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[讨论交流] 无奈求助,关于电影黑边的正确开关方法

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发表于 2018-11-27 15:37:25 | 显示全部楼层 |阅读模式

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本帖最后由 仲苏辽 于 2018-11-27 15:40 编辑


一个暑假挣的钱,不久前才换了新机,这下终于可以体验一下高等级的enb了
几番调试下终于调出了自己想要的画面,但是习惯了电影黑边,没想到会在这上面花了这么久
虽然无伤大雅,但是各处搜索无果,我又这么这么热爱学习~~~做了这么多功课也没能独立解决,无奈只能发帖求助大神了
(基于还在用炸鸡时下的某个自改CR-ENB,已经找不到原址)

1、并没有上图的这个选项,也就是enbeffect.fx和effect.txt里面,没有letterbox这个东西(可能可以自己添加,但是自己不敢瞎动)

2、Vignette这个代码也没有,不过SweetFX_settings里倒是找到了Vignette,然而修改一下并没有起作用
3、enbeffect.fx里也没有float2 sqvigpwr = float2( 1.975, 1.975 ); // For square vignette: (top, bottom)





附上自己的enb设置文件:
effect.txt (9.83 KB, 下载次数: 8)
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 楼主| 发表于 2018-11-27 15:40:49 | 显示全部楼层

enbeffect.fx的内容:


//++++++++++++++++++++++++++++++++++++++++++++
// ENBSeries effect file
// visit http://enbdev.com for updates
// Copyright (c) 2007-2011 Boris Vorontsov
//++++++++++++++++++++++++++++++++++++++++++++



//post processing mode. Change value (could be 1, 2, 3, 4). Every mode have own internal parameters, look below
#ifndef POSTPROCESS
#define POSTPROCESS        2
#endif

//use original game processing first, then mine
//#define APPLYGAMECOLORCORRECTION

//use original game processing only, with vanilla bloom
//#define ENB_FLIPTECHNIQUE



//+++++++++++++++++++++++++++++
//internal parameters, can be modified
//+++++++++++++++++++++++++++++


float3        EColorFilter=float3(1.0, 1.0, 1.0);

//modify these values to tweak various color processing
//POSTPROCESS 1
float        EAdaptationMinV1=0.01;
float        EAdaptationMaxV1=0.07;
float        EContrastV1=0.96;
float        EColorSaturationV1=1.03;
float        EToneMappingCurveV1=6.0;

//POSTPROCESS 2
float        EBrightnessV2Day=1.2;
float   EBrightnessV2Night=1.2;

float        EAdaptationMinV2Day=0.030;
float   EAdaptationMinV2Night=0.025;

float   EAdaptationMaxV2Day=0.030;
float        EAdaptationMaxV2Night=0.025;

float        EToneMappingCurveV2Day=10.0;
float   EToneMappingCurveV2Night=10.0;

float        EIntensityContrastV2Day=0.8;
float   EIntensityContrastV2Night=0.9; //1.15

float        EColorSaturationV2Day=1.3;
float   EColorSaturationV2Night=1.0;

float        EToneMappingOversaturationV2Day=160.0;
float   EToneMappingOversaturationV2Night=160.0;

float        EBrightnessCurveV2Day=1.35;
float   EBrightnessCurveV2Night=1.15; //1.15

float   EBrightnessMultiplierV2Day=1.25;
float        EBrightnessMultiplierV2Night=1.65; //0.85

float   EBrightnessToneMappingCurveV2Day=0.55;
float        EBrightnessToneMappingCurveV2Night=0.85;

//POSTPROCESS 3
float        EAdaptationMinV3=0.05;
float        EAdaptationMaxV3=0.125;
float        EToneMappingCurveV3=4.0;
float        EToneMappingOversaturationV3=60.0;

//POSTPROCESS 4
float        EAdaptationMinV4=0.2;
float        EAdaptationMaxV4=0.125;
float        EBrightnessCurveV4=0.7;
float        EBrightnessMultiplierV4=0.45;
float        EBrightnessToneMappingCurveV4=0.5;



//+++++++++++++++++++++++++++++
//external parameters, do not modify
//+++++++++++++++++++++++++++++
//keyboard controlled temporary variables (in some versions exists in the config file). 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
//x=generic timer in range 0..1, period of 16777216 ms (4.6 hours), w=frame time elapsed (in seconds)
float4        Timer;
//x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY
float4        ScreenSize;
//changes in range 0..1, 0 means that night time, 1 - day time
float        ENightDayFactor;
//enb version of bloom applied, ignored if original post processing used
float        EBloomAmount;



texture2D texs0;//color
texture2D texs1;//bloom skyrim
texture2D texs2;//adaptation skyrim
texture2D texs3;//bloom enb
texture2D texs4;//adaptation enb
texture2D texs7;//palette 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;
};

sampler2D _s7 = sampler_state
{
        Texture   = <texs7>;
        MinFilter = LINEAR;
        MagFilter = LINEAR;
        MipFilter = NONE;
        AddressU  = Clamp;
        AddressV  = Clamp;
        SRGBTexture=FALSE;
        MaxMipLevel=0;
        MipMapLodBias=0;
};

struct VS_OUTPUT_POST
{
        float4 vpos  : POSITION;
        float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
        float3 pos  : POSITION;
        float2 txcoord0 : TEXCOORD0;
};



//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN)
{
        VS_OUTPUT_POST OUT;

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

        OUT.txcoord0.xy=IN.txcoord0.xy;

        return OUT;
}


//skyrim shader specific externals, do not modify
float4        _c1 : register(c1);
float4        _c2 : register(c2);
float4        _c3 : register(c3);
float4        _c4 : register(c4);
float4        _c5 : register(c5);

float4 PS_D6EC7DD1(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
        float4 _oC0=0.0; //output

        float4 _c6=float4(0, 0, 0, 0);
        float4 _c7=float4(0.212500006, 0.715399981, 0.0720999986, 1.0);

        float4 r0;
        float4 r1;
        float4 r2;
        float4 r3;
        float4 r4;
        float4 r5;
        float4 r6;
        float4 r7;
        float4 r8;
        float4 r9;
        float4 r10;
        float4 r11;


        float4 _v0=0.0;

        _v0.xy=IN.txcoord0.xy;
        r1=tex2D(_s0, _v0.xy); //color

        r11=r1; //my bypass
        _oC0.xyz=r1.xyz; //for future use without game color corrections

#ifdef APPLYGAMECOLORCORRECTION
        //apply original
    r0.x=1.0/_c2.y;
    r1=tex2D(_s2, _v0);
    r0.yz=r1.xy * _c1.y;
    r0.w=1.0/r0.y;
    r0.z=r0.w * r0.z;
    r1=tex2D(_s0, _v0);
    r1.xyz=r1 * _c1.y;
    r0.w=dot(_c7.xyz, r1.xyz);
    r1.w=r0.w * r0.z;
    r0.z=r0.z * r0.w + _c7.w;
    r0.z=1.0/r0.z;
    r0.x=r1.w * r0.x + _c7.w;
    r0.x=r0.x * r1.w;
    r0.x=r0.z * r0.x;
    if (r0.w<0) r0.x=_c6.x;
    r0.z=1.0/r0.w;
    r0.z=r0.z * r0.x;
    r0.x=saturate(-r0.x + _c2.x);
//bloomtweak2
//  r2=tex2D(_s3, _v0);//enb bloom
    r2=tex2D(_s1, _v0);//skyrim bloom
    r2.xyz=r2 * _c1.y;
    r2.xyz=r0.x * r2;
    r1.xyz=r1 * r0.z + r2;
    r0.x=dot(r1.xyz, _c7.xyz);
    r1.w=_c7.w;
    r2=lerp(r0.x, r1, _c3.x);
    r1=r0.x * _c4 - r2;
    r1=_c4.w * r1 + r2;
    r1=_c3.w * r1 - r0.y;
    r0=_c3.z * r1 + r0.y;
    r1=-r0 + _c5;
    _oC0=_c5.w * r1 + r0;

