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本帖最后由 alungky 于 2016-10-30 16:30 编辑
ENB 的作者 Boris 在帖子中写到:
"Game is very similar to Fallout 4, this means i need to patch each shader manually (and game have 8000+) for every changes of per object data. The mod can't be similar to original Skyrim ENB by amount of features, it's too much hand work which is done automatically with shader recompiler in old versions (i'm using algorithms for detecting similarity in code and adaptively modify). [...] In general, same features as current Fallout 4 version have now. Maybe arameters for fire and particles. Better forget about subsurface scattering, it's under big doubt (btw, game have some buggy character lighting which changes by angle of camera). Uncertain about IBL, detailed shadows, clouds shadows - there rather not than yes."
基本的意思就是说,重制版的着色器(Shader)系统和辐射4很像,无法通过简单的重新编译来对每一个Shader打补丁或修改。所以基本上要全部手动改,8000多shader,用于各种物体各种特效,这样工作量太大。然后辐射4的系统又有一些BUG,比如人物光照受到视角影响。 所以基本就是只能和辐射4一样,最多再改改火焰粒子系统什么的。subsurface scattering 就别想了,高级一些的光照和阴影也难以保证能够实现。
原帖:
http://enbseries.enbdev.com/foru ... f=2&t=5265&start=20
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