax=999.0;
> = {12.0};
float BrightnessNight
<
string UIName="N: Brightness Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {0.15};
//+++++++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++
//keyboard controlled temporary variables (in some versions exists in the config file). Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0
float4 tempF1; //0,1,2,3
float4 tempF2; //5,6,7,8
float4 tempF3; //9,0
//x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 Timer;
//x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4 ScreenSize;
//changes in range 0..1, 0 means that night time, 1 - day time
float ENightDayFactor;
//changes 0 or 1. 0 means that exterior, 1 - interior
float EInteriorFactor;
//changes in range 0..1, 0 means full quality, 1 lowest dynamic quality (0.33, 0.66 are limits for quality levels)
float EAdaptiveQualityFactor;
//.x - current weather index, .y - outgoing weather index, .z - weather transition, .w - time of the day in 24 standart hours. Weather index is value from _weatherlist.ini, for example WEATHER002 means index==2, but index==0 means that weather not captured.
float4 WeatherAndTime;
//enb version of bloom applied, ignored if original post processing used
float EBloomAmount;
texture2D texs0;//color
texture2D texs1;//bloom skyrim
texture2D texs2;//adaptation skyrim
texture2D texs3;//bloom enb
texture2D texs4;//adaptation enb
texture2D texs7;//palette enb
sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = POINT;//
MagFilter = POINT;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s7 = sampler_state
{
Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
//////////////////////////////////////////
float grayValue(float3 gv)
{
return dot( gv, float3(0.2125, 0.7154, 0.0721) );
}
float smootherstep(float edge0, float edge1, float x)
{
x = clamp((x - edge0)/(edge1 - edge0), 0.0, 1.0);
return x*x*x*(x*(x*6 - 15) + 10);
}
float Hue(float3 color)
{
float hue = 0.0f;
float fmin = min(min(color.r, color.g), color.b);
float fmax = max(max(color.r, color.g), color.b);
float delta = fmax - fmin;
if (delta == 0.0)
hue = 0.0;
else
{
float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
if (color.r == fmax )
hue = deltaB - deltaG;
else if (color.g == fmax)
hue = (1.0 / 3.0) + deltaR - deltaB;
else if (color.b == fmax)
hue = (2.0 / 3.0) + deltaG - deltaR;
}
if (hue < 0.0)
hue += 1.0f;
else if (hue > 1.0)
hue -= 1.0f;
return hue;
}
////////////////////////////////////////////
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
OUT.vpos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy=IN.txcoord0.xy;
return OUT;
}
//skyrim shader specific externals, do not modify
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c3 : register(c3);
float4 _c4 : register(c4);
float4 _c5 : register(c5);
float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 _oC0=0.0; //output
float4 _c6=float4(0, 0, 0, 0);
float4 _c7=float4(0.212500006, 0.715399981, 0.0720999986, 1.0);
float4 r0;
float4 r1;
float4 r2;
float4 r3;
float4 r4;
float4 r5;
float4 r6;
float4 r7;
float4 r8;
float4 r9;
float4 r10;
float4 r11;
float4 _v0=0.0;
_v0.xy=IN.txcoord0.xy;
r1=tex2D(_s0, _v0.xy); //color
//apply bloom
float4 xcolorbloom=tex2D(_s3, _v0.xy);
xcolorbloom.xyz=xcolorbloom-r1;
xcolorbloom.xyz=max(xcolorbloom, 0.0);
r1.xyz+=xcolorbloom*EBloomAmount;
r11=r1; //my bypass
_oC0.xyz=r1.xyz; //for future use without game color corrections
#ifdef APPLYGAMECOLORCORRECTION
//apply original
r0.x=1.0/_c2.y;
r1=tex2D(_s2, _v0);
r0.yz=r1.xy * _c1.y;
r0.w=1.0/r0.y;
r0.z=r0.w * r0.z;
r1=tex2D(_s0, _v0);
r1.xyz=r1 * _c1.y;
r0.w=dot(_c7.xyz, r1.xyz);
r1.w=r0.w * r0.z;
r0.z=r0.z * r0.w + _c7.w;
r0.z=1.0/r0.z;
r0.x=r1.w * r0.x + _c7.w;
r0.x=r0.x * r1.w;
r0.x=r0.z * r0.x;
if (r0.w<0) r0.x=_c6.x;
r0.z=1.0/r0.w;
r0.z=r0.z * r0.x;
r0.x=saturate(-r0.x + _c2.x);
// r2=tex2D(_s3, _v0);//enb bloom
r2=tex2D(_s1, _v0);//skyrim bloom
r2.xyz=r2 * _c1.y;
r2.xyz=r0.x * r2;
r1.xyz=r1 * r0.z + r2;
r0.x=dot(r1.xyz, _c7.xyz);
r1.w=_c7.w;
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1 - r0.y; //khajiit night vision _c3.w
r0=_c3.z * r1 + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif //APPLYGAMECOLORCORRECTION
/*
#ifndef APPLYGAMECOLORCORRECTION
//temporary fix for khajiit night vision, but it also degrade colors.
