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PostPosted: 28 Nov 2016, 17:35 
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*sensei*

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Posts: 472
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Code:
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
// ENBSeries Fallout 4 adaptation file, hlsl DX11                   //
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
//  Histogram based adaptation by kingeric1992                      //
//      based on the description here:                              //
//  https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/AutomaticExposure/
//                                                                  //
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//

Image


Adapted to brighter scene:
Image

and to a darker scene:
Image
Attachment:
File comment: Nov.23.2016
enbadaptation.fx [7.35 KiB]
Downloaded 77 times

=================================

And a tiny tool to visualize the adaptation level: (shown in bottom right corner above)
Code:
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
// ENBSeries Fallout 4 adaptation file, hlsl DX11                   //
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
//  Adaptation Level Visualizer by kingeric1992                     //
//                                                                  //
//  Usage: Include this file in enbeffect.fx, then add              //
//                                                                  //
//          pass ADAPT_TOOL_PASS                                    //
//                                                                  //
//  after other passes in a technique.                              //
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//

like this:
Code:
#include "enbeffect_AdaptTool.fxh"

technique11 ORIGINALPOSTPROCESS <string UIName="Vanilla";>
{
   pass p0
   {
      SetVertexShader(CompileShader(vs_5_0, VS_Quad()));
      SetPixelShader(CompileShader(ps_5_0, PS_DrawOriginal()));
   }
   
   pass ADAPT_TOOL_PASS
}

Attachment:
File comment: Nov.29.2016

the .txt extension is to bypass file restriction in the forum.

enbeffect_AdaptTool.fxh.txt [2.51 KiB]
Downloaded 25 times

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Last edited by kingeric1992 on 28 Nov 2016, 17:47, edited 1 time in total.

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Tomoko
PostPosted: 28 Nov 2016, 17:47 
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*blah-blah-blah maniac*
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Joined: 31 Mar 2012, 15:06
Posts: 1419
Location: France
Nice one. Waiting to download and try it.
Thanx.

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Image
K ENB Pure Light SE
K ENB Pure Light
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PostPosted: 28 Nov 2016, 18:18 
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Wowza! Eric, your generosity knows no bounds :)

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PostPosted: 28 Nov 2016, 18:20 
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*sensei*

Joined: 05 Apr 2014, 10:29
Posts: 472
Location: Taiwan
Some notes here,

The luminance detection range is hard coded to -9 (2^-9) to 3 (2^3), which is the range of most of the scene in FO4 I think, judged by histogram bin reassignment. Can't say for sure if it is the same for Skyrim SE. (in Skyrim, it is about 2^-5 to 2^2)

Secondly, I've compared the result of using 16x16 texture input and 683x384, they're roughly the same in most of the times, with maximum deviation of 1/64 stops in certain cases.

Thirdly, for eye adaptation, the adaptation time should be longer to have a nice and subtle transition between scenes,
for auto exposure, the adaptation time should be instantaneous.

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PostPosted: 28 Nov 2016, 19:27 
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*blah-blah-blah maniac*
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Copy that.

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Image
K ENB Pure Light SE
K ENB Pure Light
Kountervibe ENB
Kinematic ENB


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PostPosted: 29 Nov 2016, 12:36 
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*sensei*
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Joined: 02 Aug 2013, 23:06
Posts: 361
Location: New Hampshire, US
Thank you for sharing this. I still play a ton of FO4 and haven't used any of the adaption ENB for it yet. Downloaded and going to see if I can figure it out well enough to add to my presets. Always appreciative of all the work you do!

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PostPosted: 30 Nov 2016, 11:59 
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Joined: 08 Nov 2012, 15:24
Posts: 119
Oh, this looks fantastic! Thank you very much!

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PostPosted: 30 Nov 2016, 14:29 
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*sensei*
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Joined: 09 Dec 2012, 00:29
Posts: 447
Very useful. Works great in Skyrim SE. Thank you kindly, as always :D

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PostPosted: 12 Mar 2017, 12:03 
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Joined: 11 Mar 2017, 10:24
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hopefully this can fix The Institute and start of the game for me


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PostPosted: 23 Mar 2017, 11:08 
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Joined: 11 Mar 2017, 10:24
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hi i am trying to get this to work only effecting the start of the game and the institute but i cant find any values that will leave the rest of the game alone and and effect these to place enough anyone know how to help


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