Requesting help

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*blah-blah-blah maniac*
Posts: 552
Joined: 11 Apr 2012, 03:24

Requesting help

I have tried and tried and tried to add Vibrance to my effect but I can't figure it out for the life of me. Can someone please help to add Vibrance to this file?

....I am also trying to figure out Sepia, but that is secondary.

///////////////////////////////////////////////////////////////////////////////////////////////
/**
* SHADER ADDON
* Featuring: Gaussian blur passes for Photoshop: Soft Light and Screen blending techniques ( finest Contrast bloom )
* Effect is FPS heavy and subtle. Use as you see fit. Scaled for 1080 resolution. Higher resolutions and effect is minimal ( blur is pixel based ) and FPS hit bigger.
* LumaSharpen by CeeJay.dk & ZeroKing
* By prod80 - Serenity ENB
*/

/**
* ENBSeries
* visit http://enbdev.com for updates
* Copyright (c) 2007-2014 Boris Vorontsov
*/

//--------------------------//
// Internal parameters //
// Can be modified //
//--------------------------//

//////////////////
// DEFINES //
//////////////////

#define SharpMethod 4 //[1, 2, 3, 4] Comment out (add // in front) to disable sharpening pass and GUI for it

#define USE_LETTERBOX_EFFECT 0
#define fLetterboxOffset 0
#define resX 2560
#define resY 1440

////////////////////
// CONTRAST BLOOM //
////////////////////

float sl_mix_set <
string UIName="Soft Light Intensity";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.275};
float gauss_bloom <
string UIName="Gaussian Bloom Intensity";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.550};
bool lumabloom <
string UIName="Luma based Bloom";
> = {true};
float lumasource <
string UIName="Luma Src 1_orig 2_softlight 3_blend";
string UIWidget="Spinner";
float UIMin=1;
float UIMax=3;
float UIStep=1;
> = {2};
float gauss_blur <
string UIName="Gaussian Blur Strength";
string UIWidget="Spinner";
float UIMin=1;
float UIMax=3;
float UIStep=1;
> = {2};

////////////////////
// LUMASHARPEN //
////////////////////
#ifdef SharpMethod
bool Section_Luma <
string UIName="------Lumasharpen-----------";
> = {false};
float sharp_strengthExt <
string UIName="LumaSharpen Strength Exterior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {0.315};
float sharp_strengthInt <
string UIName="LumaSharpen Strength Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=5.0;
float UIStep=0.001;
> = {0.315};
float sharp_clampExt <
string UIName="LumaSharpen Clamp Exterior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.017};
float sharp_clampInt <
string UIName="LumaSharpen Clamp Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=1.0;
float UIStep=0.001;
> = {0.017};
#endif
//////////////////
// CONTRAST //
//////////////////
bool Section_Contrast <
string UIName="------Contrast-----------";
> = {false};
bool C_CONTRASTCURVES <
string UIName = "Enable Contrast";
> = {false};
float ContrastCurveExt <
string UIName="Contrast - Exterior";
string UIWidget="Spinner";
float UIMin=-1.0;
float UIMax=1.0;
> = {0};
float ContrastCurveInt <
string UIName="Contrast - Interior";
string UIWidget="Spinner";
float UIMin=-1.0;
float UIMax=1.0;
> = {0};
////////////////////
// BLACK LEVELS //
////////////////////
bool Section_BLACKLEVEL <
string UIName="------Black Level-----------";
> = {false};
bool C_BLACKLEVEL <
string UIName = "Enable Black Level";
> = {false};
float BlackPointExt <
string UIName="Black Level - Exterior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=255.0;
> = {16};
float BlackPointInt <
string UIName="Black Level - Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=255.0;
> = {16};
float WhitePointExt <
string UIName="White Level - Exterior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=255.0;
> = {235};
float WhitePointInt <
string UIName="White Level - Interior";
string UIWidget="Spinner";
float UIMin=0.0;
float UIMax=255.0;
> = {235};




////////////////////////////////////////////////////////////////////////////////////////////////////////////////

//--------------------------//
// External parameters //
// Do not modify //
//--------------------------//

