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- //================= V2.0 ===================//
- // _____ __ //
- // / ___/__ _______________ ____ _/ / //
- // \__ \/ / / / ___/ ___/ _ \/ __ `/ / //
- // ___/ / /_/ / / / / / __/ /_/ / / //
- // /____/\__,_/_/ /_/ \___/\__,_/_/ //
- // //
- //==========================================//
- // Gaussian Bloom by Prod80 //
- // ENBSMAA and Lut Code by kingeric1992 //
- // LumaSharp, Curves and Vibrance by Ceejay //
- // Crop Assistant by Wolrajh //
- // Setup and Tweaked by Adyss //
- //==========================================//
- //==========//
- // Textures //
- //==========//
- Texture2D TextureOriginal; //color R10B10G10A2 32 bit ldr format
- Texture2D TextureColor; //color which is output of previous technique (except when drawed to temporary render target), R10B10G10A2 32 bit ldr format
- Texture2D TextureDepth; //scene depth R32F 32 bit hdr format
- Texture2D RenderTargetRGBA32; //R8G8B8A8 32 bit ldr format
- Texture2D RenderTargetRGBA64; //R16B16G16A16 64 bit ldr format
- Texture2D RenderTargetRGBA64F; //R16B16G16A16F 64 bit hdr format
- Texture2D RenderTargetR16F; //R16F 16 bit hdr format with red channel only
- Texture2D RenderTargetR32F; //R32F 32 bit hdr format with red channel only
- Texture2D RenderTargetRGB32F; //32 bit hdr format without alpha
- // Include Needes Values
- #include "Shaders/ENBcommon.fxh"
- #include "Shaders/Globals.fxh"
- #include "Shaders/ReforgedUI.fxh"
- // UI
- UI_SEPARATOR_CUSTOM ("\xD7 Surreal Post FX V2.0 \xD7")
- UI_WHITESPACE(1)
- #define UI_CATEGORY Sharpening
- UI_SEPARATOR
- UI_FLOAT_EI(LSharpStrength, "Image Sharpness", 0.0, 3.0, 1.0)
- UI_WHITESPACE(3)
- #define UI_CATEGORY Manual
- UI_SEPARATOR_CUSTOM("Manual Color")
- UI_BOOL(ManualColors, "Toggle Manual Edits", true)
- UI_FLOAT_EI(Exposure, "Exposure", -1.0, 1.0, 0.0)
- UI_FLOAT_EI(Contrast, "Contrast", 0.0, 1.0, 0.0)
- UI_FLOAT_EI(PostGamma, "Gamma", 0.0, 2.2, 1.0)
- UI_FLOAT_EI(Vibrance, "Vibrance", -1.0, 1.0, 0.0)
- UI_FLOAT3_DNI(RGBBalance, "RGB Saturation", 1.0, 1.0, 1.0)
- UI_WHITESPACE(4)
- #define UI_CATEGORY Cam
- UI_SEPARATOR_CUSTOM ("Camera Effects")
- #define UI_PREFIX_MODE PREFIX
- UI_BOOL(ENABLE_CROPPREVIEW, "Toggle Letterbox", true)
- UI_FLOAT(Wratio, "Letterbox Size", 0.0, 30.0, 0.1)
- UI_FLOAT(VignetteAmount, "Vignette Scale", 0.0, 1.0, 0.2)
- //===========//
- // Functions //
- //===========//
- #include "Shaders/SMAA/enbsmaa.fx"
- #include "Shaders/Vignette.fxh"
- #include "Shaders/Dither.fxh"
- #include "Shaders/CA.fxh"
- #include "Shaders/FXAA.fxh"
- #include "Shaders/Letterbox.fxh"
- #include "Shaders/ACES.fxh"
- #include "Shaders/TemporalBloom.fxh"
- //===============//
- // Pixel Shaders //
- //===============//
- float4 PS_PostFX(VS_OUTPUT IN) : SV_Target
- {
- float2 coord = IN.txcoord.xy;
- float4 Color = TextureColor.Sample(LinearSampler, coord);
- Color = Vignette(Color, coord);
- return saturate(Color);
- }
- technique11 SMAAFXAA <string RenderTarget= SMAA_STRING(SMAA_EDGE_TEX); string UIName= "SMAA + FXAA";>
- {
- pass Clear
- {
- SetVertexShader(CompileShader(vs_5_0, VS_SMAAClear()));
- SetPixelShader (CompileShader(ps_5_0, PS_SMAAClear()));
- }
- pass EdgeDetection
- {
- SetVertexShader(CompileShader(vs_5_0, VS_SMAAEdgeDetection()));
- SetPixelShader (CompileShader(ps_5_0, PS_SMAAEdgeDetection()));
- }
- }
- technique11 SMAAFXAA1 <string RenderTarget=SMAA_STRING(SMAA_BLEND_TEX);>
- {
- pass Clear
- {
- SetVertexShader(CompileShader(vs_5_0, VS_SMAAClear()));
- SetPixelShader (CompileShader(ps_5_0, PS_SMAAClear()));
- }
- pass BlendingWeightCalculation
- {
- SetVertexShader(CompileShader(vs_5_0, VS_SMAABlendingWeightCalculation()));
- SetPixelShader (CompileShader(ps_5_0, PS_SMAABlendingWeightCalculation()));
- }
- }
- technique11 SMAAFXAA2
- {
- pass NeighborhoodBlending
- {
- SetVertexShader(CompileShader(vs_5_0, VS_SMAANeighborhoodBlending()));
- SetPixelShader (CompileShader(ps_5_0, PS_SMAANeighborhoodBlending()));
- }
- }
- technique11 SMAAFXAA3
- {
- pass p0
- {
- SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
- SetPixelShader (CompileShader(ps_5_0, PS_FXAA()));
- }
- }
- technique11 SMAAFXAA4
- {
- pass p0
- {
- SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
- SetPixelShader (CompileShader(ps_5_0, PS_PostFX()));
- }
- }
- technique11 SMAAFXAA5
- {
- pass p0
- {
- SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
- SetPixelShader (CompileShader(ps_5_0, CA()));
- }
- }
- technique11 SMAAFXAA6
- {
- pass p0
- {
- SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
- SetPixelShader (CompileShader(ps_5_0, PS_TempBloom()));
- }
- }
- technique11 SMAAFXAA7
- {
- pass p0
- {
- SetVertexShader(CompileShader(vs_5_0, VS_Draw()));
- SetPixelShader (CompileShader(ps_5_0, PS_wolCropPreview()));
- }
- }
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