Added t3nka Neutral+ Preset (pt1)

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t3nka 2020-04-26 11:56:52 +10:00 committed by GitHub
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commit 11f273c99a
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@ -34,6 +34,7 @@
// ViskClarity Preset 11 // ViskClarity Preset 11
// Survival of the Wild Preset (Warmer) 12 // Survival of the Wild Preset (Warmer) 12
// Survival of the Wild Preset (Colder) 13 // 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 DPX_Saturation = 3.0;
float Colorfulness = 1.0; float Colorfulness = 1.0;
float DPX_Strength = 0.10; 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 #endif
@ -1673,4 +1742,4 @@ void main()
color = VibrancePass(color); color = VibrancePass(color);
#endif #endif
passPixelColor0 = vec4(color, passParameterSem0.w); passPixelColor0 = vec4(color, passParameterSem0.w);
} }