Jafin16 Posted December 18, 2014 Posted December 18, 2014 Hi all, sorry for a long silence. I'm still trying to keep up with this but real life has hit me like a train lately with a new job, holidays, getting sick twice, etc. and my free time was absorbed with DA:I. I'll try to add what I can over the next week or so. Still here, just occupied :)
z929669 Posted December 18, 2014 Posted December 18, 2014 Thanks for the info. No worries, it's the season, and hobbies need to stay fun ... ;)
TechAngel85 Posted December 18, 2014 Author Posted December 18, 2014 Yeah, no worries, but thanks for the update. Tis the season so I've not expected much from myself nor anyone else. I've been staying fairly busy myself. Enjoy the holiday and congrats on the new job. Things will kick back into get in 2 to 3 weeks.
JawZ Posted December 26, 2014 Posted December 26, 2014 (edited) I thought I would share this here as I, Aiyen and Matso have been talking about shader library and such.Modular Shader Library Contains my latest codes in a easy modular library of effects and helper functions I regularly use. I will try to add some additions to the guide later on as well. Edited December 26, 2014 by JawZ 2
Matso Posted December 26, 2014 Posted December 26, 2014 On 12/26/2014 at 12:52 PM, JawZ said: I thought I would share this here as I, Aiyen and Matso have been talking about shader library and such.Modular Shader Library Contains my latest codes in a easy modular library of effects and helper functions I regularly use. I will try to add some additions to the guide later on as well.Cool thing! I'll check it out after Christmas.
Aiyen Posted December 26, 2014 Posted December 26, 2014 Nice to see you found the time to do all of that JawZ! :) Seems like you have most of the generic stuff up, as well as some nice specials. Only thing I can think of is that you might want to use the word include instead of inject :P Since no injection takes place!
JawZ Posted December 26, 2014 Posted December 26, 2014 (edited) Hope it will have some use in some way to you guys. Aiyen; Yeah, I blame it on speed typing :PI have corrected it now, and added a short description on how to add a boolean for the novice coder/tweaker. Edited December 26, 2014 by JawZ
Matso Posted December 27, 2014 Posted December 27, 2014 BTW guys - You know any ENB setting that changes only the looks of the sky, shadows and water/underwater (no weather configs etc.)? A kind of "vanilla" preset, that doesn't do much changes in overall visuals? Or do You know how to setup such a thing? I want to start a new new setting for testing only the code additions (sun sprite, bloom, dof, lenz, main enbeffect code etc). Such a simple light preset would be very helpful for me. MK
JawZ Posted December 27, 2014 Posted December 27, 2014 (edited) A preset that only uses the enbseries.ini to customize the look or add in effects without using any external shader files, and no special required mods in terms of lighting? There are a few old presets that only uses certain effects such as Detailed Shadows, SSAO, DoF, bloom etc without touching the visuals beyond the activation of those effects. I can probably whip up something, if I get some more info on how you want it to be setup. But it is quite easy to do so if the preset you are looking for is what I imagine it would be.Untouched enbseries.ini values, except for values tied to effects like SSAO and the rest found in the [EFFECT] section, doesn't use any special shader files or "empty" shader files with no change to the render output ENBSeries "gives out". Or just a complete vanilla game visual with the ability to activate effects and shader code on top of it? Edited December 27, 2014 by JawZ
Aiyen Posted December 27, 2014 Posted December 27, 2014 The code snippet you put up on your site would do that JawZ. All you really want is just a basic default AGGC with only vanilla adaptation and bloom. This along with disabling/enabling effects in enbseries.ini would do the trick. Bloom is the only shader that requires something special in the enbeffect.fx, the rest are toggleable by the enbseries.ini. Like the DoF and lenz and sunsprite shaders etc.