// r1=tex2D(_s2, _v0);
// r0.y=r1.xy * _c1.y;
r1=_oC0;
r1.xyz=r1 * _c1.y;
r0.x=dot(r1.xyz, _c7.xyz);
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1;// - r0.y;
r0=_c3.z * r1;// + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif //!APPLYGAMECOLORCORRECTION
*/
float4 color=_oC0;
//adaptation in time
float4 Adaptation=tex2D(_s4, 0.5);
float grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z);
float Gamma=lerp(lerp(GammaNight, GammaDay, ENightDayFactor), GammaInterior, EInteriorFactor);
float RedFilter=lerp(lerp(RedFilterNight, RedFilterDay, ENightDayFactor), RedFilterInterior, EInteriorFactor);
float GreenFilter=lerp(lerp(GreenFilterNight, GreenFilterDay, ENightDayFactor), GreenFilterInterior, EInteriorFactor);
float BlueFilter=lerp(lerp(BlueFilterNight, BlueFilterDay, ENightDayFactor), BlueFilterInterior, EInteriorFactor);
float DesatR=lerp(lerp(DesatRNight, DesatRDay, ENightDayFactor), DesatRInterior, EInteriorFactor);
float DesatG=lerp(lerp(DesatGNight, DesatGDay, ENightDayFactor), DesatGInterior, EInteriorFactor);
float DesatB=lerp(lerp(DesatBNight, DesatBDay, ENightDayFactor), DesatBInterior, EInteriorFactor);
float AdaptationMin=lerp(lerp(AdaptationMinNight, AdaptationMinDay, ENightDayFactor), AdaptationMinInterior, EInteriorFactor);
float AdaptationMax=lerp(lerp(AdaptationMaxNight, AdaptationMaxDay, ENightDayFactor), AdaptationMaxInterior, EInteriorFactor);
float Saturation=lerp(lerp(SaturationNight, SaturationDay, ENightDayFactor), SaturationInterior, EInteriorFactor);
float ToneMappingCurve=lerp(lerp(ToneMappingCurveNight, ToneMappingCurveDay, ENightDayFactor), ToneMappingCurveInterior, EInteriorFactor);
float ToneMappingOversaturation=lerp(lerp(ToneMappingOversaturationNight, ToneMappingOversaturationDay, ENightDayFactor), ToneMappingOversaturationInterior, EInteriorFactor);
float IntensityContrast=lerp(lerp(IntensityContrastNight, IntensityContrastDay, ENightDayFactor), IntensityContrastInterior, EInteriorFactor);
float Brightness=lerp(lerp(BrightnessNight, BrightnessDay, ENightDayFactor), BrightnessInterior, EInteriorFactor);
float greyscale = dot(color.xyz, float3(0.3, 0.59, 0.11));
color.r = lerp(greyscale, color.r, DesatR);
color.g = lerp(greyscale, color.g, DesatG);
color.b = lerp(greyscale, color.b, DesatB);
color = pow(color, Gamma);
color.r = pow(color.r, RedFilter);
color.g = pow(color.g, GreenFilter);
color.b = pow(color.b, BlueFilter);
grayadaptation=max(grayadaptation, 0.0); //0.0
grayadaptation=min(grayadaptation, 50.0); //50.0
color.xyz=color.xyz/(grayadaptation*AdaptationMax+AdaptationMin);//*tempF1.x
color.xyz*=Brightness;
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, IntensityContrast);
xncol.xyz=pow(xncol.xyz, Saturation);
color.xyz=scl*xncol.xyz;
float lumamax=ToneMappingOversaturation;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + ToneMappingCurve);
float Y = dot(color.xyz, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B;
float U = dot(color.xyz, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B;
float V = dot(color.xyz, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B;
//Y=pow(Y, BrightnessCurve);
//Y=Y*BrightnessMultiplier;
//Y=Y/(Y+BrightnessToneMappingCurve);
//float desaturatefact=saturate(Y*Y*Y*1.7);
//U=lerp(U, 0.0, desaturatefact);
//V=lerp(V, 0.0, desaturatefact);
//color.xyz=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;
// ADVANCED COLOR FILTER
if ( use_colorhuefx == true )
{
float3 fxcolor = saturate( color.xyz );
float greyVal = grayValue( fxcolor.xyz );
float colorHue = Hue( fxcolor.xyz );
float colorSat = 0.0f;
float minColor = min( min ( fxcolor.x, fxcolor.y ), fxcolor.z );
float maxColor = max( max ( fxcolor.x, fxcolor.y ), fxcolor.z );
float colorDelta = maxColor - minColor;
float colorInt = ( maxColor + minColor ) * 0.5f;
if ( colorDelta != 0.0f )
{
if ( colorInt < 0.5f )
colorSat = colorDelta / ( maxColor + minColor );
else
colorSat = colorDelta / ( 2.0f - maxColor - minColor );
}
//When color intensity not based on original saturation level
if ( use_colorsaturation == false )
colorSat = 1.0f;
float hueMin_1 = 0.0f;
float hueMin_2 = 0.0f;
float hueMax_1 = 0.0f;
float hueMax_2 = 0.0f;
if ( hueRange > hueMid )
{
hueMin_1 = hueMid - hueRange;
hueMin_2 = 1.0f + hueMid - hueRange;
hueMax_1 = hueMid + hueRange;
hueMax_2 = 1.0f + hueMid;
if ( colorHue >= hueMin_1 && colorHue <= hueMid )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_1, hueMid, colorHue ) * ( colorSat * satLimit ));
else if ( colorHue > hueMid && colorHue <= hueMax_1 )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, ( 1.0f - smootherstep( hueMid, hueMax_1, colorHue )) * ( colorSat * satLimit ));
else if ( colorHue >= hueMin_2 && colorHue <= hueMax_2 )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_2, hueMax_2, colorHue ) * ( colorSat * satLimit ));
else
fxcolor.xyz = greyVal.xxx;
}
else if ( hueMid + hueRange > 1.0f )
{
hueMin_1 = hueMid - hueRange;
hueMin_2 = 0.0f - ( 1.0f - hueMid );
hueMax_1 = hueMid + hueRange;
hueMax_2 = hueMid + hueRange - 1.0f;
if ( colorHue >= hueMin_1 && colorHue <= hueMid )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_1, hueMid, colorHue ) * ( colorSat * satLimit ));
