I was hoping to get some input on whether it is possible to map the old Skyrim Sampler States to the new dx11 SSE.
Here is the old code:
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texture2D texs0; // color
texture2D texs1; // bloom skyrim
texture2D texs2; // adaptation skyrim
texture2D texs3; // bloom enb
texture2D texs4; // adaptation enb
sampler2D _s0 = sampler_state {
Texture = <texs0>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s1 = sampler_state {
Texture = <texs1>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s2 = sampler_state {
Texture = <texs2>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s3 = sampler_state {
Texture = <texs3>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
sampler2D _s4 = sampler_state {
Texture = <texs4>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE; // LINEAR;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
I have seen declarations like this:
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float grayadaptation=TextureAdaptation.Sample(Sampler0, IN.txcoord0.xy).x;
What would be REALLY helpful would be a direct conversion for the following:
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texture2D texs0; // color SSE =
texture2D texs1; // bloom skyrim SSE =
texture2D texs2; // adaptation skyrim SSE =
texture2D texs3; // bloom enb SSE =
texture2D texs4; // adaptation enb SSE =
Palette for dx11 versions of the mod (SkyrimSE, Fallout4)
Looking at the new enbeffect.fx:
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Texture2D TextureColor; //hdr color
Texture2D TextureBloom; //vanilla or enb bloom
Texture2D TextureLens; //enb lens fx
Texture2D TextureDepth; //scene depth
Texture2D TextureAdaptation; //vanilla or enb adaptation
Texture2D TextureAperture; //this frame aperture 1*1 R32F hdr red channel only. computed in depth of field shader file
Also, instead of texs1 and texs3 (Skyrim and ENB bloom) we now have TextureBloom (vanilla or enb bloom). Does it contain both or either or depending on using vanilla or ENB post processing?
If both how to reference each? One at .x and one at .y? If so which is which?
Thanks in advance for any insight. Not a shader programmer.