Matso Posted January 14, 2015 Posted January 14, 2015 Hi,Just to let You know - I am working on a vanilla-like preset to have a good start for testing different ENB features, not bothering any additional visual effects (both INI and in-code, especially the shader library by JawZ). It all will of course take some time. MK
JawZ Posted January 14, 2015 Posted January 14, 2015 For a good base that anyone can start off from it would be a complete vanilla visual style. Which means default AGCC and then a vanilla state enbseries.ini file. After that add whatever effects on top of that which an end user would like to have or adjust to make the visuals more to their liking. [spoiler=enbseries.ini, Vanilla game state][GLOBAL] UseEffect=true [EFFECT] UseOriginalPostProcessing=false UseOriginalObjectsProcessing=false EnableBloom=false EnableLens=false EnableAdaptation=false EnableDepthOfField=false EnableAmbientOcclusion=false EnableDetailedShadow=false EnableSunRays=false EnableSunGlare=false EnableImageBasedLighting=false EnableReflection=false EnableSoftParticles=false EnableParticleLights=false EnableSubSurfaceScattering=false EnableWater=false EnableUnderwater=false EnableVolumetricRays=false EnableProceduralSun=false EnableMist=false [COLORCORRECTION] UsePaletteTexture=false UseProceduralCorrection=false Brightness=1.0 GammaCurve=1.0 [WEATHER] EnableMultipleWeathers=false [TIMEOFDAY] Enable=true DawnDuration=4.0 SunriseTime=7.75 DayTime=12.0 SunsetTime=18.0 DuskDuration=4.0 NightTime=0.0 [NIGHTDAY] DetectorOldVersion=false DetectorDefaultDay=false DetectorLevelDay=0.7 DetectorLevelNight=0.15 DetectorLevelCurve=1.0 [ADAPTATION] ForceMinMaxValues=false AdaptationSensitivity=0.5 AdaptationTime=0.1 AdaptationMin=0.0 AdaptationMax=1.0 [BLOOM] IgnoreWeatherSystem=false Quality=0 AmountSunrise=0.0 AmountDay=0.0 AmountSunset=0.0 AmountNight=0.0 AmountInteriorDay=0.0 AmountInteriorNight=0.0 BlueShiftAmountSunrise=1.0 BlueShiftAmountDay=1.0 BlueShiftAmountSunset=1.0 BlueShiftAmountNight=1.0 BlueShiftAmountInteriorDay=1.0 BlueShiftAmountInteriorNight=1.0 [LENS] IgnoreWeatherSystem=false ReflectionIntensitySunrise=1.0 ReflectionIntensityDay=1.0 ReflectionIntensitySunset=1.0 ReflectionIntensityNight=1.0 ReflectionIntensityInteriorDay=1.0 ReflectionIntensityInteriorNight=1.0 ReflectionPowerSunrise=2.0 ReflectionPowerDay=2.0 ReflectionPowerSunset=2.0 ReflectionPowerNight=2.0 ReflectionPowerInteriorDay=2.0 ReflectionPowerInteriorNight=2.0 DirtIntensitySunrise=1.0 DirtIntensityDay=1.0 DirtIntensitySunset=1.0 DirtIntensityNight=1.0 DirtIntensityInteriorDay=1.0 DirtIntensityInteriorNight=1.0 DirtPowerSunrise=2.0 DirtPowerDay=2.0 DirtPowerSunset=2.0 DirtPowerNight=2.0 DirtPowerInteriorDay=2.0 DirtPowerInteriorNight=2.0 [SSAO_SSIL] UseIndirectLighting=true UseComplexIndirectLighting=false UseComplexAmbientOcclusion=false UseAmbientIndirectLighting=false SamplingQuality=2 SamplingPrecision=2 SamplingRange=0.3 FadeFogRange=1.0 EnableComplexFilter=true FilterQuality=2 FilterType=2 AOAmount=1.0 AOAmountInterior=1.0 ILAmount=1.0 ILAmountInterior=1.0 AOIntensity=1.0 AOIntensityInterior=1.0 AOType=0 ILType=0 AOMixingType=0 AOMixingTypeInterior=0 EnableDenoiser=true [SKYLIGHTING] IgnoreWeatherSystem=false Quality=1 FilterQuality=2 AmbientMinLevelSunrise=1.0 AmbientMinLevelDay=1.0 AmbientMinLevelSunset=1.0 AmbientMinLevelNight=1.0 AmbientMinLevelInteriorDay=1.0 AmbientMinLevelInteriorNight=1.0 [ENVIRONMENT] IgnoreWeatherSystem=false DirectLightingIntensitySunrise=1.0 DirectLightingIntensityDay=1.0 DirectLightingIntensitySunset=1.0 DirectLightingIntensityNight=1.0 DirectLightingIntensityInteriorDay=1.0 DirectLightingIntensityInteriorNight=1.0 DirectLightingCurveSunrise=1.0 DirectLightingCurveDay=1.0 DirectLightingCurveSunset=1.0 DirectLightingCurveNight=1.0 DirectLightingCurveInteriorDay=1.0 DirectLightingCurveInteriorNight=1.0 