else if ( colorHue > hueMid && colorHue <= hueMax_1 )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, ( 1.0f - smootherstep( hueMid, hueMax_1, colorHue )) * ( colorSat * satLimit ));
else if ( colorHue >= hueMin_2 && colorHue <= hueMax_2 )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_2, hueMax_2, colorHue) * ( colorSat * satLimit ));
else
fxcolor.xyz = greyVal.xxx;
}
else
{
hueMin_1 = hueMid - hueRange;
hueMax_1 = hueMid + hueRange;
if ( colorHue >= hueMin_1 && colorHue <= hueMid )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_1, hueMid, colorHue ) * ( colorSat * satLimit ));
else if ( colorHue > hueMid && colorHue <= hueMax_1 )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, ( 1.0f - smootherstep( hueMid, hueMax_1, colorHue )) * ( colorSat * satLimit ));
else
fxcolor.xyz = greyVal.xxx;
}
color.xyz = lerp( color.xyz, fxcolor.xyz, fxcolorMix );
}
//color.xyz=max(color.xyz, 0.0);
//color.xyz=color.xyz/(color.xyz+newEBrightnessToneMappingCurveV2);
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz*=0.7;
//pallete texture (0.082+ version feature)
#ifdef E_CC_PALETTE
color.rgb=saturate(color.rgb);
float3 brightness=Adaptation.xyz;//tex2D(_s4, 0.5);//adaptation luminance
// brightness=saturate(brightness);//old version from ldr games
brightness=(brightness/(brightness+1.0));//new version
brightness=max(brightness.x, max(brightness.y, brightness.z));//new version
float3 palette;
float4 uvsrc=0.0;
uvsrc.y=brightness.r;
uvsrc.x=color.r;
palette.r=tex2Dlod(_s7, uvsrc).r;
uvsrc.x=color.g;
uvsrc.y=brightness.g;
palette.g=tex2Dlod(_s7, uvsrc).g;
uvsrc.x=color.b;
uvsrc.y=brightness.b;
palette.b=tex2Dlod(_s7, uvsrc).b;
color.rgb=palette.rgb;
#endif //E_CC_PALETTE
#ifdef E_CC_PROCEDURAL
float tempgray;
float4 tempvar;
float3 tempcolor;
/*
//these replaced by "levels"
//+++ gamma
if (ECCGamma!=1.0)
color=pow(color, 1.0/ECCGamma);
//+++ brightness like in photoshop
color=color+ECCAditiveBrightness;
//+++ lightness
tempvar.x=saturate(ELightness);
tempvar.y=saturate(1.0+ECCLightness);
color=tempvar.x*(1.0-color) + (tempvar.y*color);
*/
//+++ levels like in photoshop, including gamma, lightness, additive brightness
color=max(color-ECCInBlack, 0.0) / max(ECCInWhite-ECCInBlack, 0.0001);
if (ECCGamma!=1.0) color=pow(color, ECCGamma);
color=color*(ECCOutWhite-ECCOutBlack) + ECCOutBlack;
//+++ brightness
color=color*ECCBrightness;
//+++ contrast
color=(color-ECCContrastGrayLevel) * ECCContrast + ECCContrastGrayLevel;
//+++ saturation
tempgray=dot(color, 0.3333);
color=lerp(tempgray, color, ECCSaturation);
//+++ desaturate shadows
tempgray=dot(color, 0.3333);
tempvar.x=saturate(1.0-tempgray);
tempvar.x*=tempvar.x;
tempvar.x*=tempvar.x;
color=lerp(color, tempgray, ECCDesaturateShadows*tempvar.x);
//+++ color balance
color=saturate(color);
tempgray=dot(color, 0.3333);
float2 shadow_highlight=float2(1.0-tempgray, tempgray);
shadow_highlight*=shadow_highlight;
color.rgb+=(ECCColorBalanceHighlights*2.0-1.0)*color * shadow_highlight.x;
color.rgb+=(ECCColorBalanceShadows*2.0-1.0)*(1.0-color) * shadow_highlight.y;
//+++ channel mixer
tempcolor=color;
color.r=dot(tempcolor, ECCChannelMixerR);
color.g=dot(tempcolor, ECCChannelMixerG);
color.b=dot(tempcolor, ECCChannelMixerB);
#endif //E_CC_PROCEDURAL
_oC0.w=1.0;
_oC0.xyz=color.xyz;
if (LetterboxEnable)
{
float offset = fLetterboxOffset * 0.01;
float2 sspos = fvTexelSize * vPos;
if (sspos.y <= offset || sspos.y >= (1.0 - offset)) _oC0.rgb = 0.0;
}
return _oC0;
}
//switch between vanilla and mine post processing
technique Shader_D6EC7DD1 <string UIName="ENBSeries";>
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1();
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
//original shader of post processing
technique Shader_ORIGINALPOSTPROCESS <string UIName="Vanilla";>
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader=
asm
{
// Parameters:
// sampler2D Avg;
// sampler2D Blend;
// float4 Cinematic;
// float4 ColorRange;
// float4 Fade;
// sampler2D Image;
// float4 Param;
// float4 Tint;
// Registers:
// Name Reg Size
// ------------ ----- ----
// ColorRange c1 1
// Param c2 1
// Cinematic c3 1
// Tint c4 1
// Fade c5 1
// Image s0 1
// Blend s1 1
// Avg s2 1
//s0 bloom result
//s1 color
//s2 is average color
ps_3_0
def c6, 0, 0, 0, 0
//was c0 originally
def c7, 0.212500006, 0.715399981, 0.0720999986, 1
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x, c2.y
texld r1, v0, s2
mul r0.yz, r1.xxyw, c1.y
rcp r0.w, r0.y
mul r0.z, r0.w, r0.z
texld r1, v0, s1
mul r1.xyz, r1, c1.y
dp3 r0.w, c7, r1
mul r1.w, r0.w, r0.z
mad r0.z, r0.z, r0.w, c7.w
rcp r0.z, r0.z
mad r0.x, r1.w, r0.x, c7.w
mul r0.x, r0.x, r1.w
mul r0.x, r0.z, r0.x
cmp r0.x, -r0.w, c6.x, r0.x
rcp r0.z, r0.w
mul r0.z, r0.z, r0.x
add_sat r0.x, -r0.x, c2.x
texld r2, v0, s0
mul r2.xyz, r2, c1.y
mul r2.xyz, r0.x, r2
mad r1.xyz, r1, r0.z, r2
dp3 r0.x, r1, c7
mov r1.w, c7.w
lrp r2, c3.x, r1, r0.x
mad r1, r0.x, c4, -r2
mad r1, c4.w, r1, r2
mad r1, c3.w, r1, -r0.y
mad r0, c3.z, r1, r0.y
add r1, -r0, c5
mad oC0, c5.w, r1, r0
};
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
_________________
i5-6600k -- Nvidia GTX 970 -- 16Gb ram @3200mhz
i5-6600k -- Nvidia GTX 970 -- 16Gb ram @3200mhz
-
Offline
- Posts: 41
- Joined: 13 Jan 2016, 22:48
Re: Completely remove Skyrim Tonemapping?
