求ENB大神把effect1~3的修改教程发一下
表示76以后的ENB要靠effect来调节画质或其他的所以求大神把教程发一下拜托了 錯區判定 effect可沒那麼簡單... 使用效果:#define 禁用效果://#define
//--------------------------------------------------------------------------------------
// Defines
//--------------------------------------------------------------------------------------
/#define DoF 景深效果
//#define LensFlares镜头耀斑 "建议不使用因为效果不好,除非你会调!"
//#define FakeGodRays //need to ajust, can not working假神射线“体积光”并不是真正的体积光!
#define DoF_Vignetting 暗角、LOMO效果 屏幕四周的黑暗
//#define DoF_Manual不开启
#define DoF_Auto景深自动对焦
//#define DoF_PentagonShape 不开启
//--------------------------------------------------------------------------------------
// Vectors, floats and etc.
//--------------------------------------------------------------------------------------
static float2 screenRes = {1024,768};//Screen Resolution, for example 1024x768 屏幕分辨率,自己修改过感觉不出有多大变化,还是别修改吧!
//Lens Flares params 镜头耀斑设置
const float LensDownsampling = 3; 这个项还不清楚是什么意思没修改过,所以建议不修改,也可以自己试着修改!
float3 treshold_rgb = {0.75,0.75,0.75}; 颜色设置:R红色 G绿色 B蓝色
static int NSAMPLES = 6; 不清楚,不建议修改,也可以自己试试
float FLARE_DISPERSAL = 5.35;不清楚,不建议修改,也可以自己试试
float FLARE_HALO_WIDTH = 0.45; 不清楚,不建议修改,也可以自己试试
float3 FLARE_CHROMA_DISTORTION = {0.49,0.42,0.44}; 不清楚,不建议修改,也可以自己试试
float2 image_center = float2(0.5,0.5); 不修改
float LFintensity = 2;不清楚,不建议修改,也可以自己试试
float _Intensity = 3;不清楚,不建议修改,也可以自己试试
//Fake God Rays params 假神射线“体积光”
float2 ScreenLightPos = {0.5,0.5};不修改
float Density = 0.01;光线的功率,应该是越大越强,0-1.5之间吧
static int NUM_SAMPLES = 64; 样品数量?不清楚,不建议修改,也可以自己试试
float Weight = 0.3; 应该是指渲染的程度,远大光线越明显?重口味?
float Decay = 0.8; 衰变?不清楚,不建议修改,也可以自己试试
float SStresh = 0.95; 不清楚,不建议修改,也可以自己试试
float SunExposure = 3.0;太阳曝光,应该是指光线亮度越大则越亮?
//Dof params 景深设置,这是我主要要讲解的!
float PI = 3.14159265; 不修改
float2 texel = {0.0009765625,0.00130208333333333333333333333333};// 1/screen resolution 不修改
float focalDepth = 90.5; 焦距深度,不清楚,不建议修改,也可以自己试试
float focalLength = 80.5; 焦距长度,不清楚,不建议修改,也可以自己试试
float fstop = 90.5;
float vignint = 4; //vignetting intensity 渐晕强度,值越高渐晕越强!
float ndofstart = 0.002; //near dof blur start 模糊开始的地方,不建议修改,也可以自己试试
float ndofdist = 0.04; //near dof blur falloff distance 模糊衰减的地方,不建议修改,也可以自己试试
float fdofstart = 0.001; //far dof blur start 远景模糊开始的地方,不建议修改,也可以自己试试
float fdofdist = 0.7; //far dof blur falloff distance 远景模糊衰减的地方,不建议修改,也可以自己试试
float2 focus = float2(0.5,0.5);//autofocus position 不修改
float CoC = 0.100;// table is here http://en.wikipedia.org/wiki/Circle_of_confusion 一个很深奥的东西
float namount = 0.00004;//feel the power of noise))
float DOFdownsample = 4.0;
float maxblur = 2.5;//maximum bluring 模糊最高值,建议别调太高或者不修改
static const int samples = 2; //samples on the first ring 模糊的质量越高越好,同时对电脑的要求也会变高,整个10左右吧!
static const int rings = 2; //ring count, can't be more than 2 环数,最高时2,景深的圈圈数!1就是一个圆形 2就是外边一个大圆包裹这一个小圆
float threshold = 2.5;//dof brightness treshold 景深亮度传输安全性!数值越低景深会变的越明亮!
