ok let's forget about adaptation. doesn't matter. a fixed value will also do the job in the original tonemap. you are right it is a mess without clamp. but i think it works anyway.
can you make the bloom texture available then at least, please?
that would add a per weather/location value of bloom and has really nice effects for example for darker scenes and dark weathers/fog if you combine those two textures (where skyrim bloom is stronger).
also looks great for lightsources in my opinion (see K ENBs)
thanks
TES Skyrim SE 0.310
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- *master*
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Re: TES Skyrim SE 0.310
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Re: TES Skyrim SE 0.310
Boris, do you use the sun position for the current 0.310 TODI ?
I'm only asking because I saw earlier that changing the sun position values from an esp broke the TODI statistics.
I'm only asking because I saw earlier that changing the sun position values from an esp broke the TODI statistics.
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- *blah-blah-blah maniac*
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Re: TES Skyrim SE 0.310
I compute time of the day from sun position.
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Re: TES Skyrim SE 0.310
Ok, I won't touch it then and just wait for the time of day clock.
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Re: TES Skyrim SE 0.310
Can shader execution timers be added to the GUI? Like enbeffectprepass.fx took x ms/frame to render, enbbloom.fx y ms/frame ...? Imho a useful feature not only for SSE but for all ENB mods, should help devs keep an eye on performance when writing shaders.
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Re: TES Skyrim SE 0.310
If i remember, its not as simple as in dx9 and i abandoned this feature for better times. Sorry, i dont have computer now to do modding.
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Re: TES Skyrim SE 0.310
That explains the absence of updates - what happened?
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Re: TES Skyrim SE 0.310
I'm in another city for almost month, nothing special, just life issues.
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Re: TES Skyrim SE 0.310
Will Detailed Shadows ever be possible for SSE ENB? For me it's the most important feature of Skyrim ENB actually and the main thing SSE really needs...
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