Out of curiosity, are you asking this because the default enbseries.ini causes vehemently glowing skin?
That can be fixed using:
[SUBSURFACESCATTERING]
Amount=0.5
I would also suggest dropping the SSS lower on eyes and vegetation as well.
That can be fixed using:
[SUBSURFACESCATTERING]
Amount=0.5
I would also suggest dropping the SSS lower on eyes and vegetation as well.
-
Offline
- *blah-blah-blah maniac*
- Posts: 17553
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: Completely remove Skyrim Tonemapping?
Code: Select all
return _oC0;
Code: Select all
_oC0.xyz=tex2D(_s0, _v0.xy);
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 552
- Joined: 11 Apr 2012, 03:24
Re: Completely remove Skyrim Tonemapping?
I really like the effect this gives, but it breaks the enbeffect.
Did I add it correctly?
Did I add it correctly?
Code: Select all
//++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2013 Boris Vorontsov
// Nighteye code by scegielski http://www.nexusmods.com/skyrim/mods/50731/?
//++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++
//float fLetterboxOffset = 8.0; // size of screen to be blacken (in %)
float2 fvTexelSize = float2(1.0 / 2560.0, 1.0 / 1440.0); // Enter you're display resolution here.
//////////////////////////////////////////////////////////////////////
bool Section_CF <
string UIName = "------Color Filter----------";
> = {false};
bool use_colorhuefx <
string UIName="Enable Color Filter";
//Enable - Disable effect
> = {true};
bool use_colorsaturation <
string UIName="Color Filter: Use Orig. Saturation";
//The above will use original color saturation as an added limiter to the strength of the effect
> = {false};
float hueMid <
string UIName="Color Filter: Hue Middle";
//Set the middle Hue value, which is the most intense represented
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.5};
float hueRange <
string UIName="Color Filter: Hue Range";
//Set the range to which the Hue should extend in either direction
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.2};
float satLimit <
string UIName="Color Filter: Saturation Limit";
//Limit the resulting color saturation
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
float fxcolorMix <
string UIName="Color Filter: Effect Strength";
//Interpolation between the original and the effect
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {1.0};
//////////////////////////////////////////////////////////////////////
bool LetterboxEnable <
string UIName = "Letterbox Enable (set resolution in enbeffect.fx)";
> = {false};
float fLetterboxOffset
<
string UIName="Letterbox Size";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=100.0;
> = {8.0};
// Interior controls
float AdaptationMinInterior
<
string UIName="I: Adaptation Min Interior";
string UIWidget="Spinner";
float UIMin=0.000;
float UIMax=1.0;
> = {0.003};
float AdaptationMaxInterior
<
string UIName="I: Adaptation Max Interior";
string UIWidget="Spinner";
float UIMin=0.000;
float UIMax=1.0;
> = {0.004};
float GammaInterior
<
string UIName="I: Gamma Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {1.1};
float RedFilterInterior
<
string UIName="I: Filter R Interior";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float GreenFilterInterior
<
string UIName="I: Filter G Interior";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float BlueFilterInterior
<
string UIName="I: Filter B Interior";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatRInterior
<
string UIName="I: Desat R Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatGInterior
<
string UIName="I: Desat G Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.2};
float DesatBInterior
<
string UIName="I: Desat B Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.6};
float IntensityContrastInterior
<
string UIName="I: Intensity Contrast Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.3};
float SaturationInterior
<
string UIName="I: Saturation Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.3};
float ToneMappingCurveInterior
<
string UIName="I: ToneMapping Curve Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.8};
float ToneMappingOversaturationInterior
<
string UIName="I: ToneMapping Oversaturation Interior";
string UIWidget="Spinner";
float UIMin=0.1;
float UIMax=999.0;
> = {20.0};
float BrightnessInterior
<
string UIName="I: Brightness Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {0.15};
//--------------------------------------------------
// Exterior controls
// Day
float AdaptationMinDay
<
string UIName="D: Adaptation Min Day";
string UIWidget="Spinner";
float UIMin=0.000;
float UIMax=1.0;
float UIStep=0.00001;
> = {0.00038};
float AdaptationMaxDay
<
string UIName="D: Adaptation Max Day";
string UIWidget="Spinner";
float UIStep=0.0001;
float UIMin=0.000;
float UIMax=1.0;
> = {0.042};
float GammaDay
<
string UIName="D: Gamma Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {1.38};
