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https://github.com/cemu-project/cemu_graphic_packs.git
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ClarityGFX
Fixed default preset cause everyone wanted to bitch about it
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e602805c68
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@ -21,19 +21,19 @@ const float bloomFactor = 0.010; // Default is 0.020 (roug
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#define HDRpassing 1 // 0: disable, 1: enable.
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//Fake High Dynamic Range.
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const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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const float radius2 = .87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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#define lumapassing 1 // 0: disable, 1: enable.
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//LumaShapening
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const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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//LumaShapening
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const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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//Advanced sharpening settings
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const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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//Advanced sharpening settings
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const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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#define Tone_map 4 // 0: disable, 1-8: enable.
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#define Tone_map 8 // 0: disable, 1-8: enable.
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// Reshade ToneMap Option 1
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// linearToneMapping Option 2
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// simpleReinhardToneMapping Option 3
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@ -44,66 +44,66 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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// Reshade ToneMap Controls
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const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
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const float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
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const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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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."
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const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
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const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
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#define blacknwhitepass 0 // 0: disable, 1: enable.
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#define blacknwhitepass 1 // 0: disable, 1: enable.
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//Levels Control
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const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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const int WhitePoint = 255; // [0, 255] The new white point. Everything brighter than this becomes completely white
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const int WhitePoint = 245; // [0, 255] The new white point. Everything brighter than this becomes completely white
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#define lggpass 1 // 0: disable, 1: enable.
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//Lift Gamma Gain
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vec3 RGB_Lift = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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#define vibpass 0 // 0: disable, 1: enable.
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#define vibpass 1 // 0: disable, 1: enable.
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//VibrancePass
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uniform float Vibrance = 0.013; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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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.";
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const float Vibrance = 0.40; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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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.";
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#define Tech 0
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//Technicolor
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
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#define Techine 1 // 0: disable, 1: enable.
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#define Techine 0 // 0: disable, 1: enable.
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//Technicolor2
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const float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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const float Technicolor2_Strength = 0.0; // Default is 1.0
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const float Technicolor2_Saturation = 0.660; // Default is 1.0
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const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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const float Technicolor2_Strength = 1.0; // Default is 1.0
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const float Technicolor2_Saturation = 1.0; // Default is 1.0
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//Curves / Filmic Pass Contrast
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#define CurvesPss 0 // 0: disable, 1: enable.
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const float Contrast = 0.750;
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#define CurvesPss 0 // 0: disable, 1: enable.
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const float Contrast = 1.0; // Default 1.0
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// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
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#define Filmicpass 1 // 0: disable, 1: enable.
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#define Filmicpass 1 // 0: disable, 1: enable.
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//Filmic Pass
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const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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const float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5
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const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
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const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
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const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
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const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
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const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
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const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
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const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
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const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
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const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
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const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
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const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
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const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
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//###########################################################
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@ -21,19 +21,19 @@ const float bloomFactor = 0.010; // Default is 0.020 (roug
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#define HDRpassing 1 // 0: disable, 1: enable.
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//Fake High Dynamic Range.
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const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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const float radius2 = .87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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#define lumapassing 1 // 0: disable, 1: enable.
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//LumaShapening
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const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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//LumaShapening
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const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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//Advanced sharpening settings
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const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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//Advanced sharpening settings
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const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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#define Tone_map 4 // 0: disable, 1-8: enable.
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#define Tone_map 8 // 0: disable, 1-8: enable.
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// Reshade ToneMap Option 1
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// linearToneMapping Option 2
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// simpleReinhardToneMapping Option 3
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@ -44,66 +44,66 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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// Reshade ToneMap Controls
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const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
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const float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
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const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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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."
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const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
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const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
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#define blacknwhitepass 0 // 0: disable, 1: enable.
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#define blacknwhitepass 1 // 0: disable, 1: enable.
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//Levels Control
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const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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const int WhitePoint = 255; // [0, 255] The new white point. Everything brighter than this becomes completely white
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const int WhitePoint = 245; // [0, 255] The new white point. Everything brighter than this becomes completely white
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#define lggpass 1 // 0: disable, 1: enable.
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//Lift Gamma Gain
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vec3 RGB_Lift = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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#define vibpass 0 // 0: disable, 1: enable.
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#define vibpass 1 // 0: disable, 1: enable.
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//VibrancePass
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uniform float Vibrance = 0.013; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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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.";
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const float Vibrance = 0.40; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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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.";
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#define Tech 0
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//Technicolor
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
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#define Techine 1 // 0: disable, 1: enable.
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#define Techine 0 // 0: disable, 1: enable.
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//Technicolor2
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const float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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const float Technicolor2_Strength = 0.0; // Default is 1.0
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const float Technicolor2_Saturation = 0.660; // Default is 1.0
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const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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const float Technicolor2_Strength = 1.0; // Default is 1.0
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const float Technicolor2_Saturation = 1.0; // Default is 1.0
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//Curves / Filmic Pass Contrast
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#define CurvesPss 0 // 0: disable, 1: enable.
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const float Contrast = 0.750;
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#define CurvesPss 0 // 0: disable, 1: enable.
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const float Contrast = 1.0; // Default 1.0
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// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
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#define Filmicpass 1 // 0: disable, 1: enable.
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#define Filmicpass 1 // 0: disable, 1: enable.
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//Filmic Pass
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const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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const float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5
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const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
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const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
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const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
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const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
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const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
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const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
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const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
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const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
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const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
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const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
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const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
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const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
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//###########################################################
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