diff --git a/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index 8beb5d6a..20be970c 100644 --- a/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -34,6 +34,7 @@ // ViskClarity Preset 11 // Survival of the Wild Preset (Warmer) 12 // Survival of the Wild Preset (Colder) 13 + // t3nka Neutral+ 14 //########################################################## @@ -1053,6 +1054,74 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 1.0; float DPX_Strength = 0.10; + +#elif (Preset == 14) //t3nka Neutral+ + + #define adjust_bloom 1 + const float bloomFactor = 0.30; + #define HDRpassing 1 + float HDRPower = 1.50; + float radius1 = 0.793; + float radius2 = 0.87; + #define lumapassing 0 + const float sharp_strength = 0.35; + const float sharp_clamp = 0.85; + const float offset_bias = 1.0; + #define Tone_map 8 + const float Exposure = 1.17; + const float Bleach = 0.4; + const float Gamma = 1.00; + const float defog = 0.00; + vec3 FogColor = vec3(1.0, 1.0, 1.0); + const float sat = 0.000; + const float crushContrast = 0.000; + #define post_process 1 + const float satFactor = 0.25; + #define blacknwhitepass 0 + const int BlackPoint = 16; + const int WhitePoint = 235; + #define lggpass 0 + vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); + vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); + vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); + #define vibpass 0 + const float Vibrance = 0.150; + vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); + #define Tech 0 + const float Power = 4.0; + vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); + float Strength = 0.20; + #define Techine 0 + float Technicolor2_Red_Strength = 0.02; + float Technicolor2_Green_Strength = 0.02; + float Technicolor2_Blue_Strength = 0.02; + float Technicolor2_Brightness = 1.00; + float Technicolor2_Strength = 1.00; + float Technicolor2_Saturation = 1.00; + #define cmatrix 0 + vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000); + vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); + vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); + float CM_Strength = 1.0; + #define CurvesPss 0 + const float Contrast = 0.65; + #define Filmicpass 0 + const float Filmic_Strength = 0.85; + const float Filmic_Contrast = 1.00; + const float Fade = 0.4; + const float Linearization = 0.5; + const float Filmic_Bleach = 0.0; + const float Saturation = -0.15; + const float BaseCurve = 1.5; + const float BaseGamma = 1.0; + const float EffectGamma = 0.68; + #define dpxpass 0 + vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); + vec3 RGB_C = vec3(0.36, 0.36, 0.34); + float DPX_Contrast = 0.1; + float DPX_Saturation = 3.0; + float Colorfulness = 2.5; + float DPX_Strength = 0.20; #endif @@ -1673,4 +1742,4 @@ void main() color = VibrancePass(color); #endif passPixelColor0 = vec4(color, passParameterSem0.w); -} \ No newline at end of file +}