DirectLightingDesaturationSunrise=0.0 DirectLightingDesaturationDay=0.0 DirectLightingDesaturationSunset=0.0 DirectLightingDesaturationNight=0.0 DirectLightingDesaturationInteriorDay=0.0 DirectLightingDesaturationInteriorNight=0.0 SpecularAmountMultiplierSunrise=1.0 SpecularAmountMultiplierDay=1.0 SpecularAmountMultiplierSunset=1.0 SpecularAmountMultiplierNight=1.0 SpecularAmountMultiplierInteriorDay=1.0 SpecularAmountMultiplierInteriorNight=1.0 SpecularPowerMultiplierSunrise=1.0 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierSunset=1.0 SpecularPowerMultiplierNight=1.0 SpecularPowerMultiplierInteriorDay=1.0 SpecularPowerMultiplierInteriorNight=1.0 SpecularFromLightSunrise=0.0 SpecularFromLightDay=0.0 SpecularFromLightSunset=0.0 SpecularFromLightNight=0.0 SpecularFromLightInteriorDay=0.0 SpecularFromLightInteriorNight=0.0 AmbientLightingIntensitySunrise=1.0 AmbientLightingIntensityDay=1.0 AmbientLightingIntensitySunset=1.0 AmbientLightingIntensityNight=1.0 AmbientLightingIntensityInteriorDay=1.0 AmbientLightingIntensityInteriorNight=1.0 AmbientLightingCurveSunrise=1.0 AmbientLightingCurveDay=1.0 AmbientLightingCurveSunset=1.0 AmbientLightingCurveNight=1.0 AmbientLightingCurveInteriorDay=1.0 AmbientLightingCurveInteriorNight=1.0 AmbientLightingDesaturationSunrise=0.0 AmbientLightingDesaturationDay=0.0 AmbientLightingDesaturationSunset=0.0 AmbientLightingDesaturationNight=0.0 AmbientLightingDesaturationInteriorDay=0.0 AmbientLightingDesaturationInteriorNight=0.0 AmbientColorFilterAmountSunrise=0.0 AmbientColorFilterAmountDay=0.0 AmbientColorFilterAmountSunset=0.0 AmbientColorFilterAmountNight=0.0 AmbientColorFilterAmountInteriorDay=0.0 AmbientColorFilterAmountInteriorNight=0.0 AmbientColorFilterTopSunrise=1, 1, 1 AmbientColorFilterTopDay=1, 1, 1 AmbientColorFilterTopSunset=1, 1, 1 AmbientColorFilterTopNight=1, 1, 1 AmbientColorFilterTopInteriorDay=1, 1, 1 AmbientColorFilterTopInteriorNight=1, 1, 1 AmbientColorFilterMiddleSunrise=0, 0, 0 AmbientColorFilterMiddleDay=0, 0, 0 AmbientColorFilterMiddleSunset=0, 0, 0 AmbientColorFilterMiddleNight=0, 0, 0 AmbientColorFilterMiddleInteriorDay=0, 0, 0 AmbientColorFilterMiddleInteriorNight=0, 0, 0 AmbientColorFilterBottomSunrise=1, 1, 1 AmbientColorFilterBottomDay=1, 1, 1 AmbientColorFilterBottomSunset=1, 1, 1 AmbientColorFilterBottomNight=1, 1, 1 AmbientColorFilterBottomInteriorDay=1, 1, 1 AmbientColorFilterBottomInteriorNight=1, 1, 1 PointLightingIntensitySunrise=1.0 PointLightingIntensityDay=1.0 PointLightingIntensitySunset=1.0 PointLightingIntensityNight=1.0 PointLightingIntensityInteriorDay=1.0 PointLightingIntensityInteriorNight=1.0 PointLightingCurveSunrise=1.0 PointLightingCurveDay=1.0 PointLightingCurveSunset=1.0 PointLightingCurveNight=1.0 PointLightingCurveInteriorDay=1.0 PointLightingCurveInteriorNight=1.0 PointLightingDesaturationSunrise=0.0 PointLightingDesaturationDay=0.0 PointLightingDesaturationSunset=0.0 PointLightingDesaturationNight=0.0 PointLightingDesaturationInteriorDay=0.0 PointLightingDesaturationInteriorNight=0.0 ParticleLightsIntensitySunrise=1.0 ParticleLightsIntensityDay=1.0 ParticleLightsIntensitySunset=1.0 ParticleLightsIntensityNight=1.0 ParticleLightsIntensityInteriorDay=1.0 ParticleLightsIntensityInteriorNight=1.0 FogColorMultiplierSunrise=1.0 FogColorMultiplierDay=1.0 FogColorMultiplierSunset=1.0 FogColorMultiplierNight=1.0 FogColorMultiplierInteriorDay=1.0 FogColorMultiplierInteriorNight=1.0 FogColorCurveSunrise=1.0 FogColorCurveDay=1.0 FogColorCurveSunset=1.0 FogColorCurveNight=1.0 FogColorCurveInteriorDay=1.0 FogColorCurveInteriorNight=1.0 ColorPowSunrise=1.0 ColorPowDay=1.0 ColorPowSunset=1.0 ColorPowNight=1.0 ColorPowInteriorDay=1.0 ColorPowInteriorNight=1.0 [SKY] Enable=false IgnoreWeatherSystem=false DisableWrongSkyMath=false StarsIntensity=1.0 StarsCurve=1.0 AuroraBorealisIntensity=1.0 AuroraBorealisCurve=1.0 CloudsIntensitySunrise=1.0 