enb 파일 마다 들어 있는 파일이 다릅니다.
그래서 각 파일마다 나열해서 수정 법을 알려드리려고 합니다.
1.enbseries.ini 파일로 수정을 하는 방법
[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=true
ProxyLibrary=d3dx11_42.dll
[GLOBAL]
AdditionalConfigFile=enbseries2.ini
UseEffect=true
CyclicConfigReading=false
ForceNVidiaCard=true
ForceNVidiaCaps=false
[ENGINE]
ForceDisplaySize=false
ForceAntialiasing=false
ForceDisplayRefreshRate=false
ForceAnisotropicFiltering=true
MaxAnisotropy=8
AntialiasingQuality=1
DisplayRefreshRateHz=60
DisplayWidth=1680
DisplayHeight=1050
ReflectionsForceHighPrecision=true
ReflectionsExtremePrecision=true
[EFFECT]
EnableBloom=true
EnableAmbientOcclusion=true
EnableSkyLighting=true
UseOriginalPostProcessing=false
[INPUT]
KeyUseEffect=123
KeyCombination=16
KeyScreenshot=44
KeyAmbientOcclusion=121
[BLOOD]
ReflectionAmount=0.05
SpecularPower=1.3
[TREE]
LeavesReflectionAmount=0.058
LeavesSpecularPower=0.21
LeavesAmbientAmount=0.38
LeavesColorMultiplier=1.25
LeavesColorPow=1.25
[BUILDING]
WindowLightIntensity=1.5
[LIGHT1] //siren and some internal
LightIntensity=2.0
LightAOAmount=1.4
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=1.5
LightCurve=1.0
[LIGHT2] //street light
LightIntensity=1.5
LightAOAmount=0.0
LightILAmount=1.5
EdgeLighteningAmount=0.3
ColorPow=4.5
LightCurve=0.7
[LIGHT3] //car front light
LightIntensity=1.5
LightAOAmount=0.0
LightILAmount=6.0
EdgeLighteningAmount=0.4
ColorPow=1.5
LightCurve=1.0
[LIGHT4] //secondary
LightIntensity=0.5
LightAOAmount=0.0
LightILAmount=4.0
EdgeLighteningAmount=1.0
ColorPow=0.5
LightCurve=1.0
[LIGHT5] //ambient spheres
LightIntensity=1.5
LightAOAmount=1.0
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=1.0
LightCurve=0.7
[LIGHT6] //ambient spheres for omni light
LightIntensity=1.5
LightAOAmount=1.0
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=1.0
LightCurve=0.7
[CARHEADLIGHT]
EmissiveMuliplier=3
LightIntensity=2.0
[LIGHTSPRITE]
UseExternalTexture=false
Intensity=1.0
IntensityInReflection=1.0
UseRays=true
RaysNumber=2
RaysIntensity=0.1
RaysRateOfChange=10.0
RaysLength=2.0
[CARWINDOWGLASS]
ReflectionAmount=1.0
SpecularPower=100.0
SpecularAmount=1.0
[CHROME]
ReflectionFront=0.9
ReflectionSide=1.0
SpecularPower=10.7
SideFade=1.0
MetallicAmount=0.05
[WHEELS]
ReflectionFront=2.0
ReflectionSide=0.2
SpecularPower=0.08
SideFade=1.0
MetallicAmount=0.1
[REFLECTION1]
ReflectionFront=0.3
ReflectionSide=0.6
SpecularPower=100
SideFade=1
MetallicAmount=0.05
[REFLECTION2]
ReflectionFront=1.0
ReflectionSide=3.0
SpecularPower=1.0
SideFade=0.5
[REFLECTION3]
ReflectionFront=0.6
ReflectionSide=1.0
SpecularPower=10.0
SideFade=0.3
[BLOOM]
BloomQuality=0
BlueShiftAmount=1.0
