2018-10-31 19:24:23 +01:00
[Definition]
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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name = Contrasty
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path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Contrasty"
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.
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version = 3
[Preset]
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name = default
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$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
$redMid = 1.0
$greenMid = 1.0
$blueMid = 1.0
$redHilight = 1.0
$greenHilight =1.0
$blueHilight = 1.0
$contrastCurve = 0.0
$hazeFactor = 1.0
$bloom = 1.0
$gamma = 1.0
$exposure = 1.0
$vibrance = 0.0
$crushContrast = 0.0
$bleach = 1.0
$sharp_mix = 0.0
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[Preset] # Preserve original washed out look, but balances bloom white point towards neutral
name = Neutral Hi-lights
$redShadows = 1.0
$greenShadows = 1.0 #1.01
$blueSadows = 1.01 #1.02
$redMid = 0.98
$greenMid = 0.99
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$blueMid = 1.01
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$redHilight = 1.0
$greenHilight = 1.01 #.86
$blueHilight = 1.15
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$contrastCurve = 0.0
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$hazeFactor = 0.1
$bloom = 1.0
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$gamma = 1.0
$exposure = 1.0
$vibrance = 0.25
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$crushContrast = 0.0
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$bleach = 0.85
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$sharp_mix = 0.0
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[Preset] #Warm and washed out light-sources and bloom, original look "enhanced".
name = Warm glow
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$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
$redMid = 0.98
$greenMid = 0.98
$blueMid = 1.0
$redHilight = 1.0
$greenHilight =1.0
$blueHilight = 1.0
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$contrastCurve = 0.5
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$hazeFactor = 0.71
$bloom = 0.85
$gamma = 1.1
$exposure = 1.07
$vibrance = 0.15
$crushContrast = 0.00
$bleach = 0.85
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$sharp_mix = 0.05
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[Preset] # Colourful midway between original and cold
name = Colorful
$redShadows = 0.96
$greenShadows = 0.97
$blueSadows = 1.01
$redMid = 0.94
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$greenMid = 0.96
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$blueMid = 1.01
$redHilight = 0.97
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$greenHilight = 0.99
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$blueHilight = 1.01
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$contrastCurve = 0.25
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$hazeFactor = 0.1
$bloom = 1.0
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$gamma = 1.075
$exposure = 1.01
$vibrance = 0.55
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$crushContrast = 0.0
$bleach = 0.85
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$sharp_mix = 0.05
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2019-01-04 16:47:32 +01:00
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discolouration of multi layer fx
name = Cold contrast
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$redShadows = 0.99 #0.99
$greenShadows = 1.0 # 1.0
$blueSadows = 1.01 #1.0 #1.01
$redMid = 0.89 #0.87
[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
$greenMid = 0.95 #0.9 #0.88
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$blueMid = 1.0
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$redHilight = 1.0
$greenHilight = 1.01 #.86
$blueHilight = 1.11 #1.14
2018-11-02 21:17:56 +01:00
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$contrastCurve = 0.25
$hazeFactor = 0.1
$bloom = 0.975
2019-01-15 00:36:06 +01:00
$gamma = 1.025
$exposure = 1.025
[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
$vibrance = 0.48
2019-01-04 16:47:32 +01:00
$crushContrast = 0.0
$bleach = 0.875
[TPHD] Misc quality tweaks for high resolution , QL
TPHD QL tweaks aka, sunday gaming delayed
Resolution
* Sharper, unscaled blur fixed. See contrasty note
* Resolutions 4k and above scale sub viewports 75-> 50% of the main res.
7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet.
* Added some off-aspect custom res with horizontal res x2. Good for SSAA
fixing shimmering as it's mostly horizontal in TPHD
Contrasty
* Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at
start to override same shader in resolution folder
* Minor tweaks to cold setting
Fancy FX
*Added option to disable blur, just keeping other tweaks active.
Realized that half scaling sub-view port mostly replaces fancy fX :/
*Tweaked to somewhat scale, tries to emulate original look by default.
Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes)
*Added "defocus" looks blurrier by scaling incorrectly, masked by more
draw passes. This is similar to the old default
Not happy about the results of moving blur from res folder, too many
drawbacks as quality of scaling really needs to be per-setting.
Will probably deprecate if things start to break again. Maybe global
variables in the future?
2019-01-21 00:13:06 +01:00
$sharp_mix = 0.00
2018-11-02 21:17:56 +01:00
2019-01-04 16:47:32 +01:00
[Preset] # jff
name = Skyward Swordish
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$redShadows = 0.95
$greenShadows = 0.95
$blueSadows = 1.0
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$redMid = 0.95
$greenMid = 0.97
$blueMid = 1.04
$redHilight = 0.99
$greenHilight =1.0
$blueHilight = 1.01
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$contrastCurve = 0.45
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$hazeFactor = 0.71
$bloom = 0.85
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$gamma = 1.25
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$exposure = 1.1
$vibrance = 1.25
$crushContrast = 0.00
$bleach = 0.85
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$sharp_mix = 0.05