CloudsIntensityDay=1.0 CloudsIntensitySunset=1.0 CloudsIntensityNight=1.0 CloudsIntensityInteriorDay=1.0 CloudsIntensityInteriorNight=1.0 CloudsCurveSunrise=1.0 CloudsCurveDay=1.0 CloudsCurveSunset=1.0 CloudsCurveNight=1.0 CloudsCurveInteriorDay=1.0 CloudsCurveInteriorNight=1.0 CloudsDesaturationSunrise=0.0 CloudsDesaturationDay=0.0 CloudsDesaturationSunset=0.0 CloudsDesaturationNight=0.0 CloudsDesaturationInteriorDay=0.0 CloudsDesaturationInteriorNight=0.0 CloudsOpacitySunrise=1.0 CloudsOpacityDay=1.0 CloudsOpacitySunset=1.0 CloudsOpacityNight=1.0 CloudsOpacityInteriorDay=1.0 CloudsOpacityInteriorNight=1.0 CloudsEdgeClamp=1.0 CloudsEdgeIntensity=1.0 CloudsEdgeFadeRange=1.0 CloudsEdgeMoonMultiplier=1.0 GradientIntensitySunrise=1.0 GradientIntensityDay=1.0 GradientIntensitySunset=1.0 GradientIntensityNight=1.0 GradientIntensityInteriorDay=1.0 GradientIntensityInteriorNight=1.0 GradientDesaturationSunrise=0.0 GradientDesaturationDay=0.0 GradientDesaturationSunset=0.0 GradientDesaturationNight=0.0 GradientDesaturationInteriorDay=0.0 GradientDesaturationInteriorNight=0.0 GradientTopIntensitySunrise=1.0 GradientTopIntensityDay=1.0 GradientTopIntensitySunset=1.0 GradientTopIntensityNight=1.0 GradientTopIntensityInteriorDay=1.0 GradientTopIntensityInteriorNight=1.0 GradientTopCurveSunrise=1.0 GradientTopCurveDay=1.0 GradientTopCurveSunset=1.0 GradientTopCurveNight=1.0 GradientTopCurveInteriorDay=1.0 GradientTopCurveInteriorNight=1.0 GradientMiddleIntensitySunrise=1.0 GradientMiddleIntensityDay=1.0 GradientMiddleIntensitySunset=1.0 GradientMiddleIntensityNight=1.0 GradientMiddleIntensityInteriorDay=1.0 GradientMiddleIntensityInteriorNight=1.0 GradientMiddleCurveSunrise=1.0 GradientMiddleCurveDay=1.0 GradientMiddleCurveSunset=1.0 GradientMiddleCurveNight=1.0 GradientMiddleCurveInteriorDay=1.0 GradientMiddleCurveInteriorNight=1.0 GradientHorizonIntensitySunrise=1.0 GradientHorizonIntensityDay=1.0 GradientHorizonIntensitySunset=1.0 GradientHorizonIntensityNight=1.0 GradientHorizonIntensityInteriorDay=1.0 GradientHorizonIntensityInteriorNight=1.0 GradientHorizonCurveSunrise=1.0 GradientHorizonCurveDay=1.0 GradientHorizonCurveSunset=1.0 GradientHorizonCurveNight=1.0 GradientHorizonCurveInteriorDay=1.0 GradientHorizonCurveInteriorNight=1.0 SunIntensitySunrise=1.0 SunIntensityDay=1.0 SunIntensitySunset=1.0 SunIntensityNight=1.0 SunIntensityInteriorDay=1.0 SunIntensityInteriorNight=1.0 SunDesaturationSunrise=0.0 SunDesaturationDay=0.0 SunDesaturationSunset=0.0 SunDesaturationNight=0.0 SunDesaturationInteriorDay=0.0 SunDesaturationInteriorNight=0.0 SunColorFilterSunrise=1, 1, 1 SunColorFilterDay=1, 1, 1 SunColorFilterSunset=1, 1, 1 SunColorFilterNight=1, 1, 1 SunColorFilterInteriorDay=1, 1, 1 SunColorFilterInteriorNight=1, 1, 1 SunGlowIntensitySunrise=0.0 SunGlowIntensityDay=0.0 SunGlowIntensitySunset=0.0 SunGlowIntensityNight=0.0 SunGlowIntensityInteriorDay=0.0 SunGlowIntensityInteriorNight=0.0 SunGlowHazinessSunrise=0.0 SunGlowHazinessDay=0.0 SunGlowHazinessSunset=0.0 SunGlowHazinessNight=0.0 SunGlowHazinessInteriorDay=0.0 SunGlowHazinessInteriorNight=0.0 SunCoronaIntensity=1.0 SunCoronaCurve=1.0 SunCoronaDesaturation=0.0 MoonIntensitySunrise=1.0 MoonIntensityDay=1.0 MoonIntensitySunset=1.0 MoonIntensityNight=1.0 MoonIntensityInteriorDay=1.0 MoonIntensityInteriorNight=1.0 MoonCurveSunrise=1.0 MoonCurveDay=1.0 MoonCurveSunset=1.0 MoonCurveNight=1.0 MoonCurveInteriorDay=1.0 MoonCurveInteriorNight=1.0 MoonDesaturationSunrise=0.0 MoonDesaturationDay=0.0 MoonDesaturationSunset=0.0 MoonDesaturationNight=0.0 MoonDesaturationInteriorDay=0.0 MoonDesaturationInteriorNight=0.0 [OBJECT] IgnoreWeatherSystem=false SubSurfaceScatteringMultiplierSunrise=1.0 SubSurfaceScatteringMultiplierDay=1.0 SubSurfaceScatteringMultiplierSunset=1.0 SubSurfaceScatteringMultiplierNight=1.0 SubSurfaceScatteringMultiplierInteriorDay=1.0 