I don't know about custom ui, but mouse buttons helps to make advanced debugging "tools" in the shader. Without saving data between frames with is not huge improvement, but still could be helpful.
kingeric1992
Forgot to answer regarding constant buffers. Why do you need them? All variables are in them already, you just don't see because of internal hlsl conversion. Params01 is the only separate constant buffer and read only.
Managed to slip in some basic tonemapping after all the cc_procedural code. Not rocket science but it helps working with the gamma/black and white sliders to get stronger, not overblown whites as well as correct darks. Using the neutral LUT files and disregarding every vanilla computations ( including applygammacolorcorrection), which I believe mean we are more or less working on the unaltered picture from the engine ?
Saturation still acts up, disregarding the actual luminance, though...
kingeric1992
You can't pass constant buffers data from current frame to next, because cbuffers are read only. Give me an idea what exactly to sent in to next frame, may be i'll find optimal solution.
Wolrajh
Code is equal to Photoshop processing, exactly the same.
ENBSeries wrote:Can't see rifle night scope bug, everything is okay for me. Pipboy is fixed now.
Btw, is it okay if instead of precise pow function i'll use interpolation between color*color and color*color*color? It will differ a little when toggling mod on/off, but performance is significantly better.
Perhaps have two versions? Replace the Pow function with the better performing one, and then create a PowLegacy function which is the same as we have now.
Should keep the graphic-savants happy, whilst also allowing for more performance. And more performance is always good.
_________________ Intel i7 6700k | AMD Vega 56 8GB | 2x16GB DDR4 @ 3000mhz | Windows 7 64bit | Creative Soundblaster X-Fi Titanium Fatal1ty Pro | Asus z170 Pro Gaming
ENBSeries wrote:Can't see rifle night scope bug, everything is okay for me. Pipboy is fixed now.
Btw, is it okay if instead of precise pow function i'll use interpolation between color*color and color*color*color? It will differ a little when toggling mod on/off, but performance is significantly better.
Perhaps have two versions? Replace the Pow function with the better performing one, and then create a PowLegacy function which is the same as we have now.
Should keep the graphic-savants happy, whilst also allowing for more performance. And more performance is always good.
I agree, that's a good idea, you should simply make a PowQuality parameter.