float gain = 0.1; 景深亮度的范围,越高的值范围越高
float bias = 0.1;//bokeh bias 散射偏移量
float fringe = 0.5; 边缘
float znear = 50.0; //camera clipping 景深开始的地方
float zfar = 3500.0; //camera clipping end 景深结束的地方
float feather = 1.1; //pentagon shape feather 五边形的大小? 个人收藏 只是 借鉴!!ok 表示effect这东西好像不怎么简单。。。 //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2011 Boris Vorontsov
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++
// Internal parameters, can be modified
//+++++++++++++++++++++++++++++
float EBlurSamplingRange = 4.0; // not used
float EApertureScale = 4.0; // not used
//+++++++++++++++++++++++++++++
// 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=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4 ScreenSize;
// x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 Timer;
// Adaptation delta time for focusing
float FadeFactor;
// textures
texture2D texColor;
texture2D texDepth;
texture2D texNoise;
texture2D texPalette;
texture2D texFocus; // computed focusing depth
texture2D texCurr; // 4*4 texture for focusing
texture2D texPrev; // 4*4 texture for focusing
sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU= Mirror;
AddressV= Mirror;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerDepth = sampler_state
{
Texture = <texDepth>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU= Clamp;
AddressV= Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerNoise = sampler_state
{
Texture = <texNoise>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;
AddressU= Wrap;
AddressV= Wrap;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D SamplerPalette = sampler_state
{
Texture = <texPalette>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU= Clamp;
AddressV= Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
// for focus computation
sampler2D SamplerCurr = sampler_state
{
Texture = <texCurr>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU= Clamp;
AddressV= Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
// for focus computation
sampler2D SamplerPrev = sampler_state
{
Texture = <texPrev>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU= Clamp;
AddressV= Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
// for dof only in PostProcess techniques
sampler2D SamplerFocus = sampler_state
{
Texture = <texFocus>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU= Clamp;
AddressV= Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
struct VS_OUTPUT_POST
{
float4 vpos: POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST
{
float3 pos: POSITION;
float2 txcoord : TEXCOORD0;
};
////////////////////////////////////////////////////////////////////
// Begin focusing (by Boris Vorontsov)
////////////////////////////////////////////////////////////////////
VS_OUTPUT_POST VS_Focus(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos = pos;
OUT.txcoord.xy = IN.txcoord.xy;
return OUT;
}
//SRCpass1X=ScreenWidth;
//SRCpass1Y=ScreenHeight;
//DESTpass2X=4;
//DESTpass2Y=4;
float4 PS_ReadFocus(VS_OUTPUT_POST IN) : COLOR
{
float res = tex2D(SamplerDepth, 0.5).x;
return res;
}
//SRCpass1X=4;
//SRCpass1Y=4;
//DESTpass2X=4;
//DESTpass2Y=4;
float4 PS_WriteFocus(VS_OUTPUT_POST IN) : COLOR
{
float res = 0.0;
float curr = tex2D(SamplerCurr, 0.5).x;
float prev = tex2D(SamplerPrev, 0.5).x;
res = lerp(prev, curr, saturate(FadeFactor));// time elapsed factor
res = max(res, 0.0);
return res;
}
technique ReadFocus
{
pass P0
{
VertexShader = compile vs_3_0 VS_Focus();
PixelShader= compile ps_3_0 PS_ReadFocus();
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
technique WriteFocus
{
pass P0
{
VertexShader = compile vs_3_0 VS_Focus();
PixelShader= compile ps_3_0 PS_WriteFocus();
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
////////////////////////////////////////////////////////////////////
// End focusing code
////////////////////////////////////////////////////////////////////
/*------------------------------------------------------------------------------
ENB prepass modification 2.0.5 by Matso
Credits to Boris Vorontsov
------------------------------------------------------------------------------*/
// Effects enabling options
//#define ENABLE_DOF 1 // comment to disable depth of field
#define ENABLE_FAST_DOF 1 // comment to disable fast depth of field (never use both ENABLE_DOF and ENABLE_FAST_DOF - possible game crash or horrible FPS drop)
//#define ENABLE_SHARP 1 // comment to disable sharpening
//#define ENABLE_CHROMA 1 // comment to disable chromatic aberration (additional chromatic aberration applied beyond depth of field)
// Methods enabling options
#define USE_CHROMA_DOF 1 // comment it to disable chromatic aberration sampling in DoF
#define USE_SMOOTH_DOF 1 // comment it to disable smooth DoF
#define USE_BOKEH_DOF 1 // comment it to disable bokeh DoF (experimental)
//#define USE_ANAMFLARE 1 // comment it to disable anamorphic lens flare (not working very well -_-)
#define USE_DOUBLE_BLUR 1 // comment it to disable additional blur
// Useful constants
#define SEED Timer.x
#define PI 3.1415926535897932384626433832795
#define CHROMA_POW 65.0 // the bigger the value, the more visible chomatic aberration effect in DoF
// Fast DoF constants
#define DOF_SCALE 2356.1944901923449288469825374596 // PI * 750
#define FIRST_PASS 2 // donnot change it!