#endif //APPLYGAMECOLORCORRECTION

        float4 color=_oC0;


        //adaptation in time
        float4        Adaptation=tex2D(_s4, 0.5);
        float        grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z);
//        grayadaptation=1.0/grayadaptation;


        float4        xcolorbloom=tex2D(_s3, _v0.xy); //bloom
//        float        maxb=max(xcolorbloom.x, max(xcolorbloom.y, xcolorbloom.z));
//        float        violetamount=maxb/(maxb+EVioletShiftAmountInv);
//        xcolorbloom.xyz=lerp(xcolorbloom.xyz, xcolorbloom.xyz*EVioletShiftColor, violetamount*violetamount);


        //darkening if too bright screen
//        float        srcgray=max(color.x, max(color.y, color.z));
//v1 not good for hdr, scaling required
//        color.xyz=color.xyz-(saturate(EAdaptationDarkeningAmount*grayadaptation) * color.xyz)*(1.0-saturate(srcgray*tempF2.y));
//v2
//        color.xyz=color.xyz-(saturate(EAdaptationDarkeningAmount*grayadaptation) * color.xyz)*(1.0-saturate(srcgray/(srcgray+1.0*tempF2.y)));
//v3
//        color.xyz=color.xyz-(saturate(EAdaptationDarkeningAmount*grayadaptation) * color.xyz)*(1.0/(srcgray*0.7+1.0));//0.7 to modify!!!

/////////////////////////////////////////////////////////////////////////////////////
//bloom tweaks credit goes to dpeasant

xcolorbloom.r*=1.115;//red
xcolorbloom.g*=1.05;//green
xcolorbloom.b*=0.975;//blue

float Saturation=1.75;

float cgray2=dot(xcolorbloom.xyz, 0.333);//luma
float3 poweredcolor2=pow(xcolorbloom.xyz, Saturation);
float newgray2=dot(poweredcolor2.xyz, 0.333);
xcolorbloom.xyz=poweredcolor2.xyz*cgray2/(newgray2+0.0001);

        color.xyz+=xcolorbloom.xyz*EBloomAmount;

//        color.xyz=color.xyz-((EAdaptationDarkeningAmount/(grayadaptation*2.0*tempF1.x+1.0)) * color.xyz)*(1.0/(srcgray*0.7+1.0));//0.7 to modify!!!
//v4
//        color.xyz=color.xyz/(grayadaptation*EAdaptationAmount*tempF1.x+1.0);

//color.xyz=color.xyz+(xcolorbloom.xyz);

color.xyz*=EColorFilter;



#if (POSTPROCESS==1)

        grayadaptation=max(grayadaptation, 0.0);
        grayadaptation=min(grayadaptation, 50.0);
        color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV1+EAdaptationMinV1);//*tempF1.x

        float cgray=dot(color.xyz, float3(0.27, 0.67, 0.06));
        cgray=pow(cgray, EContrastV1);
        float3 poweredcolor=pow(color.xyz, EColorSaturationV1);
        float newgray=dot(poweredcolor.xyz, float3(0.27, 0.67, 0.06));
        color.xyz=poweredcolor.xyz*cgray/(newgray+0.0001);

        float3        luma=color.xyz;
        float        lumamax=300.0;
        color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV1);

#endif



#if (POSTPROCESS==2)
    float newEBrightnessV2=lerp(EBrightnessV2Night, EBrightnessV2Day, ENightDayFactor);
        float newEAdaptationMinV2=lerp(EAdaptationMinV2Night, EAdaptationMinV2Day, ENightDayFactor);
        float newEAdaptationMaxV2=lerp(EAdaptationMaxV2Night, EAdaptationMaxV2Day, ENightDayFactor);
    float newEColorSaturationV2=lerp(EColorSaturationV2Night, EColorSaturationV2Day, ENightDayFactor);
        float newEToneMappingCurveV2=lerp(EToneMappingCurveV2Night, EToneMappingCurveV2Day, ENightDayFactor);
        float newEIntensityContrastV2=lerp(EIntensityContrastV2Night, EIntensityContrastV2Day, ENightDayFactor);
    float newEToneMappingOversaturationV2=lerp(EToneMappingOversaturationV2Night, EToneMappingOversaturationV2Day, ENightDayFactor);
        float newEBrightnessCurveV2=lerp(EBrightnessCurveV2Night, EBrightnessCurveV2Day, ENightDayFactor);
        float newEBrightnessMultiplierV2=lerp(EBrightnessMultiplierV2Night, EBrightnessMultiplierV2Day, ENightDayFactor);
        float newEBrightnessToneMappingCurveV2=lerp(EBrightnessToneMappingCurveV2Night, EBrightnessToneMappingCurveV2Day, ENightDayFactor);
       
        grayadaptation=max(grayadaptation, 0.0);
        grayadaptation=min(grayadaptation, 50.0);
        color.xyz=color.xyz/(grayadaptation*newEAdaptationMaxV2+newEAdaptationMinV2);//*tempF1.x

        color.xyz*=newEBrightnessV2;
        color.xyz+=0.000001;
        float3 xncol=normalize(color.xyz);
        float3 scl=color.xyz/xncol.xyz;
        scl=pow(scl, newEIntensityContrastV2);
        xncol.xyz=pow(xncol.xyz, newEColorSaturationV2);
        color.xyz=scl*xncol.xyz;

        float        lumamax=newEToneMappingOversaturationV2;
        color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + newEToneMappingCurveV2);
       
    float Y = dot(color.xyz, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B;
        float U = dot(color.xyz, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B;
        float V = dot(color.xyz, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B;
        Y=pow(Y, newEBrightnessCurveV2);
        Y=Y*newEBrightnessMultiplierV2;
        Y=Y/(Y+newEBrightnessToneMappingCurveV2);
        float        desaturatefact=saturate(Y*Y*Y*1.7);
        U=lerp(U, 0.0, desaturatefact);
        V=lerp(V, 0.0, desaturatefact);
        color.xyz=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;

        //color.xyz=max(color.xyz, 0.0);
        //color.xyz=color.xyz/(color.xyz+newEBrightnessToneMappingCurveV2);

#endif


#if (POSTPROCESS==3)

        grayadaptation=max(grayadaptation, 0.0);
        grayadaptation=min(grayadaptation, 50.0);
        color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV3+EAdaptationMinV3);//*tempF1.x

        float        lumamax=EToneMappingOversaturationV3;
        color.xyz=(color.xyz * (1.0 + color.xyz/lumamax))/(color.xyz + EToneMappingCurveV3);