SubSurfaceScatteringMultiplierInteriorNight=1.0 SubSurfaceScatteringPowerSunrise=1.0 SubSurfaceScatteringPowerDay=1.0 SubSurfaceScatteringPowerSunset=1.0 SubSurfaceScatteringPowerNight=1.0 SubSurfaceScatteringPowerInteriorDay=1.0 SubSurfaceScatteringPowerInteriorNight=1.0 SpecularAmountMultiplierSunrise=1.0 SpecularAmountMultiplierDay=1.0 SpecularAmountMultiplierSunset=1.0 SpecularAmountMultiplierNight=1.0 SpecularAmountMultiplierInteriorDay=1.0 SpecularAmountMultiplierInteriorNight=1.0 SpecularPowerMultiplierSunrise=1.0 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierSunset=1.0 SpecularPowerMultiplierNight=1.0 SpecularPowerMultiplierInteriorDay=1.0 SpecularPowerMultiplierInteriorNight=1.0 [VEGETATION] IgnoreWeatherSystem=false SubSurfaceScatteringMultiplierSunrise=1.0 SubSurfaceScatteringMultiplierDay=1.0 SubSurfaceScatteringMultiplierSunset=1.0 SubSurfaceScatteringMultiplierNight=1.0 SubSurfaceScatteringMultiplierInteriorDay=1.0 SubSurfaceScatteringMultiplierInteriorNight=1.0 SubSurfaceScatteringPowerSunrise=1.0 SubSurfaceScatteringPowerDay=1.0 SubSurfaceScatteringPowerSunset=1.0 SubSurfaceScatteringPowerNight=1.0 SubSurfaceScatteringPowerInteriorDay=1.0 SubSurfaceScatteringPowerInteriorNight=1.0 SpecularAmountMultiplierSunrise=1.0 SpecularAmountMultiplierDay=1.0 SpecularAmountMultiplierSunset=1.0 SpecularAmountMultiplierNight=1.0 SpecularAmountMultiplierInteriorDay=1.0 SpecularAmountMultiplierInteriorNight=1.0 SpecularPowerMultiplierSunrise=1.0 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierSunset=1.0 SpecularPowerMultiplierNight=1.0 SpecularPowerMultiplierInteriorDay=1.0 SpecularPowerMultiplierInteriorNight=1.0 [EYES] IgnoreWeatherSystem=false SubSurfaceScatteringMultiplierSunrise=1.0 SubSurfaceScatteringMultiplierDay=1.0 SubSurfaceScatteringMultiplierSunset=1.0 SubSurfaceScatteringMultiplierNight=1.0 SubSurfaceScatteringMultiplierInteriorDay=1.0 SubSurfaceScatteringMultiplierInteriorNight=1.0 SubSurfaceScatteringPowerSunrise=1.0 SubSurfaceScatteringPowerDay=1.0 SubSurfaceScatteringPowerSunset=1.0 SubSurfaceScatteringPowerNight=1.0 SubSurfaceScatteringPowerInteriorDay=1.0 SubSurfaceScatteringPowerInteriorNight=1.0 SpecularAmountMultiplierSunrise=1.0 SpecularAmountMultiplierDay=1.0 SpecularAmountMultiplierSunset=1.0 SpecularAmountMultiplierNight=1.0 SpecularAmountMultiplierInteriorDay=1.0 SpecularAmountMultiplierInteriorNight=1.0 SpecularPowerMultiplierSunrise=1.0 SpecularPowerMultiplierDay=1.0 SpecularPowerMultiplierSunset=1.0 SpecularPowerMultiplierNight=1.0 SpecularPowerMultiplierInteriorDay=1.0 SpecularPowerMultiplierInteriorNight=1.0 [LIGHTSPRITE] IgnoreWeatherSystem=false IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0 [WINDOWLIGHT] IgnoreWeatherSystem=false IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0 [VOLUMETRICFOG] IgnoreWeatherSystem=false EnableShadows=true IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0 LightingInfluenceSunrise=1.0 LightingInfluenceDay=1.0 LightingInfluenceSunset=1.0 LightingInfluenceNight=1.0 LightingInfluenceInteriorDay=1.0 LightingInfluenceInteriorNight=1.0 OpacitySunrise=1.0 OpacityDay=1.0 OpacitySunset=1.0 OpacityNight=1.0 OpacityInteriorDay=1.0 OpacityInteriorNight=1.0 [FIRE] IgnoreWeatherSystem=false IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 CurveSunrise=1.0 CurveDay=1.0 CurveSunset=1.0 CurveNight=1.0 CurveInteriorDay=1.0 CurveInteriorNight=1.0 AdditiveBlending=true [PARTICLE] IgnoreWeatherSystem=false IntensitySunrise=1.0 IntensityDay=1.0 IntensitySunset=1.0 IntensityNight=1.0 IntensityInteriorDay=1.0 IntensityInteriorNight=1.0 LightingInfluenceSunrise=1.0 LightingInfluenceDay=1.0 LightingInfluenceSunset=1.0 LightingInfluenceNight=1.0 LightingInfluenceInteriorDay=1.0 LightingInfluenceInteriorNight=1.0 [DEPTHOFFIELD] IgnoreWeatherSystem=false Quality=0 FadeTime=0.1 [SHADOW] IgnoreWeatherSystem=false