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PostPosted: 11 Dec 2015, 23:00 
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*sensei*

Joined: 05 Apr 2014, 10:29
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you need to modify texture path inside enbsmaa.fx

Texture2D SMAA_AreaTex < string UIName = "SMAA Area Tex"; string ResourceName = "SMAA_AreaTex.dds"; >;
Texture2D SMAA_SearchTex < string UIName = "SMAA Search Tex"; string ResourceName = "SMAA_SearchTex.dds"; >;

to

Texture2D SMAA_AreaTex < string UIName = "SMAA Area Tex"; string ResourceName = "enbseries/SMAA_AreaTex.dds"; >;
Texture2D SMAA_SearchTex < string UIName = "SMAA Search Tex"; string ResourceName = "enbseries/SMAA_SearchTex.dds"; >;

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PostPosted: 12 Dec 2015, 00:39 
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U know what? :shock:
You rock as usual as you did in those old Skyrim modding days :)
-Cheers-

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PostPosted: 12 Dec 2015, 05:42 
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*master*

Joined: 10 May 2015, 04:33
Posts: 143
kingeric1992 wrote:
you need to modify texture path inside enbsmaa.fx

Texture2D SMAA_AreaTex < string UIName = "SMAA Area Tex"; string ResourceName = "SMAA_AreaTex.dds"; >;
Texture2D SMAA_SearchTex < string UIName = "SMAA Search Tex"; string ResourceName = "SMAA_SearchTex.dds"; >;

to

Texture2D SMAA_AreaTex < string UIName = "SMAA Area Tex"; string ResourceName = "enbseries/SMAA_AreaTex.dds"; >;
Texture2D SMAA_SearchTex < string UIName = "SMAA Search Tex"; string ResourceName = "enbseries/SMAA_SearchTex.dds"; >;


Awesome... I see you modified your Skyrim ENBeffect stuff from Skyrim into there from the screen shots I see. I always used yours for using my corrections and styling, etc. I was going to try and add that myself, like my beginning project to get my feet wet.


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PostPosted: 18 Jan 2016, 03:08 
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Joined: 18 Jan 2016, 03:04
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Would it be possible to use this for other ENBs like the Dragon's Dogma ENB?


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PostPosted: 18 Jan 2016, 13:04 
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blackrabite wrote:
Would it be possible to use this for other ENBs like the Dragon's Dogma ENB?

not in current mod version.

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PostPosted: 18 Jan 2016, 16:21 
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kingeric1992 wrote:
blackrabite wrote:
Would it be possible to use this for other ENBs like the Dragon's Dogma ENB?

not in current mod version.


Oh, haha, I followed the instructions and tried to implement it for Dragon's Dogma and it came up with errors.


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PostPosted: 30 Mar 2016, 21:50 
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Joined: 03 Apr 2014, 20:38
Posts: 44
Location: United States
Thank you Kingeric!

It's working really well with my BlurSharp set up.
It took me a few tries to get it all set up because I kept putting Blursharp, Blursharp1, Blursharp2 when it's supposed to be 3, 4 and 5. DERP

Anyhow for anyone wanting to use it with BlurSharp, if it helps you out here's how I've written it into the file I'm using:

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Techniques are drawn one after another and they use the result of
// the previous technique as input color to the next one. The number
// of techniques is limited to 255. If UIName is specified, then it
// is a base technique which may have extra techniques with indexing
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

// if wish to change default render target, need to set here before any enbsmaa.fx includes.
//(currently texture setting is shared between multiple includes, will come up some better idea in future update)
#define SMAA_EDGE_TEX RenderTargetRGBA64 // default is RenderTargetRGB32F (only require RG channel)
#define SMAA_BLEND_TEX RenderTargetRGBA64F // default is RenderTargetRGBA64 (RGBA requred)

// set sharp amount to 0 to bypass sharpen.
#define PASSNAME0 Sharp1
#define PASSNAME1 Sharp2
#define PASSNAME2 Sharp3
#include "enbsmaa.fx"

//adding it to different technique profile in same postpass:
//do not reset texture here.