float RedFilterDay
<
string UIName="D: Filter R Day";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float GreenFilterDay
<
string UIName="D: Filter G Day";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float BlueFilterDay
<
string UIName="D: Filter B Day";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatRDay
<
string UIName="D: Desat R Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatGDay
<
string UIName="D: Desat G Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.1};
float DesatBDay
<
string UIName="D: Desat B Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.6};
float IntensityContrastDay
<
string UIName="D: Intensity Contrast Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.3};
float SaturationDay
<
string UIName="D: Saturation Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.7};
float ToneMappingCurveDay
<
string UIName="D: ToneMapping Curve Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {2.0};
float ToneMappingOversaturationDay
<
string UIName="D: ToneMapping Oversaturation Day";
string UIWidget="Spinner";
float UIMin=0.1;
float UIMax=999.0;
> = {120.0};
float BrightnessDay
<
string UIName="D: Brightness Day";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {0.15};
//--------------------------------------------------
// Night
float AdaptationMinNight
<
string UIName="N: Adaptation Min Night";
string UIWidget="Spinner";
float UIStep=0.0001;
float UIMin=0.000;
float UIMax=1.0;
> = {0.0016};
float AdaptationMaxNight
<
string UIName="N: Adaptation Max Night";
string UIWidget="Spinner";
float UIStep=0.0001;
float UIMin=0.000;
float UIMax=1.0;
> = {0.0026};
float GammaNight
<
string UIName="N: Gamma Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {1.25};
float RedFilterNight
<
string UIName="N: Filter R Night";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float GreenFilterNight
<
string UIName="N: Filter G Night";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float BlueFilterNight
<
string UIName="N: Filter B Night";
string UIWidget="Spinner";
float UIStep=0.001;
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatRNight
<
string UIName="N: Desat R Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};
float DesatGNight
<
string UIName="N: Desat G Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.2};
float DesatBNight
<
string UIName="N: Desat B Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {0.8};
float IntensityContrastNight
<
string UIName="N: Intensity Contrast Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.3};
float SaturationNight
<
string UIName="N: Saturation Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {1.3};
float ToneMappingCurveNight
<
string UIName="N: ToneMapping Curve Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=10.0;
> = {2.0};
float ToneMappingOversaturationNight
<
string UIName="N: ToneMapping Oversaturation Night";
string UIWidget="Spinner";
float UIMin=0.1;
float UIMax=999.0;
> = {12.0};
float BrightnessNight
<
string UIName="N: Brightness Night";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
> = {0.15};
//+++++++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++
//keyboard controlled temporary variables (in some versions exists in the config file). Press and hold key 1,2,3...8 together with PageUp or PageDown to modify. By default all set to 1.0
float4 tempF1; //0,1,2,3
float4 tempF2; //5,6,7,8
float4 tempF3; //9,0
//x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 Timer;
//x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4 ScreenSize;
//changes in range 0..1, 0 means that night time, 1 - day time
float ENightDayFactor;
//changes 0 or 1. 0 means that exterior, 1 - interior
float EInteriorFactor;
//changes in range 0..1, 0 means full quality, 1 lowest dynamic quality (0.33, 0.66 are limits for quality levels)
float EAdaptiveQualityFactor;
//.x - current weather index, .y - outgoing weather index, .z - weather transition, .w - time of the day in 24 standart hours. Weather index is value from _weatherlist.ini, for example WEATHER002 means index==2, but index==0 means that weather not captured.
float4 WeatherAndTime;
//enb version of bloom applied, ignored if original post processing used
float EBloomAmount;
texture2D texs0;//color
texture2D texs1;//bloom skyrim
texture2D texs2;//adaptation skyrim
texture2D texs3;//bloom enb
texture2D texs4;//adaptation enb
texture2D texs7;//palette enb
sampler2D _s0 = sampler_state
{
Texture = <texs0>;
MinFilter = POINT;//
MagFilter = POINT;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s1 = sampler_state
{
Texture = <texs1>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s2 = sampler_state
{
Texture = <texs2>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s3 = sampler_state
{
Texture = <texs3>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s4 = sampler_state
