cemu_graphic_packs/Enhancements/BreathOfTheWild_Shadows/rules.txt

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[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Shadow Resolution
path = "The Legend of Zelda: Breath of the Wild/Graphics/Shadow Resolution"
description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution.
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.
2019-12-28 05:55:52 +01:00
version = 4
[Preset]
name = Medium (100%, Default)
$shadowRes = 1
[Preset]
name = Low (50%)
$shadowRes = 0.5
[Preset]
name = High (200%)
$shadowRes = 2
[Preset]
name = Ultra (300%)
$shadowRes = 3
[Preset]
name = Extreme (400%, Unstable)
$shadowRes = 4
[TextureRedefine]
width = 768
height = 720
formats = 0x005
overwriteWidth = $shadowRes * 768
overwriteHeight = $shadowRes * 720
[TextureRedefine]
width = 720
height = 720
formats = 0x005
overwriteWidth = $shadowRes * 720
overwriteHeight = $shadowRes * 720
[TextureRedefine]
width = 384
height = 368
formats = 0x005
overwriteWidth = $shadowRes * 384
overwriteHeight = $shadowRes * 368
[TextureRedefine]
width = 384
height = 360
formats = 0x005
overwriteWidth = $shadowRes * 384
overwriteHeight = $shadowRes * 360
[TextureRedefine]
width = 360
height = 360
formats = 0x005
overwriteWidth = $shadowRes * 360
overwriteHeight = $shadowRes * 360