////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Keyboard controlled temporary variables.
// Press and hold key 1,2,3...8 together with PageUp or PageDown to modify.
// By default all set to 1.0
float4 tempF1; //0,1,2,3
float4 tempF2; //5,6,7,8
float4 tempF3; //9,0
float4 Timer; //x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4 ScreenSize; //x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float ENightDayFactor; //changes in range 0..1, 0 means that night time, 1 - day time
float EInteriorFactor; //changes 0 or 1. 0 means that exterior, 1 - interior
////////////////////////////////////////////////////////////////////////////////////////////////////////////////

//////////////////
// TEXTURES //
//////////////////
texture2D texOriginal;
texture2D texColor;
texture2D texNoise;

///////////////////
// SAMPLERS //
///////////////////
sampler2D SamplerColor = sampler_state
{
Texture = <texOriginal>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D SamplerColor2 = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D SamplerNoise = sampler_state
{
Texture = <texNoise>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

//////////////////
// STRUCTS //
//////////////////
struct VS_OUTPUT_POST
{
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};

struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};

VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;

float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);

OUT.vpos=pos;
OUT.txcoord.xy=IN.txcoord.xy;

return OUT;
}

//////////////////
// HELPER FUNCS //
//////////////////

//GAUSSIAN WEIGHTS - Linear sampled for high performance
//9 tap reduced to 3 weights ( 17 pixels wide )
static const float sampleOffsets_1[3] = { 0.0, 1.137453814668, 3.013581103919 };
static const float sampleWeights_1[3] = { 0.441440131387, 0.277468870531, 0.001811063775 };

//17 tap reduced to 5 weights ( 33 pixels wide )
static const float sampleOffsets_2[5] = { 0.0, 1.263686497497, 3.083471450524, 5.022636787155, 7.005855649638 };
static const float sampleWeights_2[5] = { 0.330086281980, 0.318351147970, 0.016540813281, 0.000064880504, 0.000000017255 };

//21 tap reduced to 6 weights ( 41 pixels wide )
static const float sampleOffsets_3[6] = { 0.0, 1.452313744966, 3.390210239952, 5.331472958797, 7.277552900121, 9.229394260785 };
static const float sampleWeights_3[6] = { 0.142479385858, 0.244115579374, 0.131636577371, 0.043283482080, 0.008668409765, 0.001056258481 };

float3 softlight(float3 a, float3 b, float s)
{
float3 ret;
float3 b_x2 = 2.0 * b;
float3 a_b_x2 = a * b_x2;
float3 c1 = a_b_x2 + a * a - a * a_b_x2;
float3 c2 = sqrt(a) * ( b_x2 - 1.0 ) + 2.0 * a - a_b_x2;
ret = ( b >= 0.5 ) ? c1 : c2;
return lerp( a, ret, s );
}

float3 screen(float3 a, float3 b)
{
return (1.0f - (1.0f - a) * (1.0f - b));
}


//////////////////
// SHADERS //
//////////////////

float4 PS_ProcessGaussianH(VS_OUTPUT_POST IN) : COLOR
{
float sHeight = ScreenSize.x * ScreenSize.w;
float2 fvTexelSize = float2(ScreenSize.y, 1.0 / sHeight);
float px = fvTexelSize.x;
float py = fvTexelSize.y;
float4 color = 0.0;

if ( gauss_blur==1 )
{
color = tex2D(SamplerColor2, IN.txcoord.xy) * sampleWeights_1[0];
for(int i = 1; i < 3; ++i) {
color += tex2D(SamplerColor2, IN.txcoord.xy + float2(sampleOffsets_1*px, 0.0)) * sampleWeights_1;
color += tex2D(SamplerColor2, IN.txcoord.xy - float2(sampleOffsets_1*px, 0.0)) * sampleWeights_1;
}
}
if ( gauss_blur==2 )
{
color = tex2D(SamplerColor2, IN.txcoord.xy) * sampleWeights_2[0];
for(int i = 1; i < 5; ++i) {
color += tex2D(SamplerColor2, IN.txcoord.xy + float2(sampleOffsets_2*px, 0.0)) * sampleWeights_2;
color += tex2D(SamplerColor2, IN.txcoord.xy - float2(sampleOffsets_2*px, 0.0)) * sampleWeights_2;
}
}
if ( gauss_blur==3 )
{
color = tex2D(SamplerColor2, IN.txcoord.xy) * sampleWeights_3[0];
for(int i = 1; i < 6; ++i) {
color += tex2D(SamplerColor2, IN.txcoord.xy + float2(sampleOffsets_3*px, 0.0)) * sampleWeights_3;
color += tex2D(SamplerColor2, IN.txcoord.xy - float2(sampleOffsets_3[i]*px, 0.0)) * sampleWeights_3[i];
}
}
color.w = 1.0f;
return color;
}