Radius1=10
Radius2=50
Contrast=0.9
[SSAO_SSIL]
ApplyAntialiasing=true
SamplingQuality=1
SamplingRange=1.0
SizeScale=0.5
SourceTexturesScale=0.5
FilterQuality=1
AOAmount=1.4
ILAmount=0.0
EdgeLighteningAmount=5.2
[SHADOW]
FilterQuality=1
[ADAPTATION]
ForceMinMaxValues=true
AdaptationTime=1.0
AdaptationMin=0.9
AdaptationMax=1.3
AdaptationMinMultiplier=1.0
AdaptationMaxMultiplier=1.0
[ENVIRONMENT]
DirectLightingIntensity=1.5
NightLightingIntensity=1.1
DirectLightingCurve=0.6
ReflectionAmountMultiplier=0.8
SpecularAmountMultiplier=1.0
SpecularPowerMultiplier=1.0
ColorPow=2.0
AmbientSunMultiplier=1.0
AmbientSkyMultiplier=1.0
AmbientSunSaturation=1.0
AmbientSkySaturation=1.0
[SKYLIGHTING]
FilterQuality=1
AmbientSunMix=5.0
AmbientSkyMix=3.5
AmbientContrast=1.3
AmbientMinLevel=0.3
[SKY]
AzimuthHeight=0.8
AzimuthMultiplier=1.1
AzimuthSunAffectPower=2.0
AzimuthSunAffectAmount=0.7
TopColorMultiplier=1.5
ColorSaturation=0.0
ColorPower=1.4
SunIntensity=1.3
SunMaxBrightness=50.0
SunColorFilterR=1.0
SunColorFilterG=0.9
SunColorFilterB=0.6
SunColorFilterCurve=3.0
SunCoronaCurve=0.5
SunCoronaIntensity=0.5
SunDesaturation=0.1
OverallPower=1.0
OverallIntensity=1.0
BrightnessUpperLimitMultiplier=1.0
CloudsUseCustomTexture=true
CloudsCurve=0.3
CloudsIntensity=0.87
CloudsDesaturation=0.7
CloudsEdgeClamp=1.0
CloudsEdgeIntensity=1.0
CloudsEdgeRange=7.0
StarsUseCustomTexture=true
StarsBrightness=0.8
StarsAmount=0.3
StarsIntensity=0.8
MoonIntensity=5.0
MoonGamma=1.0
MoonSize=0.1
MoonLightingCurve=0.7
NightCloudsEdgeClamp=3.5
NightCloudsEdgeIntensity=12.0
NightCloudsEdgeRange=14.0
그리고 각 부분 마다 세세하게 수정이 가능 합니다.
EX)
하늘을 수정 하고 싶다면 [SKY] 또는 [SKY~] 부분을 찾으신 다음에 거기거 원하시는 부분을 찾아서 수정 하시고 하늘 부분에서 구름을 수정 하고 싶다면 [SKY] 또는 [SKY~] 부분에서 Clouds~ 찾으신 다음에 수정을 하시면 됩니다.
※화면이 작게 나오신 분들은 이 파일에서 수정도 가능 하니 참고 바랍니다.
2.effect.txt로 수정을 하는 방법
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//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=1.7; //sharpening or blurring range
float SharpeningAmount=2.5;
float ScanLineAmount=0.1;
float ScanLineRepeat=0.2; //0.27, 0.1, 0.15, 0.16, so on
float NoiseAmount=0.1;
#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[i].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*1.8));
#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;
}
}
수정은 위에 처럼 원하는 항목을 찾아서 수정 해주세요.
EX) 선명한 부분을 수정하고 싶다면
"//enable sharpening"
부분을 찾아서 수정 해주세요.
//은 글자가 안보이게 하는 겁니다.
//을 빼면 보이게 하는 겁니다.
쉽게 말하자면
"//enable sharpening(선명하게 설정)"
라는 명령어를 입력을 했다면 선명하게 설정을 하는게 아니라 " " 이라고 명령을 하는거죠.
즉 아무것도 안한다는 겁니다.
"enable sharpening"이라고 한다면 " " 아닌 "선명하게 설정"이라는게 됩니다.
즉 선명하게 설정이 되는겁니다.
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