This was done by request from jake_S.
It allows a darkening effect, that visually behaves similar to fog. But is not dependent on anything in-game.
You can alter the amount of darkening, or even brighten the distance up a bit. It is also possible to determine where the effect should start from, right from the player feet or at the bottom of the distant mountains.
New ENBSeries effect 1 by JanderswedinZ, on Flickr
New ENBSeries effect 2 by JanderswedinZ, on Flickr
New ENBSeries effect 3 by JanderswedinZ, on Flickr
Files
Note: There is no TOD seperation in this file, you will have to do that on your own!
v1.1: Corrected DX9 version, added a simple color tint to both versions.
Darken Distance v1.1 - Google Drive Download
[DX9 and DX11] Darken Distance
- Author
- Message
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
-
Offline
- *blah-blah-blah maniac*
- Posts: 983
- Joined: 09 Dec 2012, 00:29
Re: [DX9 and DX11] Darken Distance
Thanks a lot JawZ and all the best in the New Year
_________________
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
Rudy ENB for Skyrim, Skyrim SE, for Fallout New Vegas, for Dragon's Dogma
English is not my native language.
AMD Ryzen 9 5900X, Gigabyte B550 AORUS PRO AC, Arctic Liquid Freezer II 280, Nvidia Geforce RTX 2070 Super, 64GB ram
-
Offline
- *blah-blah-blah maniac*
- Posts: 1938
- Joined: 05 Mar 2012, 02:08
Re: [DX9 and DX11] Darken Distance
You're welcome Guzio
-
Offline
- *sensei*
- Posts: 391
- Joined: 03 Oct 2012, 06:12
- Location: Ottawa, Canada
Re: [DX9 and DX11] Darken Distance
Thank you. The more unique effects, the better
-
Offline
- *master*
- Posts: 156
- Joined: 04 Jan 2019, 15:27
Re: [DX9 and DX11] Darken Distance
Rather than darkening I'd have desaturation or color shift towards blue in the distance. OK now I see there's color tint option, maybe that'd work.
_________________
ENB Light at NexusMods
ENB Light at NexusMods
-
Offline
- Posts: 4
- Joined: 17 Feb 2018, 02:43
Re: [DX9 and DX11] Darken Distance
Sorry for the noob question, I really love the idea here, but I have no clue on how to make this work on my game; is there a tutorial for adding custom effects, or I just drop the files somewhere?
-
Offline
- *sensei*
- Posts: 391
- Joined: 03 Oct 2012, 06:12
- Location: Ottawa, Canada
Re: [DX9 and DX11] Darken Distance
Hey guys,
Is there a way to implement a sort of gradient between the foreground to the distance? Say, for the instance, you can choose a foreground tint and then transition to the distance tint that is already implemented in the included code.
Thanks for the code and help!
Is there a way to implement a sort of gradient between the foreground to the distance? Say, for the instance, you can choose a foreground tint and then transition to the distance tint that is already implemented in the included code.
Thanks for the code and help!
-
Offline
- *blah-blah-blah maniac*
- Posts: 17558
- Joined: 27 Dec 2011, 08:53
- Location: Rather not to say
Re: [DX9 and DX11] Darken Distance
Better make sample image in photo editor to understand what is background for you and how to apply it.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7
-
Offline
- Posts: 99
- Joined: 11 May 2014, 10:48
Re: [DX9 and DX11] Darken Distance
My "split tone" effect from ColorLab will basically let you do this, you just use depth instead of brightness for it.ZeroKing wrote:Hey guys,
Is there a way to implement a sort of gradient between the foreground to the distance? Say, for the instance, you can choose a foreground tint and then transition to the distance tint that is already implemented in the included code.
Thanks for the code and help!
Code: Select all
// step function to use for the split range effect
// possible options:
// linearstep
// smoothstep
#define SPLIT_RANGE_STEP_FUNCTION linearstep
float3 splitRanges(float t, float lo1, float lo2, float hi1, float hi2)
{
float3 res;
float2 lo = float2(lo1, lo2);
float2 hi = float2(hi1, hi2);
hi.x = 1.0 - hi.x;
hi.y = clamp(hi.y, lo.x, hi.x-1e-6);
lo.y = clamp(lo.y, lo.x+1e-6, hi.x);
res.x = SPLIT_RANGE_STEP_FUNCTION(lo.y, lo.x, t);
res.y = SPLIT_RANGE_STEP_FUNCTION(lo.x, lo.y, t) - SPLIT_RANGE_STEP_FUNCTION(hi.y, hi.x, t);
res.z = SPLIT_RANGE_STEP_FUNCTION(hi.y, hi.x, t);
return saturate(res);
}
/* Proposed usage for depth based effect:
float linear_depth = getLinearDepth(); // Get it one way or another
float3 split_weights = splitRanges(linear_depth, ForegroundDeadzone, ForegroundCutoff, BackgroundDeadzone, BackgroundCutoff);
float3 tint = mul(split_weights, float3x3(ForegroundColor, MiddlegroundColor, BackgroundColor));
color.xyz = lerp(color.xyz, color.xyz * tint, DepthEffectIntensity);
*/
/* Proposed usage for luma based effect:
float luma = getLuma(color); // Your preferred luma function
float3 split_weights = splitRanges(luma, ShadowsDeadzone, ShadowsCutoff, HighlightsDeadzone, HighlightsCutoff);
float3 tint = mul(split_weights, float3x3(ShadowsColor, MidtonesColor, HighlightsColor));
color.xyz = lerp(color.xyz, color.xyz * tint, SplitToneEffectIntensity);
*/
The Deadzone and Cutoff parameters should just be in the 0-1 range. You could look at ColorLab to see how the parameters work and how to set them up, if you enable graphs you can get a feel for it. I hope I didn't leave out too much details for using the code, if you need help using it let me know.