#endif

//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz=tex2D(_s0, _v0.xy) + xcolorbloom.xyz*float3(0.7, 0.6, 1.0)*0.5;
//color.xyz*=0.7;


#if (POSTPROCESS==4)

        grayadaptation=max(grayadaptation, 0.0);
        grayadaptation=min(grayadaptation, 50.0);
        color.xyz=color.xyz/(grayadaptation*EAdaptationMaxV4+EAdaptationMinV4);

        float Y = dot(color.xyz, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B;
        float U = dot(color.xyz, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B;
        float V = dot(color.xyz, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B;
        Y=pow(Y, EBrightnessCurveV4);
        Y=Y*EBrightnessMultiplierV4;
//        Y=Y/(Y+EBrightnessToneMappingCurveV4);
//        float        desaturatefact=saturate(Y*Y*Y*1.7);
//        U=lerp(U, 0.0, desaturatefact);
//        V=lerp(V, 0.0, desaturatefact);
        color.xyz=V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y;

        color.xyz=max(color.xyz, 0.0);
        color.xyz=color.xyz/(color.xyz+EBrightnessToneMappingCurveV4);


#endif

//dp3

float Contrast = 0.0;
color.xyz = saturate(color.xyz);
color.xyz = lerp(color.xyz, 0.5 * (1 + sin((color.xyz - 0.5)*3.1415926)), Contrast);
       
//pallete texture (0.082+ version feature)
#ifdef E_CC_PALETTE
        color.rgb=saturate(color.rgb);
        float3        brightness=Adaptation.xyz;//tex2D(_s4, 0.5);//adaptation luminance
//        brightness=saturate(brightness);//old version from ldr games
        brightness=(brightness/(brightness+1.0));//new version
        brightness=max(brightness.x, max(brightness.y, brightness.z));//new version
        float3        palette;
        float4        uvsrc=0.0;
        uvsrc.y=brightness.r;
        uvsrc.x=color.r;
        palette.r=tex2Dlod(_s7, uvsrc).r;
        uvsrc.x=color.g;
        uvsrc.y=brightness.g;
        palette.g=tex2Dlod(_s7, uvsrc).g;
        uvsrc.x=color.b;
        uvsrc.y=brightness.b;
        palette.b=tex2Dlod(_s7, uvsrc).b;
        color.rgb=palette.rgb;
#endif //E_CC_PALETTE


/*
//temporary testing
color.xyz=tex2D(_s0, _v0.xy);
//color.xyz=xcolorbloom.xyz*tempF1.x;
//color.xyz=pow(color.xyz, 0.5);
color.xyz+=(xcolorbloom.xyz-color.xyz)*tempF1.y;
//color.xyz=xcolorbloom.xyz*tempF1.y;
color.xyz=color.xyz*tempF1.x;
//color.xyz=color.xyz/(color.xyz +1.0*tempF1.z);
color.xyz=(color.xyz * (1.0 + color.xyz/40))/(color.xyz + EToneMappingCurveV3);
        Adaptation=tex2D(_s4, 0.5);
        grayadaptation=max(max(Adaptation.x, Adaptation.y), Adaptation.z);
        grayadaptation=max(grayadaptation, 0.0);
        grayadaptation=min(grayadaptation, 50.0);
//        color.xyz=Adaptation*2;//*tempF1.x

//color.xyz=tex2D(_s0, _v0.xy)*1.3;
*/

//        color.xyz=tex2D(_s0, _v0.xy)*pow(tempF1.x,4);
//        color.xyz=max(xcolorbloom.xyz, tex2D(_s0, _v0.xy).xyz)*pow(tempF1.x,4)*0.7;

        _oC0.w=1.0;
        _oC0.xyz=color.xyz;
        return _oC0;
}



//switch between vanilla and mine post processing
#ifndef ENB_FLIPTECHNIQUE
technique Shader_D6EC7DD1
#else
technique Shader_ORIGINALPOSTPROCESS
#endif
{
        pass p0
        {
                VertexShader  = compile vs_3_0 VS_Quad();
                PixelShader  = compile ps_3_0 PS_D6EC7DD1();

                ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
                ZEnable=FALSE;
                ZWriteEnable=FALSE;
                CullMode=NONE;
                AlphaTestEnable=FALSE;
                AlphaBlendEnable=FALSE;
                SRGBWRITEENABLE=FALSE;
        }
}



//original shader of post processing
#ifndef ENB_FLIPTECHNIQUE
technique Shader_ORIGINALPOSTPROCESS
#else
technique Shader_D6EC7DD1
#endif
{
        pass p0
        {
                VertexShader  = compile vs_3_0 VS_Quad();
                PixelShader=
        asm
        {
// Parameters:
//   sampler2D Avg;
//   sampler2D Blend;
//   float4 Cinematic;
//   float4 ColorRange;
//   float4 Fade;
//   sampler2D Image;
//   float4 Param;
//   float4 Tint;
// Registers:
//   Name         Reg   Size
//   ------------ ----- ----
//   ColorRange   c1       1
//   Param        c2       1
//   Cinematic    c3       1
//   Tint         c4       1
//   Fade         c5       1
//   Image        s0       1
//   Blend        s1       1
//   Avg          s2       1
//s0 bloom result
//s1 color
//s2 is average color

    ps_3_0
    def c6, 0, 0, 0, 0
    //was c0 originally
    def c7, 0.212500006, 0.715399981, 0.0720999986, 1
    dcl_texcoord v0.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    rcp r0.x, c2.y
    texld r1, v0, s2
    mul r0.yz, r1.xxyw, c1.y
    rcp r0.w, r0.y
    mul r0.z, r0.w, r0.z
    texld r1, v0, s1
    mul r1.xyz, r1, c1.y
    dp3 r0.w, c7, r1
    mul r1.w, r0.w, r0.z
    mad r0.z, r0.z, r0.w, c7.w
    rcp r0.z, r0.z
    mad r0.x, r1.w, r0.x, c7.w
    mul r0.x, r0.x, r1.w
    mul r0.x, r0.z, r0.x
    cmp r0.x, -r0.w, c6.x, r0.x
    rcp r0.z, r0.w
    mul r0.z, r0.z, r0.x
    add_sat r0.x, -r0.x, c2.x
    texld r2, v0, s0
    mul r2.xyz, r2, c1.y
    mul r2.xyz, r0.x, r2
    mad r1.xyz, r1, r0.z, r2
    dp3 r0.x, r1, c7
    mov r1.w, c7.w
    lrp r2, c3.x, r1, r0.x
    mad r1, r0.x, c4, -r2
    mad r1, c4.w, r1, r2
    mad r1, c3.w, r1, -r0.y
    mad r0, c3.z, r1, r0.y
    add r1, -r0, c5
    mad oC0, c5.w, r1, r0
        };
                ColorWriteEnable=ALPHA|RED|GREEN|BLUE;
                ZEnable=FALSE;
                ZWriteEnable=FALSE;
                CullMode=NONE;
                AlphaTestEnable=FALSE;
                AlphaBlendEnable=FALSE;
                SRGBWRITEENABLE=FALSE;
    }
}