float4 PS_ProcessGaussianV(VS_OUTPUT_POST IN) : COLOR
{
float sHeight = ScreenSize.x * ScreenSize.w;
float2 fvTexelSize = float2(ScreenSize.y, 1.0 / sHeight);
float px = fvTexelSize.x;
float py = fvTexelSize.y;
float4 color = 0.0;

if ( gauss_blur==1 )
{
color = tex2D(SamplerColor2, IN.txcoord.xy) * sampleWeights_1[0];
for(int i = 1; i < 3; ++i) {
color += tex2D(SamplerColor2, IN.txcoord.xy + float2(0.0, sampleOffsets_1[i]*py)) * sampleWeights_1[i];
color += tex2D(SamplerColor2, IN.txcoord.xy - float2(0.0, sampleOffsets_1[i]*py)) * sampleWeights_1[i];
}
}
if ( gauss_blur==2 )
{
color = tex2D(SamplerColor2, IN.txcoord.xy) * sampleWeights_2[0];
for(int i = 1; i < 5; ++i) {
color += tex2D(SamplerColor2, IN.txcoord.xy + float2(0.0, sampleOffsets_2[i]*py)) * sampleWeights_2[i];
color += tex2D(SamplerColor2, IN.txcoord.xy - float2(0.0, sampleOffsets_2[i]*py)) * sampleWeights_2[i];
}
}
if ( gauss_blur==3 )
{
color = tex2D(SamplerColor2, IN.txcoord.xy) * sampleWeights_3[0];
for(int i = 1; i < 6; ++i) {
color += tex2D(SamplerColor2, IN.txcoord.xy + float2(0.0, sampleOffsets_3[i]*py)) * sampleWeights_3[i];
color += tex2D(SamplerColor2, IN.txcoord.xy - float2(0.0, sampleOffsets_3[i]*py)) * sampleWeights_3[i];
}
}
color.w = 1.0f;
return color;
}

float4 PS_ProcessSoftLight(VS_OUTPUT_POST IN) : COLOR
{
float4 color = 0.0;
float4 baseC = tex2D(SamplerColor, IN.txcoord.xy);
float4 blendC = tex2D(SamplerColor2, IN.txcoord.xy);

float3 base = baseC.xyz;
float3 blend = blendC.xyz;

color.xyz = softlight( base, blend, sl_mix_set );

color.w = 1.0f;
return color;
}

float4 PS_ProcessGaussBloom(VS_OUTPUT_POST IN) : COLOR
{
float4 scrcolor = 0.0;
float4 color = 0.0;
float3 luma = float3(0.2125, 0.7154, 0.0721);
float pixluma = 0.0;
float4 baseC = tex2D(SamplerColor, IN.txcoord.xy);
float4 blendC = tex2D(SamplerColor2, IN.txcoord.xy);

float3 base = baseC.xyz;
float3 blend = blendC.xyz;

scrcolor.xyz = screen( base, blend );

//Bloom on luma
if (lumabloom==true)
{
if (lumasource==1) pixluma = dot( base, luma );
if (lumasource==2) pixluma = dot( blend, luma );
if (lumasource==3) pixluma = dot( scrcolor, luma );
color.xyz = lerp( base.xyz, scrcolor.xyz, gauss_bloom * pixluma );
};
if (lumabloom==false)
{
color.xyz = lerp( base.xyz, scrcolor.xyz, gauss_bloom );
};

float3 lumCoeff = float3(0.212656, 0.715158, 0.072186);
color.a = dot(lumCoeff, color.rgb);

float Curves_contrast_blend = lerp(ContrastCurveExt, ContrastCurveInt, EInteriorFactor);
Curves_contrast_blend *= (C_CONTRASTCURVES)? 1:0;
float x = color.a - 0.5;
x /= ((abs(x)*1.25) + 0.375 ) + 0.5;

color.rgb += (x - color.a) * Curves_contrast_blend;

color.w = 1.0f;
return color;
}

#ifdef SharpMethod
float4 PS_ProcessLumaSharpen(VS_OUTPUT_POST IN, float2 vPos : VPOS, float2 tex : TEXCOORD0) : COLOR
{
float2 coord = IN.txcoord.xy;
float sHeight = ScreenSize.x * ScreenSize.w;
float2 fvTexelSize = float2(ScreenSize.y, 1.0 / sHeight);

float px = fvTexelSize.x;
float py = fvTexelSize.y;