#define SECOND_PASS 3 // donnot change it!
#define THIRD_PASS 0 // donnot change it!
#define FOURTH_PASS 1 // donnot change it!
#define DOF(sd,sf) fApertureScale * smoothstep(fApertureBias, fApertureCutoff, abs(sd - sf))
// Chromatic aberration parameters
float3 fvChroma = float3(0.995, 1.000, 1.005); // displacement scales of red, green and blue respectively
float fBaseRadius = 0.9; // below this radius the effect is less visible
float fFalloffRadius = 1.8; // over this radius the effects is maximal
float fChromaPower = 1.0; // power of the chromatic displacement (curve of the 'fvChroma' vector)
// Sharpen parameters
float fSharpScale = 0.32; // intensity of sharpening
float2 fvTexelSize = float2(1.0 / 1920.0, 1.0 / 1080.0); // set your resolution sizes
// Depth of field parameters
float fFocusBias = 0.045; // bigger values for nearsightedness, smaller for farsightedness (lens focal point distance)
float fApertureScale = 0.004; // governs image blur scale (the bigger value, the stronger blur)
float fApertureCutoff = 0.25; // manages the smoothness of the DoF (bigger value results in wider depth of field)
float fApertureBias = 0.07; // distance not taken into account in DoF (try out sub-zero values ;))
// (pseudo-) Bokeh parameters
float fBokehCurve = 8.0; // the larger the value, the more visible the bokeh effect is
//float fBokehBlurFalloff = 4.0;
float fBokehLight = 0.012; // governs overall brightness of the outcome
// Grain parameters
float fGrainFreq = 2000.0; // movie grain frequency
float fGrainScale = 0.02; // effect scale
// Anamorphic flare parameters (by default not used)
float fLuminance = 0.85; // bright pass luminance value
float fBlur = 2000.0; // blur amount, manages the size of the flare
float fIntensity = 0.25; // effect intensity
/**
* Chromatic aberration function - given texture coordinate and a focus value
* retrieves chromatically distorted color of the pixel. Each of the color
* channels are displaced according to the pixel coordinate and its distance
* from the center of the image. Also the DoF out-of-focus value is applied.
* (http://en.wikipedia.org/wiki/Chromatic_aberration)
*/
float4 ChromaticAberration(float2 tex, float outOfFocus)
{
float d = distance(tex, float2(0.5, 0.5));
float f = smoothstep(fBaseRadius, fFalloffRadius, d + outOfFocus * d);
float3 chroma = pow(f + fvChroma, fChromaPower);
float2 tr = ((2.0 * tex - 1.0) * chroma.r) * 0.5 + 0.5;
float2 tg = ((2.0 * tex - 1.0) * chroma.g) * 0.5 + 0.5;
float2 tb = ((2.0 * tex - 1.0) * chroma.b) * 0.5 + 0.5;
float3 color = float3(tex2D(SamplerColor, tr).r, tex2D(SamplerColor, tg).g, tex2D(SamplerColor, tb).b) * (1.0 - f);
return float4(color, 1.0);
}
/**
* Chromatic aberration done accoriding to the focus factor provided.
*/
float4 ChromaticAberrationFocus(float2 tex, float outOfFocus)
{
float3 chroma = pow(fvChroma, CHROMA_POW * outOfFocus);
float2 tr = ((2.0 * tex - 1.0) * chroma.r) * 0.5 + 0.5;
float2 tg = ((2.0 * tex - 1.0) * chroma.g) * 0.5 + 0.5;
float2 tb = ((2.0 * tex - 1.0) * chroma.b) * 0.5 + 0.5;
float3 color = float3(tex2D(SamplerColor, tr).r, tex2D(SamplerColor, tg).g, tex2D(SamplerColor, tb).b) * (1.0 - outOfFocus);
return float4(color, 1.0);
}
/**
* Pseudo-random number generator - returns a number generated according to the provided vector.