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 楼主| 发表于 2018-11-27 15:41:52 | 显示全部楼层
enbseries.ini的内容:


[EFFECT]
UseOriginalPostProcessing=false
UseOriginalObjectsProcessing=false
EnableBloom=true
EnableAdaptation=true
EnableAmbientOcclusion=true
EnableDepthOfField=true
EnableDetailedShadow=true
EnableSunRays=true
EnableSkyLighting=false
EnableReflection=true
EnableImageBasedLighting=true
EnableLens=false
EnableSunGlare=true
EnableSoftParticles=true
EnableParticleLights=true
EnableSubSurfaceScattering=true
EnableWater=true
EnableUnderwater=true
EnableCloudShadows=false
EnableVolumetricRays=true
EnableProceduralSun=true
EnableMist=true

[BLOOM]
Quality=1
AmountDay=0.2
AmountNight=0.2
BlueShiftAmountDay=0.0
BlueShiftAmountNight=0.0
ContrastDay=0.71
ContrastNight=0.71
AmountInterior=5.55
ContrastInterior=1.0
BlueShiftAmountInterior=1.0
AmountInteriorDay=0.3
AmountInteriorNight=3.3
ContrastInteriorDay=1.0
ContrastInteriorNight=0.7
BlueShiftAmountInteriorDay=0.0
BlueShiftAmountInteriorNight=0.0
AmountSunrise=0.14
AmountSunset=0.14
ContrastSunrise=1.0
ContrastSunset=1.0
BlueShiftAmountSunrise=0.0
BlueShiftAmountSunset=0.0
IgnoreWeatherSystem=false

[CAMERAFX]
LenzReflectionIntensityDay=0.3
LenzReflectionIntensityNight=0.3
LenzReflectionPowerDay=0.3
LenzReflectionPowerNight=0.3
LenzReflectionIntensityInterior=1.0
LenzReflectionPowerInterior=2.0
LenzReflectionIntensityInteriorDay=0.8
LenzReflectionIntensityInteriorNight=0.8
LenzReflectionPowerInteriorDay=2.0
LenzReflectionPowerInteriorNight=2.0
LenzReflectionIntensitySunrise=1.0
LenzReflectionIntensitySunset=1.0
LenzReflectionPowerSunrise=2.0
LenzReflectionPowerSunset=2.0

[SSAO_SSIL]
UseIndirectLighting=true
UseComplexIndirectLighting=true
SamplingQuality=1
SamplingRange=0.23
FadeFogRangeDay=5.0
FadeFogRangeNight=5.0
SizeScale=0.5
SourceTexturesScale=1.0
FilterQuality=1
AOAmount=0.2
ILAmount=3.23
FadeFogRangeInterior=35.0
FadeFogRangeInteriorDay=35.0
FadeFogRangeInteriorNight=35.0
AOAmountInterior=3.33
ILAmountInterior=1.5
AOIntensity=0.3
AOIntensityInterior=0.3
AOType=1
AOMixingType=1
AOMixingTypeInterior=1
UseComplexAmbientOcclusion=true
SamplingPrecision=0
FilterType=4
FadeFogRange=1.0
UseAmbientIndirectLighting=false
UseOldType=false
EnableDenoiser=true
EnableSupersampling=false
ILType=0
EnableComplexFilter=false

[NIGHTDAY]
DetectorDefaultDay=false
DetectorLevelDay=0.65
DetectorLevelNight=0.25
DetectorLevelCurve=2.0
DetectorOldVersion=false

[ADAPTATION]
ForceMinMaxValues=true
AdaptationSensitivity=0.0
AdaptationTime=0.2
AdaptationMin=0.7
AdaptationMax=1.0

[ENVIRONMENT]
DirectLightingIntensityDay=0.3
DirectLightingIntensityNight=8.5
DirectLightingCurveDay=0.5
DirectLightingCurveNight=1.4
DirectLightingDesaturationDay=1.0
DirectLightingDesaturationNight=1.0

SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierNight=1.0
SpecularPowerMultiplierDay=0.5
SpecularPowerMultiplierNight=0.5
SpecularFromLightDay=0.3
SpecularFromLightNight=0.3

AmbientLightingIntensityDay=5
AmbientLightingIntensityNight=12
AmbientLightingCurveDay=0.05
AmbientLightingCurveNight=0.001
AmbientLightingDesaturationDay=0.5
AmbientLightingDesaturationNight=1.5
AmbientLightingIntensityInteriorDay=9
AmbientLightingIntensityInteriorNight=6
AmbientLightingCurveInteriorDay=0.01
AmbientLightingCurveInteriorNight=0.01
AmbientLightingDesaturationInteriorDay=0.5
AmbientLightingDesaturationInteriorNight=0.5


PointLightingIntensityDay=0.5
PointLightingIntensityNight=1.3
PointLightingCurveDay=1.5
PointLightingCurveNight=1.5
PointLightingDesaturationDay=0.11
PointLightingDesaturationNight=0.0

PointLightingIntensityInterior=1.6
PointLightingCurveInterior=1.5
PointLightingDesaturationInterior=0.45
PointLightingIntensityInteriorDay=0.7
PointLightingIntensityInteriorNight=0.5
PointLightingCurveInteriorDay=1.5
PointLightingCurveInteriorNight=1.5
PointLightingDesaturationInteriorDay=0.0
PointLightingDesaturationInteriorNight=0.0

FogColorMultiplierDay=0.33
FogColorMultiplierNight=0.03
FogColorCurveDay=0.0
FogColorCurveNight=0.0


ColorPowDay=1.0
ColorPowNight=1.0

DirectLightingIntensityInterior=1.9
DirectLightingCurveInterior=0.5
DirectLightingDesaturationInterior=1.5
SpecularAmountMultiplierInterior=1.15
SpecularPowerMultiplierInterior=1.2
SpecularFromLightInterior=0.2
AmbientLightingIntensityInterior=10.2
AmbientLightingCurveInterior=0.2
AmbientLightingDesaturationInterior=0.5

FogColorMultiplierInterior=0.4
FogColorCurveInterior=1.1
ColorPowInterior=1.15
DirectLightingIntensityInteriorDay=0.1
DirectLightingIntensityInteriorNight=0.1
DirectLightingCurveInteriorDay=1.0
DirectLightingCurveInteriorNight=1.8
DirectLightingDesaturationInteriorDay=1.0
DirectLightingDesaturationInteriorNight=1.0
SpecularAmountMultiplierInteriorDay=4.0
SpecularAmountMultiplierInteriorNight=4.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SpecularFromLightInteriorDay=0.25
SpecularFromLightInteriorNight=0.25


