mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
ClarityGFX
Fixed default preset cause everyone wanted to bitch about it
This commit is contained in:
parent
e602805c68
commit
0a08214ef7
@ -23,7 +23,7 @@ const float bloomFactor = 0.010; // Default is 0.020 (roug
|
||||
//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 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
|
||||
@ -33,7 +33,7 @@ const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits m
|
||||
//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
|
||||
@ -45,27 +45,27 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias
|
||||
// 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 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
|
||||
|
||||
#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
|
||||
@ -73,25 +73,25 @@ const float Power = 4.0; // Min 0.0 Max 8.0 Default
|
||||
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;
|
||||
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.
|
||||
//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 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
|
||||
|
@ -23,7 +23,7 @@ const float bloomFactor = 0.010; // Default is 0.020 (roug
|
||||
//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 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
|
||||
@ -33,7 +33,7 @@ const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits m
|
||||
//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
|
||||
@ -45,27 +45,27 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias
|
||||
// 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 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
|
||||
|
||||
#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
|
||||
@ -73,25 +73,25 @@ const float Power = 4.0; // Min 0.0 Max 8.0 Default
|
||||
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;
|
||||
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.
|
||||
//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 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
|
||||
|
Loading…
Reference in New Issue
Block a user