{
Texture = <texs4>;
MinFilter = LINEAR;//
MagFilter = LINEAR;//
MipFilter = NONE;//LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D _s7 = sampler_state
{
Texture = <texs7>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord0 : TEXCOORD0;
};
//////////////////////////////////////////
float grayValue(float3 gv)
{
return dot( gv, float3(0.2125, 0.7154, 0.0721) );
}
float smootherstep(float edge0, float edge1, float x)
{
x = clamp((x - edge0)/(edge1 - edge0), 0.0, 1.0);
return x*x*x*(x*(x*6 - 15) + 10);
}
float Hue(float3 color)
{
float hue = 0.0f;
float fmin = min(min(color.r, color.g), color.b);
float fmax = max(max(color.r, color.g), color.b);
float delta = fmax - fmin;
if (delta == 0.0)
hue = 0.0;
else
{
float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta;
float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta;
float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta;
if (color.r == fmax )
hue = deltaB - deltaG;
else if (color.g == fmax)
hue = (1.0 / 3.0) + deltaR - deltaB;
else if (color.b == fmax)
hue = (2.0 / 3.0) + deltaG - deltaR;
}
if (hue < 0.0)
hue += 1.0f;
else if (hue > 1.0)
hue -= 1.0f;
return hue;
}
////////////////////////////////////////////
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
OUT.vpos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord0.xy=IN.txcoord0.xy;
return OUT;
}
//skyrim shader specific externals, do not modify
float4 _c1 : register(c1);
float4 _c2 : register(c2);
float4 _c3 : register(c3);
float4 _c4 : register(c4);
float4 _c5 : register(c5);
float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 _oC0=0.0; //output
float4 _c6=float4(0, 0, 0, 0);
float4 _c7=float4(0.212500006, 0.715399981, 0.0720999986, 1.0);
float4 r0;
float4 r1;
float4 r2;
float4 r3;
float4 r4;
float4 r5;
float4 r6;
float4 r7;
float4 r8;
float4 r9;
float4 r10;
float4 r11;
float4 _v0=0.0;
_v0.xy=IN.txcoord0.xy;
r1=tex2D(_s0, _v0.xy); //color
//apply bloom
float4 xcolorbloom=tex2D(_s3, _v0.xy);
xcolorbloom.xyz=xcolorbloom-r1;
xcolorbloom.xyz=max(xcolorbloom, 0.0);
r1.xyz+=xcolorbloom*EBloomAmount;
r11=r1; //my bypass
_oC0.xyz=r1.xyz; //for future use without game color corrections
#ifdef APPLYGAMECOLORCORRECTION
//apply original
r0.x=1.0/_c2.y;
r1=tex2D(_s2, _v0);
r0.yz=r1.xy * _c1.y;
r0.w=1.0/r0.y;
r0.z=r0.w * r0.z;
r1=tex2D(_s0, _v0);
r1.xyz=r1 * _c1.y;
r0.w=dot(_c7.xyz, r1.xyz);
r1.w=r0.w * r0.z;
r0.z=r0.z * r0.w + _c7.w;
r0.z=1.0/r0.z;
r0.x=r1.w * r0.x + _c7.w;
r0.x=r0.x * r1.w;
r0.x=r0.z * r0.x;
if (r0.w<0) r0.x=_c6.x;
r0.z=1.0/r0.w;
r0.z=r0.z * r0.x;
r0.x=saturate(-r0.x + _c2.x);
// r2=tex2D(_s3, _v0);//enb bloom
r2=tex2D(_s1, _v0);//skyrim bloom
r2.xyz=r2 * _c1.y;
r2.xyz=r0.x * r2;
r1.xyz=r1 * r0.z + r2;
r0.x=dot(r1.xyz, _c7.xyz);
r1.w=_c7.w;
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1 - r0.y; //khajiit night vision _c3.w
r0=_c3.z * r1 + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif //APPLYGAMECOLORCORRECTION
/*
#ifndef APPLYGAMECOLORCORRECTION
//temporary fix for khajiit night vision, but it also degrade colors.
// r1=tex2D(_s2, _v0);
// r0.y=r1.xy * _c1.y;
r1=_oC0;
r1.xyz=r1 * _c1.y;
r0.x=dot(r1.xyz, _c7.xyz);
r2=lerp(r0.x, r1, _c3.x);
r1=r0.x * _c4 - r2;
r1=_c4.w * r1 + r2;
r1=_c3.w * r1;// - r0.y;
r0=_c3.z * r1;// + r0.y;
r1=-r0 + _c5;
_oC0=_c5.w * r1 + r0;
#endif //!APPLYGAMECOLORCORRECTION
*/
float4 color=_oC0;
//adaptation in time
float4 Adaptation=tex2D(_s4, 0.5);
float grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z);
float Gamma=lerp(lerp(GammaNight, GammaDay, ENightDayFactor), GammaInterior, EInteriorFactor);
float RedFilter=lerp(lerp(RedFilterNight, RedFilterDay, ENightDayFactor), RedFilterInterior, EInteriorFactor);
float GreenFilter=lerp(lerp(GreenFilterNight, GreenFilterDay, ENightDayFactor), GreenFilterInterior, EInteriorFactor);
float BlueFilter=lerp(lerp(BlueFilterNight, BlueFilterDay, ENightDayFactor), BlueFilterInterior, EInteriorFactor);
float DesatR=lerp(lerp(DesatRNight, DesatRDay, ENightDayFactor), DesatRInterior, EInteriorFactor);
float DesatG=lerp(lerp(DesatGNight, DesatGDay, ENightDayFactor), DesatGInterior, EInteriorFactor);
float DesatB=lerp(lerp(DesatBNight, DesatBDay, ENightDayFactor), DesatBInterior, EInteriorFactor);
float AdaptationMin=lerp(lerp(AdaptationMinNight, AdaptationMinDay, ENightDayFactor), AdaptationMinInterior, EInteriorFactor);
float AdaptationMax=lerp(lerp(AdaptationMaxNight, AdaptationMaxDay, ENightDayFactor), AdaptationMaxInterior, EInteriorFactor);
float Saturation=lerp(lerp(SaturationNight, SaturationDay, ENightDayFactor), SaturationInterior, EInteriorFactor);
float ToneMappingCurve=lerp(lerp(ToneMappingCurveNight, ToneMappingCurveDay, ENightDayFactor), ToneMappingCurveInterior, EInteriorFactor);
float ToneMappingOversaturation=lerp(lerp(ToneMappingOversaturationNight, ToneMappingOversaturationDay, ENightDayFactor), ToneMappingOversaturationInterior, EInteriorFactor);
