Porting Skyrim LE enbeffect.fx to SSE

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Joined: 19 Dec 2022, 15:05

Porting Skyrim LE enbeffect.fx to SSE

Hello, dear Enbseries, and others. I am trying to port RealVision enb preset for Skyrim SE, now i am porting enbeffect.fx shader. And i really want to know what you think about this? I only deleted

Code: Select all

//POSTPROCESS 2
piece at the beginning in default enbseries's SE enbeffect.fx and copy pasted changed by RealVision

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//POSTPROCESS 2
. But there are 3 errors:

game path/enbeffect.fx(424.9): Waning X3206: Implicit truncation of vector type
game path/enbeffect.fx(426.17): Waning X3206: Implicit truncation of vector type
game path/enbeffect.fx(456.38): error X3004: Undeclared identifier "EAdaptationMaxV2"

Can you tell me please what i did wrong? :sorry:

There is the piece of code which i copy pasted:

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//-------------------------------------------------------------------------------------------
//POSTPROCESS 2 DNI Separated
//-------------------------------------------------------------------------------------------
#if (POSTPROCESS==2)
//float	EBrightnessV2=2.3;  //Not in use

//Exterior Day
float	EAdaptationMinV2Day=0.05;
float	EAdaptationMaxV2Day=0.125;
float	EToneMappingCurveV2Day <
	string UIName="Day: Tone Mapping Curve";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=16.0;
> = {8.0};
float	EIntensityContrastV2Day <
	string UIName="Day: Contrast Intensity";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=16.0;
> = {1.475};
float	EColorSaturationV2Day <
	string UIName="Day: Color Saturation";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=8.0;
> = {1.6}; 
float	EToneMappingOversaturationV2Day <
	string UIName="Day: Oversaturation";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=10000.00;
> = {160.0};

//Exterior Night
float	EAdaptationMinV2Night=0.05;
float	EAdaptationMaxV2Night=0.125;
float	EToneMappingCurveV2Night <
	string UIName="Night: Tone Mapping Curve";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=16.0;
> = {8.0};
float	EIntensityContrastV2Night <
	string UIName="Night: Contrast Intensity";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=16.0;
> = {1.475};
float	EColorSaturationV2Night <
	string UIName="Night: Color Saturation";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=8.0;
> = {1.6}; 
float	EToneMappingOversaturationV2Night <
	string UIName="Night: Oversaturation";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=10000.00;
> = {160.0};

//Interior
float	EAdaptationMinV2Interior=0.05;
float	EAdaptationMaxV2Interior=0.125;
float	EToneMappingCurveV2Interior <
	string UIName="Interior: Tone Mapping Curve";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=16.0;
> = {8.0};
float	EIntensityContrastV2Interior <
	string UIName="Interior: Contrast Intensity";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=16.0;
> = {1.475};
float	EColorSaturationV2Interior <
	string UIName="Interior: Color Saturation";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=8.0;
> = {1.6}; 
float	EToneMappingOversaturationV2Interior <
	string UIName="Interior: Oversaturation";
	string UIWidget="Spinner";
	float UIMin=0.0;
	float UIMax=10000.00;
> = {160.0};

#endif
There is the piece of code which i deleted:

Code: Select all

//POSTPROCESS 2
//float	EBrightnessV2=2.5;
float	EAdaptationMinV2=0.05;
float	EAdaptationMaxV2=0.05;//0.125;
float	EToneMappingCurveV2=8.0;
float	EIntensityContrastV2=1.0;
float	EColorSaturationV2=1.0;
float	EToneMappingOversaturationV2=180.0;

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Re: Porting Skyrim LE enbeffect.fx to SSE

Code formatting do not work on this forum, so don't use it.
It's difficult to understand what you are doing just by short description with some copy-pasted elements of the shader. But if you see error about that variable, then search it in the shader, where it's used, most likely you have it removed as global variable, but inside function it's still in use.
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