// Bias value
float offset_bias = 1.0;

float sharp_strength = sharp_strengthExt;
float sharp_clamp = sharp_clampExt;
if (EInteriorFactor)
{
sharp_strength = sharp_strengthInt;
sharp_clamp = sharp_clampInt;
};

#define sharp_strength_luma (CoefLuma * sharp_strength)
#define CoefLuma float4(0.2126, 0.7152, 0.0722, 0)

half4 ori = tex2D(SamplerColor2, coord.xy);

[branch] if (any(frac(ori.rgb)))
{
#if SharpMethod == 1
// -- Gaussian filter --
// [ 2/9, 4/9, ] [ 1 , 2 , ]
// [ 4/9, 8/9, 4/9] = [ 2 , 4 , 2 ]
// [ , 2/9, 2/9] [ , 2 , 1 ]

half4 blur_ori = tex2Dlod(SamplerColor2, float4(tex,tex) + float4(-px,py,-px,py) / 3 * offset_bias); // North West
blur_ori += tex2Dlod(SamplerColor2, float4(tex,tex) + float4(px,-py,px,-py) / 3 * offset_bias); // South East

//Divide by the number of texture fetches
blur_ori /= 2;
#endif

// -- Pattern 2 -- A 9 tap gaussian using 4+1 texture fetches.
#if SharpMethod == 2
// -- Gaussian filter --
// [ .25, .50, .25] [ 1 , 2 , 1 ]
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
// [ .25, .50, .25] [ 1 , 2 , 1 ]

half4 blur_ori = tex2Dlod(SamplerColor2, float4(tex,tex) + float4(-px,py,-px,py) * 0.5 * offset_bias); // North West
blur_ori += tex2Dlod(SamplerColor2, float4(tex,tex) + float4(px,-py,px,-py) * 0.5 * offset_bias); // South East

if (any((blur_ori.rgb / 2) - ori.rgb))
{
blur_ori += tex2Dlod(SamplerColor2, float4(tex,tex) + float4(-px,-py,-px,-py) * 0.5 * offset_bias); // South West
blur_ori += tex2Dlod(SamplerColor2, float4(tex,tex) + float4(px,py,px,py) * 0.5 * offset_bias); // North East

//Divide by the number of texture fetches
blur_ori *= 0.25;;
}

//Divide by the number of texture fetches
blur_ori *= 0.25;;
#endif

// -- Pattern 3 -- An experimental 17 tap gaussian using 4+1 texture fetches.
#if SharpMethod == 3
// -- Gaussian filter --
// [ , 4 , 6 , , ]
// [ ,16 ,24 ,16 , 4 ]
// [ 6 ,24 ,50 ,24 , 6 ]
// [ 4 ,16 ,24 ,16 , ]
// [ , , 6 , 4 , ]

half4 blur_ori = tex2Dlod(SamplerColor2, float4(tex,tex) + float4(-0.4*px,1.2*py,-0.4*px,1.2*py) * offset_bias); // North North West
blur_ori += tex2Dlod(SamplerColor2, float4(tex,tex) + float4(0.4*px,-1.2*py,0.4*px,-1.2*py) * offset_bias); // South South East
blur_ori += tex2Dlod(SamplerColor2, float4(tex,tex) + float4(1.2*px,0.4*py,0,0) * offset_bias); // East North East
blur_ori += tex2Dlod(SamplerColor2, float4(tex,tex) + float4(-1.2*px,-0.4*py,0,0) * offset_bias); // West South West
blur_ori += ori; // Probably not needed. Only serves to lessen the effect.