FogColorMultiplierInteriorDay=0.0
FogColorMultiplierInteriorNight=0.0
FogColorCurveInteriorDay=0.0
FogColorCurveInteriorNight=0.0
ColorPowInteriorDay=1.0
ColorPowInteriorNight=1.15
DirectLightingIntensitySunrise=1.88
DirectLightingIntensitySunset=1.88
DirectLightingCurveSunrise=1.0
DirectLightingCurveSunset=1.0
DirectLightingDesaturationSunrise=0.0
DirectLightingDesaturationSunset=0.0
SpecularAmountMultiplierSunrise=4.0
SpecularAmountMultiplierSunset=4.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierSunset=1.0
SpecularFromLightSunrise=0.0
SpecularFromLightSunset=0.0
AmbientLightingIntensitySunrise=1.5
AmbientLightingIntensitySunset=1.5
AmbientLightingCurveSunrise=0.1
AmbientLightingCurveSunset=0.1
AmbientLightingDesaturationSunrise=1.0
AmbientLightingDesaturationSunset=0.0
PointLightingIntensitySunrise=0.5
PointLightingIntensitySunset=0.5
PointLightingCurveSunrise=1.1
PointLightingCurveSunset=1.25
PointLightingDesaturationSunrise=0.11
PointLightingDesaturationSunset=0.0
FogColorMultiplierSunrise=0.22
FogColorMultiplierSunset=0.22
FogColorCurveSunrise=0.0
FogColorCurveSunset=0.0
ColorPowSunrise=1.0
ColorPowSunset=1.0
AmbientColorFilterAmountSunrise=1.0
AmbientColorFilterAmountDay=1.0
AmbientColorFilterAmountSunset=1.0
AmbientColorFilterAmountNight=5.0
AmbientColorFilterAmountInteriorDay=3.0
AmbientColorFilterAmountInteriorNight=3.0
AmbientColorFilterTopSunrise=0.565, 0.565, 0.565
AmbientColorFilterTopDay=0.871, 0.871, 0.871
AmbientColorFilterTopSunset=0.565, 0.565, 0.565
AmbientColorFilterTopNight=0.133, 0.133, 0.133
AmbientColorFilterTopInteriorDay=0.173, 0.173, 0.173
AmbientColorFilterTopInteriorNight=0.129, 0.129, 0.129
AmbientColorFilterMiddleSunrise=0.388, 0.388, 0.388
AmbientColorFilterMiddleDay=0.478, 0.478, 0.478
AmbientColorFilterMiddleSunset=0.388, 0.388, 0.388
AmbientColorFilterMiddleNight=0.173, 0.173, 0.173
AmbientColorFilterMiddleInteriorDay=0.298, 0.306, 0.322
AmbientColorFilterMiddleInteriorNight=0.216, 0.216, 0.216
AmbientColorFilterBottomSunrise=0.565, 0.565, 0.565
AmbientColorFilterBottomDay=0.871, 0.871, 0.871
AmbientColorFilterBottomSunset=0.565, 0.565, 0.565
AmbientColorFilterBottomNight=0.0863, 0.0863, 0.0863
AmbientColorFilterBottomInteriorDay=0.173, 0.173, 0.173
AmbientColorFilterBottomInteriorNight=0.0431, 0.0431, 0.0431
ParticleLightsIntensitySunrise=0.0
ParticleLightsIntensityDay=0.0
ParticleLightsIntensitySunset=0.0
ParticleLightsIntensityNight=5.0
ParticleLightsIntensityInteriorDay=4.0
ParticleLightsIntensityInteriorNight=4.0
IgnoreWeatherSystem=false


[SKY]
Enable=true

StarsIntensity=1.6
StarsCurve=1.25

AuroraBorealisIntensity=1.5
AuroraBorealisCurve=1.9

CloudsIntensityDay=2.55
CloudsIntensityNight=0.77
CloudsCurveDay=1.0
CloudsCurveNight=1.5
CloudsDesaturationDay=0.0
CloudsDesaturationNight=0.0

GradientIntensity=0.7
GradientDesaturation=0.35

GradientTopIntensityDay=2.0
GradientTopIntensityNight=0.5
GradientTopCurveDay=1.0
GradientTopCurveNight=1.4

GradientMiddleIntensityDay=2.22
GradientMiddleIntensityNight=0.5
GradientMiddleCurveDay=1.0
GradientMiddleCurveNight=1.4

GradientHorizonIntensityDay=2.33
GradientHorizonIntensityNight=0.8
GradientHorizonCurveDay=1.0
GradientHorizonCurveNight=1.4

SunIntensity=4.0
SunDesaturation=0.0
SunCoronaIntensity=2.11
SunCoronaCurve=1.0
SunCoronaDesaturation=0.0

MoonIntensity=2.0
MoonCurve=1.2
MoonDesaturation=0.0
GradientIntensityDay=1.33
GradientIntensityNight=3.22
GradientDesaturationDay=0.0
GradientDesaturationNight=0.0
CloudsEdgeClamp=0.1
CloudsEdgeIntensity=6.24
CloudsIntensityInterior=1.0
CloudsCurveInterior=1.0
CloudsDesaturationInterior=0.0
GradientIntensityInterior=1.0
GradientDesaturationInterior=0.0
GradientTopIntensityInterior=1.0
GradientTopCurveInterior=1.0
GradientMiddleIntensityInterior=1.0
GradientMiddleCurveInterior=1.0
GradientHorizonIntensityInterior=1.0
GradientHorizonCurveInterior=1.0
DisableWrongSkyMath=true
CloudsIntensityInteriorDay=1.0
CloudsIntensityInteriorNight=1.0
CloudsCurveInteriorDay=1.0
CloudsCurveInteriorNight=1.0
CloudsDesaturationInteriorDay=0.0
CloudsDesaturationInteriorNight=0.0
GradientIntensityInteriorDay=1.0
GradientIntensityInteriorNight=1.0
GradientDesaturationInteriorDay=0.0
GradientDesaturationInteriorNight=0.0
GradientTopIntensityInteriorDay=3.0
GradientTopIntensityInteriorNight=1.0
GradientTopCurveInteriorDay=3.0
GradientTopCurveInteriorNight=1.0
GradientMiddleIntensityInteriorDay=2.0
GradientMiddleIntensityInteriorNight=1.0
GradientMiddleCurveInteriorDay=2.0
GradientMiddleCurveInteriorNight=1.0
GradientHorizonIntensityInteriorDay=1.0
GradientHorizonIntensityInteriorNight=1.0
GradientHorizonCurveInteriorDay=1.0
GradientHorizonCurveInteriorNight=1.0
CloudsIntensitySunrise=1.77
CloudsIntensitySunset=1.11
CloudsCurveSunrise=1.5
CloudsCurveSunset=1.55
CloudsDesaturationSunrise=0.0
CloudsDesaturationSunset=0.0
GradientIntensitySunrise=2.56
GradientIntensitySunset=0.95
GradientDesaturationSunrise=0.0
GradientDesaturationSunset=0.0
GradientTopIntensitySunrise=3.21
GradientTopIntensitySunset=2.22
GradientTopCurveSunrise=1.0
GradientTopCurveSunset=1.0
GradientMiddleIntensitySunrise=1.44
GradientMiddleIntensitySunset=1.44
GradientMiddleCurveSunrise=1.0
GradientMiddleCurveSunset=1.0
GradientHorizonIntensitySunrise=2.77
GradientHorizonIntensitySunset=1.22
GradientHorizonCurveSunrise=1.0
GradientHorizonCurveSunset=1.0
SunIntensitySunrise=3.0
SunIntensityDay=2.0
SunIntensitySunset=3.0
SunIntensityNight=2.0
SunIntensityInteriorDay=1.0
SunIntensityInteriorNight=1.0
SunDesaturationSunrise=0.0
SunDesaturationDay=0.0
SunDesaturationSunset=0.0
SunDesaturationNight=0.0
SunDesaturationInteriorDay=0.0
SunDesaturationInteriorNight=0.0
MoonIntensitySunrise=1.0
MoonIntensityDay=1.0
MoonIntensitySunset=1.0
MoonIntensityNight=16.48
MoonIntensityInteriorDay=1.0
MoonIntensityInteriorNight=1.0
MoonCurveSunrise=1.0
MoonCurveDay=1.0
MoonCurveSunset=1.0
MoonCurveNight=2.0
MoonCurveInteriorDay=1.0
MoonCurveInteriorNight=1.0
MoonDesaturationSunrise=0.0
MoonDesaturationDay=0.0
MoonDesaturationSunset=0.0
MoonDesaturationNight=0.0
MoonDesaturationInteriorDay=0.0
MoonDesaturationInteriorNight=0.0
SunColorFilterSunrise=1, 1, 0.651
SunColorFilterDay=1, 1, 1
SunColorFilterSunset=1, 0.745, 0.435
SunColorFilterNight=1, 0.784, 0.608
SunColorFilterInteriorDay=1, 1, 1
SunColorFilterInteriorNight=1, 1, 1
SunGlowIntensitySunrise=1.0
SunGlowIntensityDay=1.0
SunGlowIntensitySunset=1.0
SunGlowIntensityNight=0.0
SunGlowIntensityInteriorDay=0.0
SunGlowIntensityInteriorNight=0.0
SunGlowHazinessSunrise=0.0
SunGlowHazinessDay=0.05
SunGlowHazinessSunset=0.0
SunGlowHazinessNight=0.0
SunGlowHazinessInteriorDay=0.0
SunGlowHazinessInteriorNight=0.0
CloudsOpacitySunrise=1.0
CloudsOpacityDay=1.0
CloudsOpacitySunset=1.0
CloudsOpacityNight=1.0
CloudsOpacityInteriorDay=1.0
CloudsOpacityInteriorNight=1.0
CloudsEdgeFadeRange=0.96
CloudsEdgeMoonMultiplier=3.99
IgnoreWeatherSystem=false

