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Changelogs
Version 1.7.1
Fixed GUI still showing the old version number
Version 1.7
Optimized compile times of external shaders
Other small fixes and stability improvements
Changed Monochromas rendering order, it’s now executed prior to KiSuite’s tinting. This allows Monochroma to react to pre-KiSuite hues and its output to be tinted separately in the highlights, midtones and shadows
Added a new “apply as hue” tinting method to the KiSuite, allowing it to keep both perceived brightness and saturation untouched
Bloom mixing and blending can now be separated into more times of day
Version 1.6
Made SMAA and FXAA toggleable in real-time
Added tint to HDR color grading
Improved color grading in the KiSuite with better (perceptual) tinting and more precise saturation limits
Improved luminance handling in the KiSuite, allowing for more extreme color grading
Added per-hue contrast tweaking to the KiSuite
KiSuite and LUTs can now be separated into more times of day
Adaptation attenuation now has a customizable middle grey value
Streamlined the color grading pipeline by combining digital and filmic into one, providing much greater flexibility for working with log footage
Added AgX tonemapping option, similar to the implementation found in Blender
Added customization file for log tonemapping, allowing in-depth customization of LUTs (or entire atlases) together with their gamut and gamma settings
LUTs can now be applied at an earlier stage (prior to other SDR color grading)
Version 1.4
Added more controls to cinematic borders. They can now also be rendered behind objects
AGIS shader now behaves as expected when disabled
Added second, missing dithering stage
Version 1.2.0
Update KiLoaders ENB satellite to the newest version
The shader-only version of the Silent Horizons 2's Core lineup is here, enabling you to add a bit of its powerful post processing capabilities to any ENB or to build an entirely new ENB on top of its flexible suite of shaders.
Thanks to all the new features provided by the ENB Extender, everything can be neatly controlled from within the UI, allowing you to focus on the visuals of your presets instead of having to mess around with shader files. Gone are the days of diving into fx files and confusing UIs, you can now have both comfort and power inside of the ENB editor.
If you want to see the shaders in action, take a look at the presets that have been built on top of them.
Detailed documentation will be added over time as necessary.
Note for preset authors: Redistribution of the shader files is prohibited without explicit permission! This mod is designed as a dependency, allowing updating to be done centrally. Shader customization is handled entirely by your .fx.ini files, meaning you only need to distribute those. The only exception to this rule is the enblut.fxh file. That one can be customized and shared freely.