![]() ![]() color.xyz=color.xyz/(grayadaptation*EAdaptationAmount*tempF1.x+1.0) color.xyz=color.xyz-(saturate(EAdaptationDarkeningAmount*grayadaptation) * color.xyz)*(1.0/(srcgray*0.7+1.0)) //0.7 to modify!!! ![]() color.xyz=color.xyz-(saturate(EAdaptationDarkeningAmount*grayadaptation) * color.xyz)*(1.0-saturate(srcgray/(srcgray+1.0*tempF2.y))) color.xyz=color.xyz-(saturate(EAdaptationDarkeningAmount*grayadaptation) * color.xyz)*(1.0-saturate(srcgray*tempF2.y)) float srcgray=max(color.x, max(color.y, color.z)) xcolorbloom.xyz=lerp(xcolorbloom.xyz, xcolorbloom.xyz*EVioletShiftColor, violetamount*violetamount) float violetamount=maxb/(maxb+EVioletShiftAmountInv) float maxb=max(xcolorbloom.x, max(xcolorbloom.y, xcolorbloom.z)) _oC0.xyz=r1.xyz //for future use without game color correctionsįloat grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z) įloat4 xcolorbloom=tex2D(_s3, _v0.xy) //bloom enb version of bloom applied, ignored if original post processing used changes in range 0.1, 0 means that night time, 1 - day time ![]() x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY x=generic timer in range 0.1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds) Press and hold key 1,2,3.8 together with PageUp or PageDown to modify. keyboard controlled temporary variables (in some versions exists in the config file). modify these values to tweak various color processingįloat EIntensit圜ontrastV2Night=0.9 //1.15įloatĞToneMappingOversaturationV2Day=160.0 įloat EToneMappingOversaturationV2Night=160.0 įloat EBrightnessCurveV2Night=1.15 //1.15įloatĞBrightnessMultiplierV2Night=1.65 //0.85įloat EBrightnessToneMappingCurveV2Day=0.85 įloatĞBrightnessToneMappingCurveV2Night=0.85 use original game processing only, with vanilla bloomįloat3ĞColorFilter=float3(0.98, 0.96, 1.0) use original game processing first, then mine Every mode have own internal parameters, look below Copyright (c) 2007-2011 Boris Vorontsov ![]()
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