float IntensityContrast=lerp(lerp(IntensityContrastNight, IntensityContrastDay, ENightDayFactor), IntensityContrastInterior, EInteriorFactor);
float Brightness=lerp(lerp(BrightnessNight, BrightnessDay, ENightDayFactor), BrightnessInterior, EInteriorFactor);
float greyscale = dot(color.xyz, float3(0.3, 0.59, 0.11));
color.r = lerp(greyscale, color.r, DesatR);
color.g = lerp(greyscale, color.g, DesatG);
color.b = lerp(greyscale, color.b, DesatB);
color = pow(color, Gamma);
color.r = pow(color.r, RedFilter);
color.g = pow(color.g, GreenFilter);
color.b = pow(color.b, BlueFilter);
grayadaptation=max(grayadaptation, 0.0); //0.0
grayadaptation=min(grayadaptation, 50.0); //50.0
color.xyz=color.xyz/(grayadaptation*AdaptationMax+AdaptationMin);//*tempF1.x
color.xyz*=Brightness;
color.xyz+=0.000001;
float3 xncol=normalize(color.xyz);
float3 scl=color.xyz/xncol.xyz;
scl=pow(scl, IntensityContrast);
xncol.xyz=pow(xncol.xyz, Saturation);
color.xyz=scl*xncol.xyz;
float lumamax=ToneMappingOversaturation;
color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + ToneMappingCurve);
float Y = dot(color.xyz, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B;
float U = dot(color.xyz, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B;
float V = dot(color.xyz, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B;
//Y=pow(Y, BrightnessCurve);
//Y=Y*BrightnessMultiplier;
//Y=Y/(Y+BrightnessToneMappingCurve);
//float desaturatefact=saturate(Y*Y*Y*1.7);
//U=lerp(U, 0.0, desaturatefact);
//V=lerp(V, 0.0, desaturatefact);
//color.xyz=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;
// ADVANCED COLOR FILTER
if ( use_colorhuefx == true )
{
float3 fxcolor = saturate( color.xyz );
float greyVal = grayValue( fxcolor.xyz );
float colorHue = Hue( fxcolor.xyz );
float colorSat = 0.0f;
float minColor = min( min ( fxcolor.x, fxcolor.y ), fxcolor.z );
float maxColor = max( max ( fxcolor.x, fxcolor.y ), fxcolor.z );
float colorDelta = maxColor - minColor;
float colorInt = ( maxColor + minColor ) * 0.5f;
if ( colorDelta != 0.0f )
{
if ( colorInt < 0.5f )
colorSat = colorDelta / ( maxColor + minColor );
else
colorSat = colorDelta / ( 2.0f - maxColor - minColor );
}
//When color intensity not based on original saturation level
if ( use_colorsaturation == false )
colorSat = 1.0f;
float hueMin_1 = 0.0f;
float hueMin_2 = 0.0f;
float hueMax_1 = 0.0f;
float hueMax_2 = 0.0f;
if ( hueRange > hueMid )
{
hueMin_1 = hueMid - hueRange;
hueMin_2 = 1.0f + hueMid - hueRange;
hueMax_1 = hueMid + hueRange;
hueMax_2 = 1.0f + hueMid;
if ( colorHue >= hueMin_1 && colorHue <= hueMid )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_1, hueMid, colorHue ) * ( colorSat * satLimit ));
else if ( colorHue > hueMid && colorHue <= hueMax_1 )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, ( 1.0f - smootherstep( hueMid, hueMax_1, colorHue )) * ( colorSat * satLimit ));
else if ( colorHue >= hueMin_2 && colorHue <= hueMax_2 )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_2, hueMax_2, colorHue ) * ( colorSat * satLimit ));
else
fxcolor.xyz = greyVal.xxx;
}
else if ( hueMid + hueRange > 1.0f )
{
hueMin_1 = hueMid - hueRange;
hueMin_2 = 0.0f - ( 1.0f - hueMid );
hueMax_1 = hueMid + hueRange;
hueMax_2 = hueMid + hueRange - 1.0f;
if ( colorHue >= hueMin_1 && colorHue <= hueMid )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_1, hueMid, colorHue ) * ( colorSat * satLimit ));
else if ( colorHue > hueMid && colorHue <= hueMax_1 )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, ( 1.0f - smootherstep( hueMid, hueMax_1, colorHue )) * ( colorSat * satLimit ));
else if ( colorHue >= hueMin_2 && colorHue <= hueMax_2 )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_2, hueMax_2, colorHue) * ( colorSat * satLimit ));
else
fxcolor.xyz = greyVal.xxx;
}
else
{
hueMin_1 = hueMid - hueRange;
hueMax_1 = hueMid + hueRange;
if ( colorHue >= hueMin_1 && colorHue <= hueMid )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_1, hueMid, colorHue ) * ( colorSat * satLimit ));
else if ( colorHue > hueMid && colorHue <= hueMax_1 )
fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, ( 1.0f - smootherstep( hueMid, hueMax_1, colorHue )) * ( colorSat * satLimit ));
else
fxcolor.xyz = greyVal.xxx;
}
color.xyz = lerp( color.xyz, fxcolor.xyz, fxcolorMix );
}
//color.xyz=max(color.xyz, 0.0);
//color.xyz=color.xyz/(color.xyz+newEBrightnessToneMappingCurveV2);
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz*=0.7;
//pallete texture (0.082+ version feature)
#ifdef E_CC_PALETTE
color.rgb=saturate(color.rgb);
float3 brightness=Adaptation.xyz;//tex2D(_s4, 0.5);//adaptation luminance
// brightness=saturate(brightness);//old version from ldr games
brightness=(brightness/(brightness+1.0));//new version
brightness=max(brightness.x, max(brightness.y, brightness.z));//new version
float3 palette;
float4 uvsrc=0.0;
