ClarityGFX

Fixed default preset cause everyone wanted to bitch about it
This commit is contained in:
Jamie 2017-12-19 05:20:20 -08:00
parent e602805c68
commit 0a08214ef7
2 changed files with 90 additions and 90 deletions

View File

@ -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
//###########################################################

View File

@ -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
//###########################################################