*/
float Random(float2 co)
{
return frac(sin(dot(co.xy, float2(12.9898, 78.233))) * 43758.5453);
}
/**
* Movie grain function - returns a random, time scaled value for the given pixel coordinate.
*/
float Grain(float3 tex)
{
float r = Random(tex.xy);
float grain = sin(PI * tex.z * r * fGrainFreq) * fGrainScale * r;
return grain;
}
/**
* Bright pass - rescales sampled pixel to emboss bright enough value.
*/
float3 BrightPass(float2 tex)
{
float3 c = tex2D(SamplerColor, tex).rgb;
float3 bC = max(c - float3(fLuminance, fLuminance, fLuminance), 0.0);
float bright = dot(bC, 1.0);
bright = smoothstep(0.0f, 0.5, bright);
return lerp(0.0, c, bright);
}
float3 BrightColor(float3 c)
{
float3 bC = max(c - float3(fLuminance, fLuminance, fLuminance), 0.0);
float bright = dot(bC, 1.0);
bright = smoothstep(0.0f, 0.5, bright);
return lerp(0.0, c, bright);
}
/**
* Anamorphic sampling function - scales pixel coordinate
* to stratch the image along one of the axels.
* (http://en.wikipedia.org/wiki/Anamorphosis)
*/
float3 AnamorphicSample(int axis, float2 tex, float blur)
{
tex = 2.0 * tex - 1.0;
if (!axis) tex.x /= -blur;
else tex.y /= -blur;
tex = 0.5 * tex + 0.5;
return BrightPass(tex);
}
/**
* Converts pixel color to gray-scale.
*/
float GrayScale(float3 sample)
{
return dot(sample, float3(0.3, 0.59, 0.11));
}
///// Shaders ////////////////////////////////////////////////////////////////////////////////
// Vertex shader (Boris code)
VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos = float4(IN.pos.x, IN.pos.y, IN.pos.z, 1.0);
OUT.vpos = pos;
OUT.txcoord.xy = IN.txcoord.xy;
return OUT;
}
// Sharpen pixel shader (Matso code)
float4 PS_ProcessPass_Sharpen(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 Color = 9.0 * tex2D(SamplerColor, coord.xy);
Color -= tex2D(SamplerColor, coord.xy + float2(-fvTexelSize.x, fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(0.0, fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(fvTexelSize.x, fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(fvTexelSize.x, 0.0) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(fvTexelSize.x, -fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(0.0, -fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(-fvTexelSize.x, -fvTexelSize.y) * fSharpScale);
Color -= tex2D(SamplerColor, coord.xy + float2(-fvTexelSize.x, 0.0) * fSharpScale);
Color.a = 1.0;
return Color;
}
// Anamorphic lens flare pixel shader (Matso code)
float4 PS_ProcessPass_Anamorphic(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 res;
float2 coord = IN.txcoord.xy;
float3 anamFlare = AnamorphicSample(0, coord.xy, fBlur) * float3(0.0, 0.0, 1.0);
res.rgb = anamFlare * fIntensity;
res.a = 1.0;
return res;
}
// Fast depth of field pixel shader (Matso code)
float4 PS_ProcessPass_FastDoF(VS_OUTPUT_POST IN, float2 vPos : VPOS, uniform int axis) : COLOR
{
float4 res;
float2 coord = IN.txcoord.xy;
float4 tcol = tex2D(SamplerColor, coord.xy);
float sd = tex2D(SamplerDepth, coord).x;
#ifndef USE_SMOOTH_DOF
float sf = tex2D(SamplerDepth, 0.5).x - fFocusBias;
#else
float sf = tex2D(SamplerFocus, 0.5).x - fFocusBias * 2.0;
#endif
float outOfFocus = DOF(sd, sf);
float offset = { -1.282, -0.524, 0.524, 1.282 };
float2 tdirs = { float2(1.0, 0.0), float2(0.0, 1.0), float2(0.707, 0.707), float2(-0.707, 0.707) };
//float2 taps = { float2(-1.282, 0.524), float2(0.524, -1.282), float2(-1.282, -0.524), float2(0.524, 1.282) };
float blur = DOF_SCALE * outOfFocus;