uvsrc.y=brightness.r;
uvsrc.x=color.r;
palette.r=tex2Dlod(_s7, uvsrc).r;
uvsrc.x=color.g;
uvsrc.y=brightness.g;
palette.g=tex2Dlod(_s7, uvsrc).g;
uvsrc.x=color.b;
uvsrc.y=brightness.b;
palette.b=tex2Dlod(_s7, uvsrc).b;
color.rgb=palette.rgb;
#endif //E_CC_PALETTE
#ifdef E_CC_PROCEDURAL
float tempgray;
float4 tempvar;
float3 tempcolor;
/*
//these replaced by "levels"
//+++ gamma
if (ECCGamma!=1.0)
color=pow(color, 1.0/ECCGamma);
//+++ brightness like in photoshop
color=color+ECCAditiveBrightness;
//+++ lightness
tempvar.x=saturate(ELightness);
tempvar.y=saturate(1.0+ECCLightness);
color=tempvar.x*(1.0-color) + (tempvar.y*color);
*/
//+++ levels like in photoshop, including gamma, lightness, additive brightness
color=max(color-ECCInBlack, 0.0) / max(ECCInWhite-ECCInBlack, 0.0001);
if (ECCGamma!=1.0) color=pow(color, ECCGamma);
color=color*(ECCOutWhite-ECCOutBlack) + ECCOutBlack;
//+++ brightness
color=color*ECCBrightness;
//+++ contrast
color=(color-ECCContrastGrayLevel) * ECCContrast + ECCContrastGrayLevel;
//+++ saturation
tempgray=dot(color, 0.3333);
color=lerp(tempgray, color, ECCSaturation);
//+++ desaturate shadows
tempgray=dot(color, 0.3333);
tempvar.x=saturate(1.0-tempgray);
tempvar.x*=tempvar.x;
tempvar.x*=tempvar.x;
color=lerp(color, tempgray, ECCDesaturateShadows*tempvar.x);
//+++ color balance
color=saturate(color);
tempgray=dot(color, 0.3333);
float2 shadow_highlight=float2(1.0-tempgray, tempgray);
shadow_highlight*=shadow_highlight;
color.rgb+=(ECCColorBalanceHighlights*2.0-1.0)*color * shadow_highlight.x;
color.rgb+=(ECCColorBalanceShadows*2.0-1.0)*(1.0-color) * shadow_highlight.y;
//+++ channel mixer
tempcolor=color;
color.r=dot(tempcolor, ECCChannelMixerR);
color.g=dot(tempcolor, ECCChannelMixerG);
color.b=dot(tempcolor, ECCChannelMixerB);
#endif //E_CC_PROCEDURAL
_oC0.w=1.0;
_oC0.xyz=color.xyz;
if (LetterboxEnable)
{
float offset = fLetterboxOffset * 0.01;
float2 sspos = fvTexelSize * vPos;
if (sspos.y <= offset || sspos.y >= (1.0 - offset)) _oC0.rgb = 0.0;
}
_oC0.xyz=color.xyz;
return _oC0;
}
//switch between vanilla and mine post processing
technique Shader_D6EC7DD1 <string UIName="ENBSeries";>
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader = compile ps_3_0 PS_D6EC7DD1();
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
//original shader of post processing
technique Shader_ORIGINALPOSTPROCESS <string UIName="Vanilla";>
{
pass p0
{
VertexShader = compile vs_3_0 VS_Quad();
PixelShader=
asm
{
// Parameters:
// sampler2D Avg;
// sampler2D Blend;
// float4 Cinematic;
// float4 ColorRange;
// float4 Fade;
// sampler2D Image;
// float4 Param;
// float4 Tint;
// Registers:
// Name Reg Size
// ------------ ----- ----
// ColorRange c1 1
// Param c2 1
// Cinematic c3 1
// Tint c4 1
// Fade c5 1
// Image s0 1
// Blend s1 1
// Avg s2 1
//s0 bloom result
//s1 color
//s2 is average color
ps_3_0
def c6, 0, 0, 0, 0
//was c0 originally
def c7, 0.212500006, 0.715399981, 0.0720999986, 1
dcl_texcoord v0.xy
dcl_2d s0
dcl_2d s1
dcl_2d s2
rcp r0.x, c2.y
texld r1, v0, s2
mul r0.yz, r1.xxyw, c1.y
rcp r0.w, r0.y
mul r0.z, r0.w, r0.z
texld r1, v0, s1
mul r1.xyz, r1, c1.y
dp3 r0.w, c7, r1
mul r1.w, r0.w, r0.z
mad r0.z, r0.z, r0.w, c7.w
rcp r0.z, r0.z
mad r0.x, r1.w, r0.x, c7.w
mul r0.x, r0.x, r1.w
mul r0.x, r0.z, r0.x
cmp r0.x, -r0.w, c6.x, r0.x
rcp r0.z, r0.w
mul r0.z, r0.z, r0.x
add_sat r0.x, -r0.x, c2.x
texld r2, v0, s0
mul r2.xyz, r2, c1.y
mul r2.xyz, r0.x, r2
mad r1.xyz, r1, r0.z, r2
dp3 r0.x, r1, c7
mov r1.w, c7.w
lrp r2, c3.x, r1, r0.x
mad r1, r0.x, c4, -r2
mad r1, c4.w, r1, r2
mad r1, c3.w, r1, -r0.y
mad r0, c3.z, r1, r0.y
add r1, -r0, c5
mad oC0, c5.w, r1, r0
};
ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
ZEnable=FALSE;
ZWriteEnable=FALSE;
CullMode=NONE;
AlphaTestEnable=FALSE;
AlphaBlendEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
_________________
i5-6600k -- Nvidia GTX 970 -- 16Gb ram @3200mhz
i5-6600k -- Nvidia GTX 970 -- 16Gb ram @3200mhz
-
Offline
- *blah-blah-blah maniac*
- Posts: 17553
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: Completely remove Skyrim Tonemapping?
There is only the one place with line , it can't be missed.
Turn this:
Into this:
Code: Select all
return _oC0;
Turn this:
Code: Select all
_oC0.xyz=color.xyz;
return _oC0;
}
Code: Select all
_oC0.xyz=color.xyz;
_oC0.xyz=tex2D(_s0, _v0.xy);
return _oC0;
}
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- *blah-blah-blah maniac*
- Posts: 552
- Joined: 11 Apr 2012, 03:24
Re: Completely remove Skyrim Tonemapping?
OK, so this definitely removes all tonemapping from the game. But it also removes my Enbeffect tonemapping and makes it so that the Enbeffect does nothing in the GUI. The GUI for enbeffect is broken. The other GUI functions work. Is there a way to fix this?
_________________
i5-6600k -- Nvidia GTX 970 -- 16Gb ram @3200mhz
i5-6600k -- Nvidia GTX 970 -- 16Gb ram @3200mhz