[MK8] [Filters] FXAA options and settings

This commit is contained in:
getdls 2020-01-19 17:57:08 +01:00
parent ca468ed247
commit 0384f7814f
4 changed files with 136 additions and 16 deletions

View File

@ -10,19 +10,17 @@ layout(binding=0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0; layout(location = 0) out vec4 colorOut0;
#endif #endif
/*-----------------------------settings-------------------------------------*/ /*-----------------------------settings-------------------------------------*/
#define Subpix 0.75 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define Subpix $Subpix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define EdgeThreshold 0.5 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define EdgeThreshold $EdgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define EdgeThresholdMin 0.02 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. #define EdgeThresholdMin $EdgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*--------------------------------------------------------------------------*/ /*--------------------------------------------------------------------------*/
#define FXAA_PC 1 #define FXAA_PC 1
#define FXAA_GLSL_130 1 #define FXAA_GLSL_130 1
#define FXAA_QUALITY_PRESET 23 #define FXAA_QUALITY_PRESET $FXAA_QUALITY_PRESET //15
//->29 - 39 //->29 - 39
#define FXAA_GREEN_AS_LUMA 1 #define FXAA_GREEN_AS_LUMA 1
#define FXAA_DISCARD 0 #define FXAA_DISCARD 0

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@ -2,7 +2,68 @@
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = FXAA name = FXAA
path = "Mario Kart 8/Enhancements/FXAA" path = "Mario Kart 8/Enhancements/FXAA"
description = FXAA brute forced description = Local contrast based AA
version = 4 version = 4
#Cheers Skalfate, I'd prob never would have done this copypasta without your Xeno AA port. [OutputShader]
upscaleMagFilter = Linear
downscaleMagFilter = Linear
[Preset]
name = Fast default ET 0.5 FX 11
$Subpix:float = 0.5
$EdgeThreshold:float = 0.45
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 11
[Preset]
name = Fastest ET 0.75 FX 10
$Subpix:float = 0.75
$EdgeThreshold:float = 0.75
$EdgeThresholdMin:float = 0.1
$FXAA_QUALITY_PRESET:int = 10
[Preset]
name = More edges but more smearing ET 0.4 FX 11
$Subpix:float = 0.75
$EdgeThreshold:float = 0.25
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 11
[Preset]
name = Slower bit better quality ET 0.5 FX 15
$Subpix:float = 0.75
$EdgeThreshold:float = 0.4
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 15
[Preset]
name = Much slower bit better quality ET 0.4 FX 25
$Subpix:float = 0.75
$EdgeThreshold:float = 0.4
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 25
[Preset]
name = Test process everthing ET 0.05 FX 39
$Subpix:float = 0.5
$EdgeThreshold:float = 0.05
$EdgeThresholdMin:float = 0.003
$FXAA_QUALITY_PRESET:int = 39
#We don't have access to alpha or depth, just contrast detection with green channel as alpha substitute
#Since games have different styles there are no "correct" values.
#3200x1800 looks a lot worse than 3840x2160. Maybe N x 16 res is preferable?
#FXAA_QUALITY_PRESET
# 10 to 15 - default medium dither (10=fastest, 15=highest quality) //mostly relevant for Cemu
# 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
# 39 - no dither, very expensive //maybe for memory constrained scenarios?
# [0.000 to 1.000]
#Subpix:0.01 slowest -> 0.9 fastest - ?? -> More
#EdgeThreshold contrast cut off: 0.01 slowest -> 0.9 fastest - More edges processing -> Less
#EdgeThresholdMin black cut off: 0.01 slowest -> 0.9 fastest - Don't process below. Note green cutoff, as we don't have alpha
#Cheers Skalfate, I'd prob never would have done this without your Xeno AA port.

View File

@ -10,19 +10,17 @@ layout(binding=0) uniform sampler2D textureSrc;
layout(location = 0) out vec4 colorOut0; layout(location = 0) out vec4 colorOut0;
#endif #endif
/*-----------------------------settings-------------------------------------*/ /*-----------------------------settings-------------------------------------*/
#define Subpix 0.75 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define Subpix $Subpix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define EdgeThreshold 0.5 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define EdgeThreshold $EdgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define EdgeThresholdMin 0.02 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. #define EdgeThresholdMin $EdgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*--------------------------------------------------------------------------*/ /*--------------------------------------------------------------------------*/
#define FXAA_PC 1 #define FXAA_PC 1
#define FXAA_GLSL_130 1 #define FXAA_GLSL_130 1
#define FXAA_QUALITY_PRESET 23 #define FXAA_QUALITY_PRESET $FXAA_QUALITY_PRESET //15
//->29 - 39 //->29 - 39
#define FXAA_GREEN_AS_LUMA 1 #define FXAA_GREEN_AS_LUMA 1
#define FXAA_DISCARD 0 #define FXAA_DISCARD 0

View File

@ -2,5 +2,68 @@
titleIds = titleIds =
name = FXAA name = FXAA
path = "Filters/FXAA" path = "Filters/FXAA"
description = Local contrast based FXAA description = Local contrast based AA
version = 4 version = 4
[OutputShader]
upscaleMagFilter = Linear
downscaleMagFilter = Linear
[Preset]
name = Fast default ET 0.5 FX 11
$Subpix:float = 0.5
$EdgeThreshold:float = 0.45
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 11
[Preset]
name = Fastest ET 0.75 FX 10
$Subpix:float = 0.75
$EdgeThreshold:float = 0.75
$EdgeThresholdMin:float = 0.1
$FXAA_QUALITY_PRESET:int = 10
[Preset]
name = More edges but more smearing ET 0.4 FX 11
$Subpix:float = 0.75
$EdgeThreshold:float = 0.25
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 11
[Preset]
name = Slower bit better quality ET 0.5 FX 15
$Subpix:float = 0.75
$EdgeThreshold:float = 0.4
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 15
[Preset]
name = Much slower bit better quality ET 0.4 FX 25
$Subpix:float = 0.75
$EdgeThreshold:float = 0.4
$EdgeThresholdMin:float = 0.05
$FXAA_QUALITY_PRESET:int = 25
[Preset]
name = Test process everthing ET 0.05 FX 39
$Subpix:float = 0.5
$EdgeThreshold:float = 0.05
$EdgeThresholdMin:float = 0.003
$FXAA_QUALITY_PRESET:int = 39
#We don't have access to alpha or depth, just contrast detection with green channel as alpha substitute
#Since games have different styles there are no "correct" values.
#3200x1800 looks a lot worse than 3840x2160. Maybe N x 16 res is preferable?
#FXAA_QUALITY_PRESET
# 10 to 15 - default medium dither (10=fastest, 15=highest quality) //mostly relevant for Cemu
# 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
# 39 - no dither, very expensive //maybe for memory constrained scenarios?
# [0.000 to 1.000]
#Subpix:0.01 slowest -> 0.9 fastest - ?? -> More
#EdgeThreshold contrast cut off: 0.01 slowest -> 0.9 fastest - More edges processing -> Less
#EdgeThresholdMin black cut off: 0.01 slowest -> 0.9 fastest - Don't process below. Note green cutoff, as we don't have alpha
#Cheers Skalfate, I'd prob never would have done this without your Xeno AA port.