ShadowCastersFix=false UseBilateralShadowFilter=true ShadowQualityFix=true DetailedShadowQuality=1 ShadowFilterQuality=2 ShadowBlurRange=2.0 ShadowBlurRangeInterior=2.0 [RAYS] IgnoreWeatherSystem=false SunRaysMultiplierSunrise=0.4 SunRaysMultiplierDay=0.4 SunRaysMultiplierSunset=0.4 SunRaysMultiplierNight=0.4 SunRaysMultiplierInteriorDay=0.4 SunRaysMultiplierInteriorNight=0.4 [REFLECTION] IgnoreWeatherSystem=false Quality=2 FilterQuality=2 FilterBluriness=0.3 Amount=1.0 Power=1.0 GlosinessMin=0.0 GlosinessMax=0.0 EnableDenoiser=true DenoiserType=0 ExteriorEnable=true InteriorEnable=true [IMAGEBASEDLIGHTING] IgnoreWeatherSystem=false AdditiveAmountSunrise=0.0 AdditiveAmountDay=0.0 AdditiveAmountSunset=0.0 AdditiveAmountNight=0.0 AdditiveAmountInteriorDay=0.0 AdditiveAmountInteriorNight=0.0 MultiplicativeAmountSunrise=0.0 MultiplicativeAmountDay=0.0 MultiplicativeAmountSunset=0.0 MultiplicativeAmountNight=0.0 MultiplicativeAmountInteriorDay=0.0 MultiplicativeAmountInteriorNight=0.0 ReflectiveAmountSunrise=0.1 ReflectiveAmountDay=0.1 ReflectiveAmountSunset=0.1 ReflectiveAmountNight=0.1 ReflectiveAmountInteriorDay=0.0 ReflectiveAmountInteriorNight=0.0 [RAIN] IgnoreWeatherSystem=false Enable=false EnableAntialiasing=false EnableSupersampling=true MotionStretch=1.0 MotionTransparency=0.9 [SUBSURFACESCATTERING] IgnoreWeatherSystem=false Quality=1 Radius=3.0 Amount=0.5 EpidermalAmount=1.0 SubdermalAmount=1.0 EpidermalDiffuseSaturation=0.0 SubdermalDiffuseSaturation=0.85 EpidermalMix=0.3 SubdermalMix=0.3 SubdermalTranslucency=0.3 SubdermalPhase=0.0 [WATER] IgnoreWeatherSystem=false EnablePreCache=true EnableDispersion=true EnableCaustics=true EnableParallax=false EnableShadow=true EnableVolumetricShadow=false EnableLighting=true EnableSelfReflection=false EnableDisplacement=false DisplacementQuality=2 DisplacementFilterQuality=2 ShadowQuality=2 EnableShadowNoise=false ReflectionAmount=1.0 FrennelMultiplier=1.0 FrennelMin=0.0 FrennelMax=1.0 DispersionAmount=1.0 CausticsAmount=1.0 SunSpecularMultiplier=1.0 SunScatteringMultiplier=1.0 SunLightingMultiplier=0.3 WetMultiplier=1.0 WavesAmplitudeSunrise=1.0 WavesAmplitudeDay=1.0 WavesAmplitudeSunset=1.0 WavesAmplitudeNight=1.0 WavesAmplitudeInteriorDay=1.0 WavesAmplitudeInteriorNight=1.0 Muddiness=1.0 [UNDERWATER] IgnoreWeatherSystem=false EnableDispersion=true EnableParallax=false EnableDisplacement=false EnableSilhouette=false EnableBlurring=false EnableReflection=true EnableShadow=false ShadowQuality=2 DispersionAmount=1.0 ReflectionAmount=1.0 TransparencyFade=1.0 TransparencyCurve=1.0 DeepnessFade=1.0 DeepnessDarkening=0.5 TintAmount=1.0 TintFade=1.0 SunScatteringMultiplier=1.0 [CLOUDSHADOWS] IgnoreWeatherSystem=false EnableAtNight=true OpacitySunrise=0.0 OpacityDay=0.0 OpacitySunset=0.0 OpacityNight=0.0 OpacityInteriorDay=0.0 OpacityInteriorNight=0.0 [VOLUMETRICRAYS] IgnoreWeatherSystem=false Quality=2 IntensitySunrise=0.2 IntensityDay=0.2 IntensitySunset=0.2 IntensityNight=0.2 IntensityInteriorDay=0.2 IntensityInteriorNight=0.2 DensitySunrise=1.0 DensityDay=1.0 DensitySunset=1.0 DensityNight=1.0 DensityInteriorDay=1.0 DensityInteriorNight=1.0 SkyColorAmountSunrise=0.5 SkyColorAmountDay=0.5 SkyColorAmountSunset=0.5 SkyColorAmountNight=0.5 SkyColorAmountInteriorDay=0.5 SkyColorAmountInteriorNight=0.5 [PROCEDURALSUN] IgnoreWeatherSystem=false Size=1.0 EdgeSoftness=0.4 GlowIntensitySunrise=0.4 GlowIntensityDay=0.4 GlowIntensitySunset=0.4 GlowIntensityNight=0.4 GlowIntensityInteriorDay=0.4 GlowIntensityInteriorNight=0.4 GlowCurveSunrise=10.0 GlowCurveDay=10.0 GlowCurveSunset=10.0 GlowCurveNight=10.0 GlowCurveInteriorDay=10.0 GlowCurveInteriorNight=10.0 [MIST] IgnoreWeatherSystem=false EnableAnchors=false AnchorsAmountSunrise=1.0 AnchorsAmountDay=1.0 AnchorsAmountSunset=1.0 AnchorsAmountNight=1.0 AnchorsAmountInteriorDay=1.0 AnchorsAmountInteriorNight=1.0 ColorFromEnvironmentFog=0.0 