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[MK8] [Filters] FXAA options and settings
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@ -10,19 +10,17 @@ layout(binding=0) uniform sampler2D textureSrc;
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layout(location = 0) out vec4 colorOut0;
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#endif
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/*-----------------------------settings-------------------------------------*/
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#define Subpix 0.75 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold 0.5 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin 0.02 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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#define Subpix $Subpix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold $EdgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin $EdgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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/*--------------------------------------------------------------------------*/
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#define FXAA_PC 1
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#define FXAA_GLSL_130 1
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#define FXAA_QUALITY_PRESET 23
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#define FXAA_QUALITY_PRESET $FXAA_QUALITY_PRESET //15
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//->29 - 39
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#define FXAA_GREEN_AS_LUMA 1
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#define FXAA_DISCARD 0
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@ -2,7 +2,68 @@
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titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
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name = FXAA
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path = "Mario Kart 8/Enhancements/FXAA"
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description = FXAA brute forced
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description = Local contrast based AA
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version = 4
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#Cheers Skalfate, I'd prob never would have done this copypasta without your Xeno AA port.
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[OutputShader]
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upscaleMagFilter = Linear
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downscaleMagFilter = Linear
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[Preset]
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name = Fast default ET 0.5 FX 11
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$Subpix:float = 0.5
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$EdgeThreshold:float = 0.45
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$EdgeThresholdMin:float = 0.05
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$FXAA_QUALITY_PRESET:int = 11
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[Preset]
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name = Fastest ET 0.75 FX 10
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$Subpix:float = 0.75
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$EdgeThreshold:float = 0.75
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$EdgeThresholdMin:float = 0.1
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$FXAA_QUALITY_PRESET:int = 10
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[Preset]
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name = More edges but more smearing ET 0.4 FX 11
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$Subpix:float = 0.75
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$EdgeThreshold:float = 0.25
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$EdgeThresholdMin:float = 0.05
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$FXAA_QUALITY_PRESET:int = 11
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[Preset]
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name = Slower bit better quality ET 0.5 FX 15
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$Subpix:float = 0.75
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$EdgeThreshold:float = 0.4
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$EdgeThresholdMin:float = 0.05
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$FXAA_QUALITY_PRESET:int = 15
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[Preset]
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name = Much slower bit better quality ET 0.4 FX 25
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$Subpix:float = 0.75
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$EdgeThreshold:float = 0.4
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$EdgeThresholdMin:float = 0.05
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$FXAA_QUALITY_PRESET:int = 25
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[Preset]
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name = Test process everthing ET 0.05 FX 39
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$Subpix:float = 0.5
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$EdgeThreshold:float = 0.05
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$EdgeThresholdMin:float = 0.003
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$FXAA_QUALITY_PRESET:int = 39
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#We don't have access to alpha or depth, just contrast detection with green channel as alpha substitute
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#Since games have different styles there are no "correct" values.
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#3200x1800 looks a lot worse than 3840x2160. Maybe N x 16 res is preferable?
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#FXAA_QUALITY_PRESET
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# 10 to 15 - default medium dither (10=fastest, 15=highest quality) //mostly relevant for Cemu
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# 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
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# 39 - no dither, very expensive //maybe for memory constrained scenarios?
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# [0.000 to 1.000]
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#Subpix:0.01 slowest -> 0.9 fastest - ?? -> More
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#EdgeThreshold contrast cut off: 0.01 slowest -> 0.9 fastest - More edges processing -> Less
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#EdgeThresholdMin black cut off: 0.01 slowest -> 0.9 fastest - Don't process below. Note green cutoff, as we don't have alpha
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#Cheers Skalfate, I'd prob never would have done this without your Xeno AA port.
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@ -10,19 +10,17 @@ layout(binding=0) uniform sampler2D textureSrc;
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layout(location = 0) out vec4 colorOut0;
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#endif
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/*-----------------------------settings-------------------------------------*/
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#define Subpix 0.75 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold 0.5 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin 0.02 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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#define Subpix $Subpix //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
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#define EdgeThreshold $EdgeThreshold //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
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#define EdgeThresholdMin $EdgeThresholdMin //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
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/*--------------------------------------------------------------------------*/
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#define FXAA_PC 1
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#define FXAA_GLSL_130 1
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#define FXAA_QUALITY_PRESET 23
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#define FXAA_QUALITY_PRESET $FXAA_QUALITY_PRESET //15
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//->29 - 39
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#define FXAA_GREEN_AS_LUMA 1
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#define FXAA_DISCARD 0
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@ -2,5 +2,68 @@
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titleIds =
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name = FXAA
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path = "Filters/FXAA"
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description = Local contrast based FXAA
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description = Local contrast based AA
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version = 4
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[OutputShader]
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upscaleMagFilter = Linear
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downscaleMagFilter = Linear
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[Preset]
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name = Fast default ET 0.5 FX 11
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$Subpix:float = 0.5
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$EdgeThreshold:float = 0.45
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$EdgeThresholdMin:float = 0.05
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$FXAA_QUALITY_PRESET:int = 11
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[Preset]
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name = Fastest ET 0.75 FX 10
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$Subpix:float = 0.75
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$EdgeThreshold:float = 0.75
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$EdgeThresholdMin:float = 0.1
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$FXAA_QUALITY_PRESET:int = 10
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[Preset]
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name = More edges but more smearing ET 0.4 FX 11
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$Subpix:float = 0.75
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$EdgeThreshold:float = 0.25
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$EdgeThresholdMin:float = 0.05
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$FXAA_QUALITY_PRESET:int = 11
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[Preset]
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name = Slower bit better quality ET 0.5 FX 15
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$Subpix:float = 0.75
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$EdgeThreshold:float = 0.4
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$EdgeThresholdMin:float = 0.05
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$FXAA_QUALITY_PRESET:int = 15
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[Preset]
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name = Much slower bit better quality ET 0.4 FX 25
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$Subpix:float = 0.75
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$EdgeThreshold:float = 0.4
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$EdgeThresholdMin:float = 0.05
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$FXAA_QUALITY_PRESET:int = 25
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[Preset]
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name = Test process everthing ET 0.05 FX 39
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$Subpix:float = 0.5
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$EdgeThreshold:float = 0.05
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$EdgeThresholdMin:float = 0.003
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$FXAA_QUALITY_PRESET:int = 39
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#We don't have access to alpha or depth, just contrast detection with green channel as alpha substitute
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#Since games have different styles there are no "correct" values.
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#3200x1800 looks a lot worse than 3840x2160. Maybe N x 16 res is preferable?
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#FXAA_QUALITY_PRESET
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# 10 to 15 - default medium dither (10=fastest, 15=highest quality) //mostly relevant for Cemu
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# 20 to 29 - less dither, more expensive (20=fastest, 29=highest quality)
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# 39 - no dither, very expensive //maybe for memory constrained scenarios?
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# [0.000 to 1.000]
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#Subpix:0.01 slowest -> 0.9 fastest - ?? -> More
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#EdgeThreshold contrast cut off: 0.01 slowest -> 0.9 fastest - More edges processing -> Less
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#EdgeThresholdMin black cut off: 0.01 slowest -> 0.9 fastest - Don't process below. Note green cutoff, as we don't have alpha
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#Cheers Skalfate, I'd prob never would have done this without your Xeno AA port.
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