B
beat_takeshi
Gast
Es gibt übrigens einen Injector für SMAA:
http://mrhaandi.blogspot.com/p/injectsmaa.html
http://mrhaandi.blogspot.com/p/injectsmaa.html
Folge dem Video um zu sehen, wie unsere Website als Web-App auf dem Startbildschirm installiert werden kann.
Anmerkung: Diese Funktion ist in einigen Browsern möglicherweise nicht verfügbar.
Minecraft hat keine Atmosphäre und hat irgendwann keinen Spaß mehr gemacht. Außerdem suckt die Grafik ^^. Am Anfang hat es schon Spaß gemacht, aber Skyrim könnte in Hinsicht auf Grafik und Atmosphäre so viel mehr bieten als Minecraft. Aber ich hab auch schon seit 1.5 nicht mehr gespielt, deshalb weiss ich jetzt nicht was sich mittlerweile alles so geändert hat.I-HaTeD2 schrieb:Uhm, spiel am besten Minecraft.
/*======================================================================================
"USER" ADJUSTABLE SETTINGS
======================================================================================*/
// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results
/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
//#define USE_ANTI_ALIASING
#define USE_PRE_SHARPEN
//#define USE_BLOOM
//#define USE_TECHNICOLOR
#define USE_TONEMAP
//#define USE_SEPIA
//#define USE_VIGNETTE
#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER
/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.75; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.133; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0633; // Lower the value for more smoothing
/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 1; //0 = Disable | 1 = Enable
// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.4
#define CoefBlur 1.5
// Set values of the sharpening amount
#define SharpenEdge 0.5
#define Sharpen_val0 1.0
/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 4 // Must be set with a value dividable by 2
float BloomPreset = 4; // Disabled = 0 (Valid Preset Values = 1 to 9) Preset value 1 to 9 takes control over the next 3 settings.
float BloomThreshold = 1; // The min. level at which the effect starts (Valid Values = 1 to 9, use decimals for finetuning)
float BloomWidth = 1; // Sets the width of the effect (Valid Values = 1 to 9, use decimals for finetuning)
float BloomPower = 1.4; // The power of the effect (Valid Values = 1 to 9, use decimals for finetuning)
/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.0// 1.00 = Max
#define TechniPower 4.5 // lower values = whitening
// lower values = stronger channel
#define redNegativeAmount 0.5 // 1.00 = Max
#define greenNegativeAmount 0.50 // 1.00 = Max
#define blueNegativeAmount 0.5// 1.00 = Max
/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.15
#define Exposure -0.05
#define Saturation 0.08// use negative values for less saturation.
#define BlueShift 0.1// Higher = more blue in image.
#define Bleach 0.15 // Bleach bypass, higher = stronger effect
#define Defog 0.00 // Strength of Lens Colors.
#define FogColor float4(0.0, 0.0, 0.0, 0.0) //Lens-style color filters for Blue, Red, Yellow, White.
/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define SepiaPower 0.0 // 1.00 = Max
/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.0 // lower values = stronger radial effect from center
#define VignetteAmount 0.0 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.02;
/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;
Kigalla schrieb:Es gibt ja anscheinend seit kurzem die Möglichkeit Models von Oblivion in Skyrim einzufügen.