[OBJECT]
SubSurfaceScatteringMultiplierDay=0.2
SubSurfaceScatteringMultiplierNight=0.0
SubSurfaceScatteringPowerDay=3.18
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringMultiplierInterior=8.0
SubSurfaceScatteringPowerInterior=1.8
SubSurfaceScatteringMultiplierInteriorDay=1.0
SubSurfaceScatteringMultiplierInteriorNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SubSurfaceScatteringMultiplierSunrise=0.11
SubSurfaceScatteringMultiplierSunset=0.11
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerSunset=3.0
IgnoreWeatherSystem=false

[LIGHTSPRITE]
IntensityDay=1.0
IntensityNight=2.0
CurveDay=1.0
CurveNight=1.0
IntensityInterior=1.0
CurveInterior=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=0.7
CurveInteriorDay=1.0
CurveInteriorNight=1.9
IntensitySunrise=1.0
IntensitySunset=1.0
CurveSunrise=1.0
CurveSunset=1.0
IgnoreWeatherSystem=true

[WINDOWLIGHT]
Intensity=0.1
Curve=3
IntensityDay=1.0
IntensityNight=3.37
IntensityInteriorDay=3.11
IntensityInteriorNight=0.0
CurveDay=1.0
CurveNight=0.5
CurveInteriorDay=1.0
CurveInteriorNight=1.0
IntensitySunrise=1.0
IntensitySunset=1.0
CurveSunrise=1.0
CurveSunset=1.0
IgnoreWeatherSystem=false

[VOLUMETRICFOG]
IntensityDay=1.44
IntensityNight=0.4
CurveDay=1.0
CurveNight=1.0
IntensityInterior=0.2
CurveInterior=1.2
IntensityInteriorDay=0.5
IntensityInteriorNight=0.5
CurveInteriorDay=1.0
CurveInteriorNight=1.0
LightingInfluenceDay=0.5
LightingInfluenceNight=1.0
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
IntensitySunrise=1.0
IntensitySunset=1.0
CurveSunrise=1.0
CurveSunset=1.0
LightingInfluenceSunrise=0.5
LightingInfluenceSunset=0.5
EnableShadows=true
IgnoreWeatherSystem=false

[FIRE]
IntensityDay=2.0
IntensityNight=5.0
CurveDay=1.0
CurveNight=1.5
IntensityInterior=2.0
CurveInterior=2.1
IntensityInteriorDay=5.0
IntensityInteriorNight=5.0
CurveInteriorDay=1.46
CurveInteriorNight=1.46
IntensitySunrise=3.0
IntensitySunset=3.0
CurveSunrise=1.22
CurveSunset=1.22
AdditiveBlending=true
IgnoreWeatherSystem=true

[COLORCORRECTION]
UsePaletteTexture=true
Brightness=1.05
GammaCurve=1.35
UseProceduralCorrection=true

[SHADOW]
ShadowCastersFix=true
ShadowQualityFix=true
DetailedShadowQuality=-1
UseBilateralShadowFilter=true
UseShadowFilter=true
ShadowObjectsFix=true
ShadowFilterQuality=0
ShadowBlurRange=8.0
ShadowBlurRangeInterior=8.0
IgnoreWeatherSystem=false

[DEPTHOFFIELD]
FadeTime=0.2
Quality=1
IgnoreWeatherSystem=false

[RAYS]
SunRaysMultiplier=0.5
SunRaysMultiplierSunrise=0.5
SunRaysMultiplierDay=0.33
SunRaysMultiplierSunset=0.5
SunRaysMultiplierNight=0.4
SunRaysMultiplierInteriorDay=0.4
SunRaysMultiplierInteriorNight=0.4
IgnoreWeatherSystem=false

[SKYLIGHTING]
FilterQuality=0
AmbientMinLevel=4.0
Quality=1
AmbientMinLevelSunrise=2.55
AmbientMinLevelDay=2.53
AmbientMinLevelSunset=2.55
AmbientMinLevelNight=2.52
AmbientMinLevelInteriorDay=2.5
AmbientMinLevelInteriorNight=2.5
IgnoreWeatherSystem=false

[ANTIALIASING]
EnableEdgeAA=true
EnableTemporalAA=false

[PARTICLE]
IntensityDay=1.22
IntensityNight=0.24
IntensityInteriorDay=1.0
IntensityInteriorNight=0.9
LightingInfluenceDay=1.0
LightingInfluenceNight=0.53
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
IntensitySunrise=1.0
IntensitySunset=1.0
LightingInfluenceSunrise=1.0
LightingInfluenceSunset=1.33
IgnoreWeatherSystem=true

[REFLECTION]
Quality=1
FilterQuality=1
FilterBluriness=1.0
SizeScale=1.0
SourceTexturesScale=0.1
Amount=0.5
Power=2.0
GlosinessMin=0.0
GlosinessMax=1.0
EnableDenoiser=true
DenoiserType=4
EnableSupersampling=true
ExteriorEnable=false
InteriorEnable=true
IgnoreWeatherSystem=false

