Skyrim Tonemap + Spherical Tonemap?
- Quentin-Tarantino
- Topic Author
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7 years 4 months ago #1
by Quentin-Tarantino
Skyrim Tonemap + Spherical Tonemap? was created by Quentin-Tarantino
Hi guys when is those 2 shaders coming back?
The following user(s) said Thank You: du
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- du
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MasterEffect ReBorn 1.1.287 Can be used on 3.0.
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- Myashi
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Perhaps it would be easy to have them in the repository...
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- du
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I don't know how to programming language
Just have a try
Skyrim Tonemap only postprocess 2
Because I only use it
Just have a try
Skyrim Tonemap only postprocess 2
Because I only use it
/**
* Spherical Tonemap
* Original by Marty McFly
*/
uniform float sphericalAmount <
ui_type = "drag";
ui_min = 0.000; ui_max = 2.000;
ui_tooltip = "...";
> = 0.500;
#include "ReShade.fxh"
float3 SphericalPass (float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 x = tex2D(ReShade::BackBuffer, texcoord).rgb;
float3 signedColor = x * 2.0 - 1.0;
float3 sphericalColor = sqrt(1.0 - signedColor.rgb * signedColor.rgb);
sphericalColor = sphericalColor * 0.5 + 0.5;
sphericalColor *= x;
x += sphericalColor.rgb * sphericalAmount;
return x;
}
technique SphericalTonemap
{
pass
{
VertexShader = PostProcessVS;
PixelShader = SphericalPass;
}
}
/**
* SkyrimTonemap Process 2 Tonemap
* Original by Marty McFly
*/
uniform float EAdaptationMaxV2 <
ui_type = "drag";
ui_min = 0.000; ui_max = 1.000;
ui_tooltip = "...";
> = 0.350;
uniform float EAdaptationMinV2 <
ui_type = "drag";
ui_min = 0.000; ui_max = 1.000;
ui_tooltip = "...";
> = 0.350;
uniform float ETonemappingCurveV2 <
ui_type = "drag";
ui_min = 0.000; ui_max = 20.000;
ui_tooltip = "...";
> = 6.000;
uniform float EIntensityContrastV2 <
ui_type = "drag";
ui_min = 0.000; ui_max = 10.000;
ui_tooltip = "...";
> = 2.000;
uniform float EColorSaturationV2 <
ui_type = "drag";
ui_min = 0.000; ui_max = 10.000;
ui_tooltip = "...";
> = 1.600;
uniform float EToneMappingOversaturationV2 <
ui_type = "drag";
ui_min = 0; ui_max = 250;
ui_tooltip = "...";
> = 180.000;
#include "ReShade.fxh"
#define LumCoeff float3(0.212656, 0.715158, 0.072186)
float3 SkyrimTonemap2Pass (float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 x = tex2D(ReShade::BackBuffer, texcoord).rgb;
float grayadaptation = dot(x, LumCoeff);
x = x / (grayadaptation * EAdaptationMaxV2 + EAdaptationMinV2);
float3 xncol = normalize( x );
float3 scl = x / xncol.xyz;
scl = pow(scl, EIntensityContrastV2);
xncol.xyz = pow(xncol.xyz, EColorSaturationV2);
x = scl*xncol.xyz;
float lumamax = EToneMappingOversaturationV2;
x = ( x * (1.0 + x / lumamax )) / ( x + ETonemappingCurveV2);
x *= 4;
return x;
}
technique SkyrimTonemap2
{
pass
{
VertexShader = PostProcessVS;
PixelShader = SkyrimTonemap2Pass;
}
}
The following user(s) said Thank You: Rudy102
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- Antony88
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4 years 2 months ago #5
by Antony88
Replied by Antony88 on topic Skyrim Tonemap + Spherical Tonemap?
du wrote: MasterEffect ReBorn 1.1.287 Can be used on 3.0.
I'm interested on using "Skirim tonemap" on reshade 3, how does it work? could you explain to me please?
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