diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt index 6c754206..c5ea31df 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt @@ -21,19 +21,19 @@ const float bloomFactor = 0.010; // Default is 0.020 (roug #define HDRpassing 1 // 0: disable, 1: enable. //Fake High Dynamic Range. -const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. -const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 -const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. +const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 +const float radius2 = .87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." #define lumapassing 1 // 0: disable, 1: enable. - //LumaShapening -const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +//LumaShapening +const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 - //Advanced sharpening settings -const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. +//Advanced sharpening settings +const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. -#define Tone_map 4 // 0: disable, 1-8: enable. +#define Tone_map 8 // 0: disable, 1-8: enable. // Reshade ToneMap Option 1 // linearToneMapping Option 2 // simpleReinhardToneMapping Option 3 @@ -44,66 +44,66 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias // Uncharted2ToneMapping Option 8 // ACES Filmic Option 9 // Reshade ToneMap Controls -const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure -const float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 -const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. +const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure +const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." -const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 +const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 -#define blacknwhitepass 0 // 0: disable, 1: enable. +#define blacknwhitepass 1 // 0: disable, 1: enable. //Levels Control const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 255; // [0, 255] The new white point. Everything brighter than this becomes completely white +const int WhitePoint = 245; // [0, 255] The new white point. Everything brighter than this becomes completely white #define lggpass 1 // 0: disable, 1: enable. //Lift Gamma Gain -vec3 RGB_Lift = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. -vec3 RGB_Gamma = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue -vec3 RGB_Gain = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue +vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gain = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue // Note that a value of 1.0 is a neutral setting that leave the color unchanged. -#define vibpass 0 // 0: disable, 1: enable. +#define vibpass 1 // 0: disable, 1: enable. //VibrancePass -uniform float Vibrance = 0.013; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; -vec3 VibranceRGBBalance = vec3(1.00, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others."; +const float Vibrance = 0.40; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; +vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others."; #define Tech 0 //Technicolor -const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 +const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); //To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic -#define Techine 1 // 0: disable, 1: enable. +#define Techine 0 // 0: disable, 1: enable. //Technicolor2 -const float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 -const float Technicolor2_Strength = 0.0; // Default is 1.0 -const float Technicolor2_Saturation = 0.660; // Default is 1.0 +const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +const float Technicolor2_Strength = 1.0; // Default is 1.0 +const float Technicolor2_Saturation = 1.0; // Default is 1.0 //Curves / Filmic Pass Contrast -#define CurvesPss 0 // 0: disable, 1: enable. -const float Contrast = 0.750; +#define CurvesPss 0 // 0: disable, 1: enable. +const float Contrast = 1.0; // Default 1.0 // 1 To use curves Contrast, 0 off or to use with Filmic Pass. -#define Filmicpass 1 // 0: disable, 1: enable. +#define Filmicpass 1 // 0: disable, 1: enable. //Filmic Pass -const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 -const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 -const float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5 -const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 +const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 +const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 +const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 +const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 -const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 +const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 -const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 -const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 -const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 -const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 -const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 +const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 +const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 +const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 +const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 //########################################################### diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt index 6c754206..c5ea31df 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt @@ -21,19 +21,19 @@ const float bloomFactor = 0.010; // Default is 0.020 (roug #define HDRpassing 1 // 0: disable, 1: enable. //Fake High Dynamic Range. -const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. -const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 -const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. +const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 +const float radius2 = .87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." #define lumapassing 1 // 0: disable, 1: enable. - //LumaShapening -const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +//LumaShapening +const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 - //Advanced sharpening settings -const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. +//Advanced sharpening settings +const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. -#define Tone_map 4 // 0: disable, 1-8: enable. +#define Tone_map 8 // 0: disable, 1-8: enable. // Reshade ToneMap Option 1 // linearToneMapping Option 2 // simpleReinhardToneMapping Option 3 @@ -44,66 +44,66 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias // Uncharted2ToneMapping Option 8 // ACES Filmic Option 9 // Reshade ToneMap Controls -const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure -const float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 -const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. +const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure +const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." -const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 +const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 -#define blacknwhitepass 0 // 0: disable, 1: enable. +#define blacknwhitepass 1 // 0: disable, 1: enable. //Levels Control const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 255; // [0, 255] The new white point. Everything brighter than this becomes completely white +const int WhitePoint = 245; // [0, 255] The new white point. Everything brighter than this becomes completely white #define lggpass 1 // 0: disable, 1: enable. //Lift Gamma Gain -vec3 RGB_Lift = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. -vec3 RGB_Gamma = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue -vec3 RGB_Gain = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue +vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gain = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue // Note that a value of 1.0 is a neutral setting that leave the color unchanged. -#define vibpass 0 // 0: disable, 1: enable. +#define vibpass 1 // 0: disable, 1: enable. //VibrancePass -uniform float Vibrance = 0.013; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; -vec3 VibranceRGBBalance = vec3(1.00, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others."; +const float Vibrance = 0.40; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; +vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others."; #define Tech 0 //Technicolor -const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 +const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); //To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic -#define Techine 1 // 0: disable, 1: enable. +#define Techine 0 // 0: disable, 1: enable. //Technicolor2 -const float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 -const float Technicolor2_Strength = 0.0; // Default is 1.0 -const float Technicolor2_Saturation = 0.660; // Default is 1.0 +const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +const float Technicolor2_Strength = 1.0; // Default is 1.0 +const float Technicolor2_Saturation = 1.0; // Default is 1.0 //Curves / Filmic Pass Contrast -#define CurvesPss 0 // 0: disable, 1: enable. -const float Contrast = 0.750; +#define CurvesPss 0 // 0: disable, 1: enable. +const float Contrast = 1.0; // Default 1.0 // 1 To use curves Contrast, 0 off or to use with Filmic Pass. -#define Filmicpass 1 // 0: disable, 1: enable. +#define Filmicpass 1 // 0: disable, 1: enable. //Filmic Pass -const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 -const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 -const float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5 -const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 +const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 +const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 +const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 +const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 -const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 +const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 -const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 -const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 -const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 -const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 -const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 +const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 +const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 +const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 +const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 //###########################################################