cemu_graphic_packs/Enhancements/BreathOfTheWild_AntiAliasing/rules.txt

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Anti-Aliasing
path = "The Legend of Zelda: Breath of the Wild/Graphics/Anti-Aliasing"
description = Enables or Disables Native Botw Anti-Aliasing. Also includes an alternative FXAA implementation. Check the "Anti-Aliasing/rules.txt" file in your Botw AA graphicPack folder for info about the individual settings.
Update BotW packs for Vulkan (#411) But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
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version = 4
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[Preset]
name = Alternative FXAA (Nvidia's implementation)
$preset:int = 2
# Customize these 3 values
$subPix:int = 1.0
$edgeThreshold:int = 0.125
$edgeThresholdMin:int = 0.0156
# Unrelated for Nvidia FXAA
$inventorySharper:int = 0.0
$inventoryBlurrier:int = 0.0
$worldSharper:int = 0.0
$worldBlurrier:int = 0.0
[Preset]
name = Enable Native AA
$preset:int = 1
# Customize these 4 values below
$inventorySharper:int = 0.0
$inventoryBlurrier:int = 0.0
$worldSharper:int = 0.0
$worldBlurrier:int = 0.0
# Not used for Native AA
$subPix:int = 0.75 # Ignore
$edgeThreshold:int = 0.166 # Ignore
$edgeThresholdMin:int = 0.0312 # Ignore
[Preset]
name = Disable Native AA
$preset:int = 0
# Disables all anti-aliasing, doesn't have any customizations
$inventorySharper:int = 0.0
$inventoryBlurrier:int = 0.0
$worldSharper:int = 0.0
$worldBlurrier:int = 0.0
$subPix:int = 0.75
$edgeThreshold:int = 0.166
$edgeThresholdMin:int = 0.0312
# Adjust native AA implmentation - Only applies to Enabled preset
# --- keep one of the varaibles at 0 while adjusting the other one
# Sharper : Values - [0.0 - 1.0] - Recommended to Raise in increments of 0.1
# Blurrier : Values - [1.0 - 0.0] - Recommended to Lower in decrements of 0.1
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# Subpix:
# Choose the amount of sub-pixel aliasing removal.
# This affects how sharp or smooth you want the image to be.
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# 1.00 - upper limit (softer)
# 0.75 - default amount of filtering
# 0.50 - lower limit (sharper, less sub-pixel aliasing removal)
# 0.25 - almost off
# 0.00 - completely off
# EdgeThreshold:
# The minimum amount of local contrast required to apply algorithm.
# 0.333 - too little (faster)
# 0.250 - low quality
# 0.166 - default
# 0.125 - high quality
# 0.063 - overkill (slower)
# EdgeThresholdMin:
# Trims the algorithm from processing darks.
# 0.0833 - upper limit (default, the start of visible unfiltered edges)
# 0.0625 - high quality (faster)
# 0.0312 - visible limit (slower)
# Credit: Kiri, NAVras
# Credit: SkalFate for V3 import.