[VEGETATION]
SubSurfaceScatteringMultiplierDay=0.44
SubSurfaceScatteringMultiplierNight=0.08
SubSurfaceScatteringMultiplierInteriorDay=0.0
SubSurfaceScatteringMultiplierInteriorNight=0.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
SubSurfaceScatteringMultiplierSunrise=0.33
SubSurfaceScatteringMultiplierSunset=0.22
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerSunset=1.0
IgnoreWeatherSystem=true

[IMAGEBASEDLIGHTING]
AdditiveAmountDay=0.07
AdditiveAmountNight=0.39
MultiplicativeAmountDay=0.0
MultiplicativeAmountNight=0.0
ReflectiveAmountDay=0.44
ReflectiveAmountNight=0.33
AdditiveAmountSunrise=0.1
AdditiveAmountSunset=0.1
AdditiveAmountInteriorDay=0.05
AdditiveAmountInteriorNight=0.06
MultiplicativeAmountSunrise=0.0
MultiplicativeAmountSunset=0.0
MultiplicativeAmountInteriorDay=0.08
MultiplicativeAmountInteriorNight=0.08
ReflectiveAmountSunrise=0.55
ReflectiveAmountSunset=0.55
ReflectiveAmountInteriorDay=0.55
ReflectiveAmountInteriorNight=0.55
IgnoreWeatherSystem=false

[RAIN]
Enable=true
EnableAntialiasing=true
EnableSupersampling=false
MotionStretch=0.94
MotionTransparency=0.87
IgnoreWeatherSystem=false

[TIMEOFDAY]
Enable=true
DawnDuration=2.5
SunriseTime=7.5
DayTime=13.0
SunsetTime=17.5
DuskDuration=2.0
NightTime=1.0

[WEATHER]
EnableMultipleWeathers=true

[LENS]
ReflectionIntensitySunrise=0.02
ReflectionIntensityDay=0.02
ReflectionIntensitySunset=0.02
ReflectionIntensityNight=0.02
ReflectionIntensityInteriorDay=0.04
ReflectionIntensityInteriorNight=0.04
ReflectionPowerSunrise=0.55
ReflectionPowerDay=0.55
ReflectionPowerSunset=0.55
ReflectionPowerNight=0.55
ReflectionPowerInteriorDay=0.55
ReflectionPowerInteriorNight=0.55
DirtIntensitySunrise=0.55
DirtIntensityDay=0.55
DirtIntensitySunset=0.55
DirtIntensityNight=0.55
DirtIntensityInteriorDay=1.0
DirtIntensityInteriorNight=1.0
DirtPowerSunrise=0.55
DirtPowerDay=0.55
DirtPowerSunset=0.55
DirtPowerNight=0.55
DirtPowerInteriorDay=0.55
DirtPowerInteriorNight=0.55
IgnoreWeatherSystem=true

[EYES]
SubSurfaceScatteringMultiplierSunrise=0.2
SubSurfaceScatteringMultiplierDay=0.32
SubSurfaceScatteringMultiplierSunset=0.2
SubSurfaceScatteringMultiplierNight=0.26
SubSurfaceScatteringMultiplierInteriorDay=0.33
SubSurfaceScatteringMultiplierInteriorNight=0.22
SubSurfaceScatteringPowerSunrise=1.0
SubSurfaceScatteringPowerDay=1.0
SubSurfaceScatteringPowerSunset=1.0
SubSurfaceScatteringPowerNight=1.0
SubSurfaceScatteringPowerInteriorDay=1.0
SubSurfaceScatteringPowerInteriorNight=1.0
IgnoreWeatherSystem=true

[SUBSURFACESCATTERING]
Quality=0
Radius=6.0
Amount=0.31
EpidermalAmount=2.85
SubdermalAmount=4.11
EpidermalDiffuseSaturation=-1.0
SubdermalDiffuseSaturation=-0.81
EpidermalMix=0.8
SubdermalMix=0.73
SubdermalTranslucency=0.43
SubdermalPhase=1.0
IgnoreWeatherSystem=true

[WATER]
EnableDispersion=true
EnableCaustics=true
EnableParallax=true
ReflectionAmount=0.89
FrennelMultiplier=3.43
FrennelMin=0.65
FrennelMax=0.73
DispersionAmount=1.0
CausticsAmount=2.48
EnableShadow=true
EnableSelfReflection=true
EnableDisplacement=true
DisplacementQuality=0
EnableLighting=true
SunSpecularMultiplier=0.71
WavesAmplitudeSunrise=0.2
WavesAmplitudeDay=0.2
WavesAmplitudeSunset=0.2
WavesAmplitudeNight=0.2
WavesAmplitudeInteriorDay=0.2
WavesAmplitudeInteriorNight=0.2
SunScatteringMultiplier=5.0
ShadowQuality=0
EnableShadowNoise=true
SunLightingMultiplier=1.0
WetMultiplier=1.0
Muddiness=0.65
EnableVolumetricShadow=true
EnablePreCache=true
DisplacementFilterQuality=0
IgnoreWeatherSystem=false

[UNDERWATER]
EnableDispersion=true
EnableParallax=true
EnableDisplacement=true
EnableSilhouette=true
DispersionAmount=0.64
ReflectionAmount=1.0
EnableBlurring=true
TransparencyFade=3.84
TransparencyCurve=4.4
DeepnessFade=0.54
DeepnessDarkening=0.14
TintAmount=2.4
TintFade=0.4
SunScatteringMultiplier=3.0
EnableReflection=true
EnableShadow=true
ShadowQuality=0
IgnoreWeatherSystem=true

[CLOUDSHADOWS]
EnableAtNight=true
OpacitySunrise=0.84
OpacityDay=0.75
OpacitySunset=0.84
OpacityNight=0.9
OpacityInteriorDay=1.0
OpacityInteriorNight=1.0
IgnoreWeatherSystem=false

[VOLUMETRICRAYS]
Quality=1
IntensitySunrise=0.2
IntensityDay=0.2
IntensitySunset=0.2
IntensityNight=0.2
IntensityInteriorDay=0.2
IntensityInteriorNight=0.2
DensitySunrise=1.0
DensityDay=1.0
DensitySunset=1.0
DensityNight=1.0
DensityInteriorDay=1.0
DensityInteriorNight=1.0
SkyColorAmountSunrise=0.0
SkyColorAmountDay=0.0
SkyColorAmountSunset=0.0
SkyColorAmountNight=0.0
SkyColorAmountInteriorDay=0.5
SkyColorAmountInteriorNight=0.5
IgnoreWeatherSystem=false

[PROCEDURALSUN]
Size=0.84
EdgeSoftness=0.0
GlowIntensitySunrise=0.2
GlowIntensityDay=0.24
GlowIntensitySunset=0.2
GlowIntensityNight=0.3
GlowIntensityInteriorDay=0.4
GlowIntensityInteriorNight=0.4
GlowCurveSunrise=1.0
GlowCurveDay=1.0
GlowCurveSunset=1.0
GlowCurveNight=1.0
GlowCurveInteriorDay=10.0
GlowCurveInteriorNight=10.0
IgnoreWeatherSystem=false