SkyLightingAmountSunrise=1.0 SkyLightingAmountDay=1.0 SkyLightingAmountSunset=1.0 SkyLightingAmountNight=1.0 SkyLightingAmountInteriorDay=1.0 SkyLightingAmountInteriorNight=1.0 SunLightingAmountSunrise=0.1 SunLightingAmountDay=0.1 SunLightingAmountSunset=0.1 SunLightingAmountNight=0.1 SunLightingAmountInteriorDay=0.1 SunLightingAmountInteriorNight=0.1 DesaturationSunrise=0.0 DesaturationDay=0.0 DesaturationSunset=0.0 DesaturationNight=0.0 DesaturationInteriorDay=0.0 DesaturationInteriorNight=0.0 ColorFilterSunrise=1, 1, 1 ColorFilterDay=1, 1, 1 ColorFilterSunset=1, 1, 1 ColorFilterNight=1, 1, 1 ColorFilterInteriorDay=1, 1, 1 ColorFilterInteriorNight=1, 1, 1 RelativeToCameraSunrise=0.0 RelativeToCameraDay=0.0 RelativeToCameraSunset=0.0 RelativeToCameraNight=0.0 RelativeToCameraInteriorDay=0.0 RelativeToCameraInteriorNight=0.0 VerticalOffsetSunrise=-10.0 VerticalOffsetDay=-10.0 VerticalOffsetSunset=-10.0 VerticalOffsetNight=-10.0 VerticalOffsetInteriorDay=-10.0 VerticalOffsetInteriorNight=-10.0 DensitySunrise=1.5 DensityDay=1.5 DensitySunset=1.5 DensityNight=1.5 DensityInteriorDay=1.5 DensityInteriorNight=1.5 VerticalFadeSunrise=4.0 VerticalFadeDay=4.0 VerticalFadeSunset=4.0 VerticalFadeNight=4.0 VerticalFadeInteriorDay=4.0 VerticalFadeInteriorNight=4.0 DistanceFadeSunrise=0.0 DistanceFadeDay=0.0 DistanceFadeSunset=0.0 DistanceFadeNight=0.0 DistanceFadeInteriorDay=0.0 DistanceFadeInteriorNight=0.0 BottomTopSunrise=0.0 BottomTopDay=0.0 BottomTopSunset=0.0 BottomTopNight=0.0 BottomTopInteriorDay=0.0 BottomTopInteriorNight=0.0 ExponentialFadeSunrise=1.0 ExponentialFadeDay=1.0 ExponentialFadeSunset=1.0 ExponentialFadeNight=1.0 ExponentialFadeInteriorDay=1.0 ExponentialFadeInteriorNight=1.0 Coupled with enbeffect.fx that only includes the AGCC code; [spoiler=enbeffect.fx, with only AGCC]//+++++++++++++++++++++++++++++++++++++++++++++++++++++// // ENBSeries effect file // // visit http://enbdev.com for updates // // Copyright (c) 2007-2015 Boris Vorontsov // //----------------------ENB PRESET---------------------// // - Insert Preset Name - // // - ENBSeries v0.265 - // //-----------------------CREDITS-----------------------// // - Place credit for various authors here - // //+++++++++++++++++++++++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++++++++++++++++++++ // INTERNAL PARAMETERS BEGINS HERE, CAN BE MODIFIED //++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // EXTERNAL PARAMETERS BEGINS HERE, SHOULD NOT BE MODIFIED UNLESS YOU KNOW WHAT YOU ARE DOING //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ /// Keyboard controlled temporary variables (in some versions they exist 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; /// 1,2,3,4 float4 tempF2; /// 5,6,7,8 float4 tempF3; /// 9,0 float4 Timer; /// x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds) float4 ScreenSize; /// x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY float ENightDayFactor; /// Changes in range 0..1, 0 means that night time, 1 - day time float EInteriorFactor; /// Changes 0 or 1. 0 means that exterior, 1 - interior float EAdaptiveQualityFactor; /// Changes in range 0..1, 0 means full quality, 1 lowest dynamic quality (0.33, 0.66 are limits for quality levels) float4 WeatherAndTime; /// x=current weather index, y=outgoing weather index, z=weather transition, w=time of the day in 24 standard hours. float FieldOfView; /// FoV in degrees float EBloomAmount; /// ENB version of bloom applied // TEXTURES texture2D texs0; /// color texture2D texs1; /// Bloom Skyrim texture2D texs2; /// Adaptation Skyrim texture2D texs3; /// Bloom ENB texture2D texs4; /// Adaptation ENB texture2D texs7; /// Palette ENB // SAMPLERS sampler2D _s0 = sampler_state { Texture=<texs0>; MinFilter=POINT; MagFilter=POINT; MipFilter=NONE; AddressU=Clamp; AddressV=Clamp; SRGBTexture=FALSE; MipMapLodBias=0; }; sampler2D _s1 = sampler_state { Texture=<texs1>; MinFilter=LINEAR; MagFilter=LINEAR; MipFilter=NONE; AddressU=Clamp; AddressV=Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; sampler2D _s2 = sampler_state { Texture=<texs2>; MinFilter=LINEAR; MagFilter=LINEAR; MipFilter=NONE; AddressU=Clamp; AddressV=Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; sampler2D _s3 = sampler_state { Texture=<texs3>; MinFilter=LINEAR; MagFilter=LINEAR; MipFilter=NONE; AddressU=Clamp; AddressV=Clamp; SRGBTexture=FALSE; MaxMipLevel=0; MipMapLodBias=0; }; sampler2D _s4 = sampler_state { Texture=<texs4>; MinFilter=LINEAR; MagFilter=LINEAR; MipFilter=NONE; 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; }; // DATA STRUCTURE struct VS_OUTPUT_POST { float4 vpos : POSITION; float2 txcoord0 : TEXCOORD0; }; struct VS_INPUT_POST { float3 pos : POSITION; float2 txcoord0 : TEXCOORD0; }; // VERTEX SHADER 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; } // REGISTERS float4 _c1 : register(c1); /// .xy = ColorRange float4 _c2 : register(c2); /// .xy = Imagespace HDR - Target Lum1/Receive Bloom Threshold, Target Lum2/White float4 _c3 : register(c3); /// .xyzw = Imagespace Cinematic - Saturation, 0.0 at all times?, Contrast, Brightness float4 _c4 : register(c4); /// .xyzw = Imagespace Cinematic - Tint R, G, B, A float4 _c5 : register(c5); /// .xyzw = Imagespace Modifier - Fade R, G, B, A // PIXEL SHADER float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR { // Initialize various variables used in this shader file float4 color = 0.0f; float4 _v0 = 0.0f; _v0.xy = IN.txcoord0.xy; /// Texture coordinates color = tex2D(_s0, _v0.xy); /// ENBSeries color output float4 vbloom = tex2D(_s1, _v0.xy); /// Vanilla bloom float4 vadapt = tex2D(_s2, _v0.xy); /// Vanilla adaptation float4 ebloom = tex2D(_s3, _v0.xy); /// ENBSeries bloom float4 eadapt = tex2D(_s4, _v0.xy); /// ENBSeries adaptation /// Game Color Post-Processing, "APPLYGAMECOLORCORRECTION" float4 r0; float4 r1; float4 r2; r0.x=1.0/_c2.y; r1=vadapt; r0.yz=r1.xy * _c1.y; r0.w=1.0/r0.y; r0.z=r0.w * r0.z; r1=color; r1.xyz=r1 * _c1.y; r0.w=dot(float3(0.212500006f, 0.715399981f, 0.0720999986f), r1.xyz); r1.w=r0.w * r0.z; r0.z=r0.z * r0.w + 1.0f; r0.z=1.0/r0.z; r0.x=r1.w * r0.x + 1.0f; r0.x=r0.x * r1.w; r0.x=r0.z * r0.x; if (r0.w<0) r0.x=0.0f; r0.z=1.0/r0.w; r0.z=r0.z * r0.x; r0.x=saturate(-r0.x + _c2.x); r2=vbloom; r2.xyz=r2 * _c1.y; r2.xyz=r0.x * r2; r1.xyz=r1 * r0.z + r2; r0.x=dot(r1.xyz, float3(0.212500006f, 0.715399981f, 0.0720999986f)); r1.w=1.0f; 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; color=_c5.w * r1 + r0; color.w = 1.0f; return color; } // TECHNIQUES technique Shader_D6EC7DD1 /// ENB post processing technique { 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; } } That is propably the best, or one of the best, base for anyone new to the ENBSeries who want to configure the game visuals from a vanilla state into their own version of how Skyrim should look visually.With such a basic and "cleaned" file it would make it easy for anyone to use any of my library files or Aiyen's own by implementing it. Compared to the default enbeffect.fx file that comes with the binary download. But in any case looking forward to seeing how your vanilla state version turns out Matso.
Matso Posted January 14, 2015 Posted January 14, 2015 @JawZ:I tested quickly Your codes and I must say it is supperior to what I was able to prepare. Especially the enbeffect.fx file content. I hope that it wouldn't be a problem should I use the code? :D MK
Aiyen Posted January 14, 2015 Posted January 14, 2015 One could argue if it is worth converting the AGGC into HLSL instead of ASM for readability purposes, and explaining what things actually do. But I agree that it would most likely be much easier for new comers to use that over the default file.
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