#define PASSNAME0 TemporaryTarget3
#define PASSNAME1 TemporaryTarget4
#define PASSNAME2 TemporaryTarget5
#include "enbsmaa.fx"

//BlurSharp SMAA
#define PASSNAME0 BlurSharp3
#define PASSNAME1 BlurSharp4
#define PASSNAME2 BlurSharp5
#include "enbsmaa.fx"

And since I like to keep my ENBs really neat and easy to install, I was able to put all the files necessary inside the ENBseries folder.
Thank you to ibbanez for asking the question and of course you Kingeric for providing the answer.

I have changed the texture patch in the enbsmaa.fx file to

Texture2D SMAA_AreaTex < string UIName = "SMAA Area Tex"; string ResourceName = "enbseries/SMAA_AreaTex.dds"; >;
Texture2D SMAA_SearchTex < string UIName = "SMAA Search Tex"; string ResourceName = "enbseries/SMAA_SearchTex.dds"; >;

Many thanks, can't wait to see what else you cook up for Fallout 4 (crossing my fingers for glorious DoF/lens effects from you!)

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PostPosted: 04 Jun 2016, 01:53 
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Joined: 20 May 2012, 13:34
Posts: 66
so i copy file to the last line in this section right ?

//+++++++++++++++++++++++++++++
//internal parameters, modify or add new
//+++++++++++++++++++++++++++++


this is what i do


//+++++++++++++++++++++++++++++
//internal parameters, modify or add new
//+++++++++++++++++++++++++++++
/*
//example parameters with annotations for in-game editor
float ExampleScalar
<
string UIName="Example scalar";
string UIWidget="spinner";
float UIMin=0.0;
float UIMax=1000.0;
> = {1.0};

float3 ExampleColor
<
string UIName = "Example color";
string UIWidget = "color";
> = {0.0, 1.0, 0.0};

float4 ExampleVector
<
string UIName="Example vector";
string UIWidget="vector";
> = {0.0, 1.0, 0.0, 0.0};

int ExampleQuality
<
string UIName="Example quality";
string UIWidget="quality";
int UIMin=0;
int UIMax=3;
> = {1};

Texture2D ExampleTexture
<
string UIName = "Example texture";
string ResourceName = "test.bmp";
>;
SamplerState ExampleSampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
*/

float EBlurAmount
<
string UIName="Blur:: amount";
string UIWidget="spinner";
float UIMin=0.0;
float UIMax=1.0;
> = {1.0};

float EBlurRange
<
string UIName="Blur:: range";
string UIWidget="spinner";
float UIMin=0.0;
float UIMax=2.0;
> = {1.0};

float ESharpAmount
<
string UIName="Sharp:: amount";
string UIWidget="spinner";
float UIMin=0.0;
float UIMax=4.0;
> = {1.0};

float ESharpRange
<
string UIName="Sharp:: range";
string UIWidget="spinner";
float UIMin=0.0;
float UIMax=2.0;
> = {1.0};

// set sharp amount to 0 to bypass sharpen.
#define PASSNAME0 Sharp1
#define PASSNAME1 Sharp2
#define PASSNAME2 Sharp3
#include "enbsmaa.fx"

//adding it to different technique profile in same postpass:
//do not reset texture here.

#define PASSNAME0 TemporaryTarget3
#define PASSNAME1 TemporaryTarget4
#define PASSNAME2 TemporaryTarget5
#include "enbsmaa.fx"

//BlurSharp SMAA
#define PASSNAME0 BlurSharp3
#define PASSNAME1 BlurSharp4
#define PASSNAME2 BlurSharp5
#include "enbsmaa.fx"


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PostPosted: 27 Sep 2016, 18:53 
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*master*
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Joined: 12 Aug 2013, 18:55
Posts: 240
Location: Scotland
Right, Fallout 4 has piqued me interest once again, so I'm trying to get the SMAA working, without having the blur and sharpen render passes sapping up me previous vRAM. Problem is, uh, the SMAA just doesn't apply after making the postpass shader into a barebones thing.

Wee pastebin of the .fx file: http://pastebin.com/26w28Jg7

Maybe it would be better to just copy over the SMAA.fx code into the post pass shader. I'll give that a go right the now.

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PostPosted: 27 Sep 2016, 23:16 
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*sensei*

Joined: 05 Apr 2014, 10:29
Posts: 491
Location: Taiwan
The technique indexing is started from non, then 1, 2,...

Code:
#define  PASSNAME0   SMAA_Target
#define  PASSNAME1   SMAA_Target1
#define  PASSNAME2   SMAA_Target2
#include "enbsmaa.fx"

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