[MIST]
ColorFromEnvironmentFog=0.0
SkyLightingAmountSunrise=1.0
SkyLightingAmountDay=1.0
SkyLightingAmountSunset=1.0
SkyLightingAmountNight=1.0
SkyLightingAmountInteriorDay=1.0
SkyLightingAmountInteriorNight=1.0
SunLightingAmountSunrise=0.3
SunLightingAmountDay=0.1
SunLightingAmountSunset=0.3
SunLightingAmountNight=0.2
SunLightingAmountInteriorDay=0.1
SunLightingAmountInteriorNight=0.1
DesaturationSunrise=1.0
DesaturationDay=1.0
DesaturationSunset=1.0
DesaturationNight=1.0
DesaturationInteriorDay=0.0
DesaturationInteriorNight=0.0
ColorFilterSunrise=0.565, 0.737, 1
ColorFilterDay=1, 1, 1
ColorFilterSunset=0.565, 0.737, 1
ColorFilterNight=0.871, 0.871, 0.871
ColorFilterInteriorDay=1, 1, 1
ColorFilterInteriorNight=1, 1, 1
RelativeToCameraSunrise=0.0
RelativeToCameraDay=0.0
RelativeToCameraSunset=0.0
RelativeToCameraNight=0.0
RelativeToCameraInteriorDay=0.0
RelativeToCameraInteriorNight=0.0
VerticalOffsetSunrise=0.0
VerticalOffsetDay=0.0
VerticalOffsetSunset=0.0
VerticalOffsetNight=0.0
VerticalOffsetInteriorDay=0.0
VerticalOffsetInteriorNight=0.0
DensitySunrise=2.0
DensityDay=2.0
DensitySunset=2.0
DensityNight=2.0
DensityInteriorDay=1.5
DensityInteriorNight=1.5
VerticalFadeSunrise=0.2
VerticalFadeDay=0.1
VerticalFadeSunset=0.2
VerticalFadeNight=0.15
VerticalFadeInteriorDay=0.0
VerticalFadeInteriorNight=0.0
BottomTopSunrise=0.0
BottomTopDay=0.0
BottomTopSunset=0.0
BottomTopNight=0.0
BottomTopInteriorDay=0.0
BottomTopInteriorNight=0.0
ExponentialFadeSunrise=1.0
ExponentialFadeDay=1.0
ExponentialFadeSunset=1.0
ExponentialFadeNight=1.0
ExponentialFadeInteriorDay=1.0
ExponentialFadeInteriorNight=1.0
EnableAnchors=true
IgnoreWeatherSystem=false

[GLOBAL]
UseEffect=true
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 楼主| 发表于 2018-11-27 16:24:24 | 显示全部楼层
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 楼主| 发表于 2018-11-27 18:59:48 | 显示全部楼层
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 楼主| 发表于 2018-11-27 21:57:14 | 显示全部楼层
自顶~~~~~~~
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 楼主| 发表于 2018-11-27 23:52:57 | 显示全部楼层
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 楼主| 发表于 2018-11-28 20:10:57 | 显示全部楼层
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 楼主| 发表于 2018-11-29 17:59:30 | 显示全部楼层
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梦想的开始夜夜.月影红莲天际第六届最强龙裔大赛点评勋章

发表于 2018-11-29 18:55:15 | 显示全部楼层
伪黑边,牺牲画面完整度来营造宽屏效果并不是个好方法。更好的姿势应该是自定义一个超宽的分辨率,并在游戏配置文件作出相应的修改。
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 楼主| 发表于 2018-11-30 12:14:44 | 显示全部楼层
①。②。③。 发表于 2018-11-29 18:55
伪黑边,牺牲画面完整度来营造宽屏效果并不是个好方法。更好的姿势应该是自定义一个超宽的分辨率,并在游戏 ...

具体如何操作呢?第一次听到这种方法
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梦想的开始夜夜.月影红莲天际第六届最强龙裔大赛点评勋章

发表于 2018-11-30 12:41:24 | 显示全部楼层
以标准的1080p屏幕和Nvidia显卡用户为例:打开控制面板(通过鼠标在桌面点击右键打开或者在桌面的开始菜单的控制面板打开)→ 点击左侧的“更改分辨率” → 自定义 → 创建自定义分辨率 → 创建一个宽屏分辨率,比例随意,如想要21:9的长宽比,则可以创建一个1920x820的分辨率,下方的刷新率输入一个屏幕能显示的最高刷新率或者60Hz就好(比如你的屏幕能显示的最大刷新率为120Hz那就在此处输入一个120),之后点击测试,测试成功后就可以保存了(测试不成功的话会黑屏,但不必担心,直接键盘输入“N”即可)。接下来就可以在游戏的配置文件里面做出对应的数值修改了。

如此一来,许多能以宽屏显示的游戏都会在游戏设置里面显示新创建出来的的这个分辨率,但目前大多数游戏都是基于16:9的显示比例开发的,应用超宽屏分辨率后可能出现不同程度的HUD显示问题,不过那又何妨呢?

差点忘记了,添加了自定义分辨率之后得继续修改控制面板处的“显示”的“调整桌面尺寸和位置”,在右边的第一个下拉菜单选择“GPU”,并勾选“覆盖游戏和程序设置的缩放模式”,然后点击应用。

欢迎继续追问~
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 楼主| 发表于 2018-11-30 14:48:54 | 显示全部楼层
①。②。③。 发表于 2018-11-30 12:41
以标准的1080p屏幕和Nvidia显卡用户为例:打开控制面板(通过鼠标在桌面点击右键打开或者在桌面的开始菜单 ...

好迪奥的样子等下班了回家折腾折腾……不过我还是很想知道直接调整ENB的方法,总之拜谢大佬~
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 楼主| 发表于 2018-12-3 16:44:41 | 显示全部楼层
①。②。③。 发表于 2018-11-30 12:41
以标准的1080p屏幕和Nvidia显卡用户为例:打开控制面板(通过鼠标在桌面点击右键打开或者在桌面的开始菜单 ...

enb 2018_12_03 16_37_50_31.jpg
再问您一个也是我捉摸了好久的小问题
如何把夜晚火盆的光照范围调大?
像上图这样,实在有点儿太假了~~
火把、提灯的光照范围都很正常
是不是只调整enbseries的点光源项目没有用、还要其他文件的配合?
感谢大神~~~
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梦想的开始夜夜.月影红莲天际第六届最强龙裔大赛点评勋章

发表于 2018-12-3 20:29:01 | 显示全部楼层
仲苏辽 发表于 2018-12-3 16:44
再问您一个也是我捉摸了好久的小问题
如何把夜晚火盆的光照范围调大?
像上图这样,实在有点儿太假了 ...

1:你可能需要一些光源增强模组(如ELFX:https://www.nexusmods.com/skyrim/mods/27043
2:调整点光源无用,很大程度上和现在ENB的天气配套系统有关系,部分调试ENB的出品人无法全面顾及诸如你所举的火盆的光照范围(因为心大,做了一堆天气系统配套文件后调整不过来)。其次,影响光源的不只是点光源的参数大小,其它的环境项目参数也有一定的关系。你要调整的话那工作量是十分巨大的,所谓牵一发而动全身,很多想调ENB的都在光源设置上面栽了跟头,遂不建议你做出调整。
3:要我说,多换换不同的ENB试试看……
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