blur_ori /= 5; //Divide by the number of texture fetches
#endif

// -- Pattern 4 -- A 9 tap high pass using 4+1 texture fetches.
#if SharpMethod == 4
// -- Gaussian filter --
// [ .50, .50, .50] [ 1 , 1 , 1 ]
// [ .50, , .50] = [ 1 , , 1 ]
// [ .50, .50, .50] [ 1 , 1 , 1 ]

half4 blur_ori = tex2Dlod(SamplerColor2, float4(tex,tex) + float4(0.5 * -px,py,0.5 * -px,py) * offset_bias); // North North West
blur_ori += tex2Dlod(SamplerColor2, float4(tex,tex) + float4(0.5 * px,-py,0.5 * px,-py)); // South South East
blur_ori += tex2Dlod(SamplerColor2, float4(tex,tex) + float4(-px,0.5 * -py,-px,0.5 * -py)); // West South West
blur_ori += tex2Dlod(SamplerColor2, float4(tex,tex) + float4(px,0.5 * py,px,0.5 * py) * offset_bias); // East North East
blur_ori += (2 * ori); // Probably not needed. Only serves to lessen the effect.

blur_ori /= 6; //Divide by the number of texture fetches
#endif

// -- Calculate the sharpening --
half sharp = ori - blur_ori;
// -- Adjust strength of the sharpening --
sharp = dot(sharp, sharp_strength_luma);
// -- Clamping the maximum amount of sharpening to prevent halo artifacts --
sharp = clamp(sharp, -sharp_clamp, sharp_clamp);
// -- Combining the values to get the final sharpened pixel --
ori = ori + sharp;
}
float Levels_black_point = lerp(BlackPointExt, BlackPointInt, EInteriorFactor);
float Levels_white_point = lerp(WhitePointExt, WhitePointInt, EInteriorFactor);
if(C_BLACKLEVEL)
ori.rgb = (ori.rgb * 255 - Levels_black_point) / (Levels_white_point - Levels_black_point);


return ori;
}
#endif

float4 PS_ProcessLetterBox(VS_OUTPUT_POST IN, float2 vPos : VPOS, float2 tex : TEXCOORD0) : COLOR
{

#ifdef USE_LETTERBOX_EFFECT
float4 color = tex2D(SamplerColor2, tex.xy);
float2 fvTexelSize = float2(1.0 / resX, 1.0 / resY);
float offset = fLetterboxOffset * 0.01;
float2 sspos = fvTexelSize * vPos;
if (sspos.y <= offset || sspos.y >= (1.0 - offset)) color = 0.0;
return color;
#endif
}

///////////////////////
// TECHNIQUES //
///////////////////////

technique PostProcess
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessGaussianH();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess2
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessGaussianV();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess3
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessSoftLight();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess4
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessGaussianH();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess5
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessGaussianV();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess6
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessGaussBloom();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

#ifdef SharpMethod
technique PostProcess7
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessLumaSharpen();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
#endif

technique PostProcess8
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_ProcessLetterBox();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////
Attachments
effect (2).txt
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*blah-blah-blah maniac*
Posts: 849
Joined: 28 Dec 2011, 00:50

Re: Requesting help

I don't know about the bloom, but SEPIA can be achieved just with basic color correction tools already included with ENB. I show how to do this at about 3:30 in this video:

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*blah-blah-blah maniac*
Posts: 552
Joined: 11 Apr 2012, 03:24

Re: Requesting help

Thanks, I will look into that. What about Vibrance?
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Posts: 849
Joined: 28 Dec 2011, 00:50

Re: Requesting help

I don't think that 'vibrance' is a real thing, at least that I know of. I think it's just a name to use for a certain type of color correction, e.g. high contrast, more saturation, different grey levels perhaps? All of these kinds of things can also be done with ENB's included controls. If 'vibrance' actually IS a 'real' effect, then I don't know what it is or how to do it ;)
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Posts: 552
Joined: 11 Apr 2012, 03:24

Re: Requesting help

Your video only applies to specific enbeffect.fx files. Mine does not have the same CC function as the Fallout one you posted.
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Posts: 849
Joined: 28 Dec 2011, 00:50

Re: Requesting help

Mine is just the default one that comes with ENB for Fallout 4.
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Fallout 4 ENB Video Series | Skyrim ENB Video Series | My YouTube Channel
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