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[求助] 使用enb后室内光线太暗的如何调整额??

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发表于 2015-10-2 18:44 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 xhcf 于 2015-10-2 18:46 编辑

如图,我使用的一个叫“113ENB”,目测是113核心的enb,文件只有7个

-------------------------------------以下是酒馆的效果图------------------------------






------------------------------------------------------
那么问题来了,调整effect.txt吗,请问达人,具体的参数是哪个呢

我贴出参数:


//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//http://enbdev.com
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/*
THIS IS HLSL FILE FORMAT FOR EXECUTING ADDITIONAL
POST PROCESSING EFFECTS. MAKE THE COPY BEFORE CHANGING IT!
*/


//enable blurring, useless, disabled at all
//#define EBLURRING

//enable sharpening
//#define ESHARPENING

//if defined, color sharpen, otherwise sharp by gray
#define ESHARPENINGCOLOR

//enable noise in dark areas
//#define ENOISE



float SamplingRange=1.0; //sharpening or blurring range
float SharpeningAmount=2.2;
float ScanLineAmount=0.0;
float ScanLineRepeat=0.0; //0.5, 0.3333, 0.25, 0.125, so on
float NoiseAmount=0.03333;





#define E_SHADER_3_0


//keyboard controled variables
float tempF1;
float tempF2;
float tempF3;
float tempF4;
float tempF5;
float tempF6;
float tempF7;
float tempF8;
float tempF9;
float tempF0;



//global variables, already set before executing this code
float ScreenSize; //width of the display resolution (1920 f.e.)
float ScreenScaleY; //screen proportions (1.333 for 1920/1080)





//textures
texture2D texColor;
texture2D texNoise;

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

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


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;
}






float4 PS_PostProcess(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 res;
float4 coord=0.0;

coord.xy=IN.txcoord.xy;
float4 origcolor;

coord.w=0.0;


origcolor=tex2Dlod(SamplerColor, coord);

// coord.x=IN.txcoord.x-(1.5/ScreenSize);
// float4 lshift=tex2Dlod(SamplerColor, coord);
// coord.x=IN.txcoord.x+(1.5/ScreenSize);
// float4 rshift=tex2Dlod(SamplerColor, coord);


float2 offset[8]=
{
float2(1.0, 1.0),
float2(-1.0, -1.0),
float2(-1.0, 1.0),
float2(1.0, -1.0),

float2(1.41, 0.0),
float2(-1.41, 0.0),
float2(0.0, 1.41),
float2(0.0, -1.41)
};
int i=0;

float4 tcol=origcolor;
float invscreensize=1.0/ScreenSize;
//for (i=0; i<8; i++) //higher quality
for (i=0; i<4; i++)
{
float2 tdir=offset.xy;
coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;
float4 ct=tex2Dlod(SamplerColor, coord);

tcol+=ct;
}
tcol*=0.2; // 1.0/(4+1)
//tcol*=0.111; // 1.0/(8+1)  //higher quality


/*
//not interesting
#ifdef EBLURRING
//blur
res=tcol;
#endif
*/

//sharp
#ifdef ESHARPENING

#ifdef ESHARPENINGCOLOR
//color
res=origcolor*(1.0+((origcolor-tcol)*SharpeningAmount));
#else
//non color
float difffact=dot((origcolor.xyz-tcol.xyz), 0.333);
res=origcolor*(1.0+difffact*SharpeningAmount);
#endif

//less sharpening for bright pixels
float rgray=origcolor.z; //blue fit well
//float rgray=max(origcolor.x, max(origcolor.y, origcolor.z));
rgray=pow(rgray, 3.0);
res=lerp(res, origcolor, saturate(rgray));

#endif




//grain noise
#ifdef ENOISE
float origgray=max(res.x, res.y);//dot(res.xyz, 0.333);
origgray=max(origgray, res.z);
coord.xy=IN.txcoord.xy*16.0 + origgray;
float4 cnoi=tex2Dlod(SamplerNoise, coord);
res=lerp(res, (cnoi.x+0.5)*res, NoiseAmount*saturate(1.0-origgray*0.0));
#endif


res.w=1.0;
return res;
}




//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
technique PostProcess
{
   pass P0
   {

VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader  = compile ps_3_0 PS_PostProcess();

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

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