#ifdef USE_BOKEH_DOF
float wValue = (1.0 + pow(length(tcol.rgb) + 0.1, fBokehCurve)) * (1.0 - fBokehLight); // special recipe from papa Matso ;)
#else
float wValue = 1.0;
#endif
tdirs.x *= fvTexelSize.x;
tdirs.y *= fvTexelSize.y;
#ifdef USE_BOKEH_DOF
blur *= 0.25;
#endif
for (int i = 0; i < 4; i++)
{
//float2 t = taps * fvTexelSize;
float2 tdir = offset * tdirs * blur;
//float2 tdir = blur * (tdirs + t);
coord.xy = IN.txcoord.xy + tdir.xy;
#ifdef USE_CHROMA_DOF
float4 ct = ChromaticAberrationFocus(coord.xy, outOfFocus);
#else
float4 ct = tex2D(SamplerColor, coord.xy);
#endif
#ifndef USE_BOKEH_DOF
float w = 1.0 + abs(offset); // weight blur for better effect
#else
float ds = tex2D(SamplerDepth, coord.xy).x;
float offs = DOF(ds, sf);
#if USE_BOKEH_DOF == 1 // my own pseudo-bokeh weighting
float b = GrayScale(ct.rgb) + length(ct.rgb) + 0.1;
float w = pow(b, fBokehCurve) + abs(offset);
#endif
#endif
tcol += ct * w;
wValue += w;
}
tcol /= wValue;
res.xyz = tcol.xyz;
res.w = 1.0;
return res;
}
// Chromatic abrration with no DoF (Matso code)
float4 PS_ProcessPass_Chroma(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
float4 result = ChromaticAberration(coord.xy, 0.0);
result.a = 1.0;
return result;
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////
#ifdef ENABLE_SHARP
technique PostProcess
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader= compile ps_3_0 PS_ProcessPass_Sharpen();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
#ifdef USE_ANAMFLARE
pass P1
{
AlphaBlendEnable = true;
SrcBlend = One;
DestBlend = One;
PixelShader = compile ps_3_0 PS_ProcessPass_Anamorphic();
}
#endif
}
#endif
#ifndef ENABLE_FAST_DOF
#ifdef ENABLE_CHROMA
#ifndef ENABLE_SHARP
technique PostProcess
#else
technique PostProcess2
#endif
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader= compile ps_3_0 PS_ProcessPass_Chroma();
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#endif
#endif
#ifndef ENABLE_CHROMA
#ifdef ENABLE_FAST_DOF
#ifndef ENABLE_SHARP
technique PostProcess
#else
technique PostProcess2
#endif
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader= compile ps_3_0 PS_ProcessPass_FastDoF(FIRST_PASS);
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#ifndef ENABLE_SHARP
technique PostProcess2
#else
technique PostProcess3
#endif
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader= compile ps_3_0 PS_ProcessPass_FastDoF(SECOND_PASS);
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#ifdef USE_DOUBLE_BLUR
#ifndef ENABLE_SHARP
technique PostProcess3
#else
technique PostProcess4
#endif
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader= compile ps_3_0 PS_ProcessPass_FastDoF(THIRD_PASS);
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#ifndef ENABLE_SHARP
technique PostProcess4
#else
technique PostProcess5
#endif
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader= compile ps_3_0 PS_ProcessPass_FastDoF(FOURTH_PASS);
DitherEnable = FALSE;
ZEnable = FALSE;
CullMode = NONE;
ALPHATESTENABLE = FALSE;
SEPARATEALPHABLENDENABLE = FALSE;
AlphaBlendEnable = FALSE;
StencilEnable = FALSE;
FogEnable = FALSE;
SRGBWRITEENABLE = FALSE;
}
}
#endif
#endif
#endif
@【PMT】胖子 这是我在老外的effect里找的数据= =和上面的牛头不对马嘴,算了=A=我还是改我的动作去吧 http://gtaforums.com/topic/488840-iiivcsa-screenshots-and-other-media-thread/
很多都是要靠自己收集 之后借鉴 曾几何时几天之内 拿着三个 effect
对照 说明 一顿乱调 之后记住每项动了什么 改变成什么样 !我勒个去 !
完事那天我的记得我和我媳妇说 终于出狱了 ! 去試下MASTER EFFECT挺好改的 全是參數 和ENB差不多 思古
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