MGE shaders:
Polik's Gimp 1.3
Knu's SSAO
Knu's DoF
enbkiller
No enbseries.
Theres no photoshop in this at all??
float brightness = 1.0f;float shadows = 1.01f;float highlights = 1.01f;float contrast = 1.0f;float saturation = 0.56f;....
float brightness = 1.0f;float shadows = 1.01f;float highlights = 1.01f;float contrast = 1.0f;float saturation = 0.56f;....
//Make transition between actual refraction image and depth color depending on water depth Result = lerp( _depthcolor, Result, pow(1-saturate(depth/3000),7) * fog);
//Factor for near-coast water float coastfactor = pow(saturate(1-depth/250),16);
//Make transition between actual refraction image and depth color depending on water depth Result = lerp( _depthcolor, Result, pow(1-saturate(depth/3000),7) * fog);
//Factor for near-coast water float coastfactor = pow(saturate(1-depth/250),16);
depth = smoothstep(25000, 25001, tex2D(sDepth, Tex).r);