diff --git a/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt b/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt index 96ef3abd..b98bbd67 100644 --- a/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt +++ b/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt @@ -22,7 +22,7 @@ // User Defined Preset 0 // Bruz Preset 1 - // BSOD Gaming Preset 2 + // t3nka Neutral+ 2 // Jamie Preset 3 // Contrasty Preset 4 // The Complaining Gamer Preset 5 @@ -34,6 +34,8 @@ // ViskClarity Preset 11 // Survival of the Wild Preset (Warmer) 12 // Survival of the Wild Preset (Colder) 13 + // Godot's Mexican Preset 14 + // BSOD Gaming Preset 15 //########################################################## @@ -1062,71 +1064,139 @@ float DPX_Strength = 0.20; #elif (Preset == 14) //Godot's Mexican Preset -#define adjust_bloom 1 -const float bloomFactor = 0.684; -#define HDRpassing 1 -const float HDRPower = 0.80; -const float radius1 = 0.80; -const float radius2 = 1.10; -#define lumapassing 1 -const float sharp_strength = 0.23; -const float sharp_clamp = 0.035; -const float offset_bias = 1.0; -#define Tone_map 4 -const float Exposure = 0.69; -const float Bleach = 0.6; -const float Gamma = 1.00; -const float defog = 0; -vec3 FogColor = vec3(0, 0, 0); -const float sat = 0.000; -const float crushContrast = 0.000; -#define post_process 1 -const float satFactor = 0.16; -#define blacknwhitepass 1 -const int BlackPoint = 5; -const int WhitePoint = 167; -#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 -const float Technicolor2_Red_Strength = 0.02; -const float Technicolor2_Green_Strength = 0.02; -const float Technicolor2_Blue_Strength = 0.02; -const float Technicolor2_Brightness = 1.00; -const float Technicolor2_Strength = 1.00; -const 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 1 // 0: disable, 1: enable. -const float Contrast = 0.92; -#define Filmicpass 1 -const float Filmic_Contrast = 0.8; -const float Filmic_Bleach = 0.0; -const float Saturation = -0.50; -const float Filmic_Strength = 0.3; -const float Fade = 0.0; -const float Linearization = 0.7; -const float BaseCurve = 1.5; -const float BaseGamma = 0.93; -const float EffectGamma = 0.69; -#define dpxpass 1 -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 = 0.6; -float Colorfulness = 0.8; -float DPX_Strength = 0.10; + #define adjust_bloom 1 + const float bloomFactor = 0.684; + #define HDRpassing 1 + const float HDRPower = 0.80; + const float radius1 = 0.80; + const float radius2 = 1.10; + #define lumapassing 1 + const float sharp_strength = 0.23; + const float sharp_clamp = 0.035; + const float offset_bias = 1.0; + #define Tone_map 4 + const float Exposure = 0.69; + const float Bleach = 0.6; + const float Gamma = 1.00; + const float defog = 0; + vec3 FogColor = vec3(0, 0, 0); + const float sat = 0.000; + const float crushContrast = 0.000; + #define post_process 1 + const float satFactor = 0.16; + #define blacknwhitepass 1 + const int BlackPoint = 5; + const int WhitePoint = 167; + #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 + const float Technicolor2_Red_Strength = 0.02; + const float Technicolor2_Green_Strength = 0.02; + const float Technicolor2_Blue_Strength = 0.02; + const float Technicolor2_Brightness = 1.00; + const float Technicolor2_Strength = 1.00; + const 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 1 // 0: disable, 1: enable. + const float Contrast = 0.92; + #define Filmicpass 1 + const float Filmic_Contrast = 0.8; + const float Filmic_Bleach = 0.0; + const float Saturation = -0.50; + const float Filmic_Strength = 0.3; + const float Fade = 0.0; + const float Linearization = 0.7; + const float BaseCurve = 1.5; + const float BaseGamma = 0.93; + const float EffectGamma = 0.69; + #define dpxpass 1 + 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 = 0.6; + float Colorfulness = 0.8; + float DPX_Strength = 0.10; + +#elif (Preset == 15) //BSoD Gaming + + #define adjust_bloom 1 + const float bloomFactor = 0.010; + #define HDRpassing 1 + const float HDRPower = 1.085; + const float radius1 = 0.793; + const float radius2 = 0.87; + #define lumapassing 1 + const float sharp_strength = 0.25; + const float sharp_clamp = 0.085; + const float offset_bias = 1.0; + #define Tone_map 8 + const float Exposure = 0.6; + const float Bleach = 0.3; + const float Gamma = 1.00; + const float defog = 0.004; + vec3 FogColor = vec3(1.0, 1.5, 1.7); + const float sat = 0.050; + const float crushContrast = 0.000; + #define post_process 0 + const float satFactor = 0.25; + #define blacknwhitepass 0 + const int BlackPoint = 8; + const int WhitePoint = 235; + #define lggpass 1 + vec3 RGB_Lift = vec3(0.994, 0.994, 0.994); + vec3 RGB_Gamma = vec3(1.0, 0.990, 1.0); + vec3 RGB_Gain = vec3(1.0, 0.990, 1.00); + #define vibpass 1 + const float Vibrance = 0.113; + 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 + const float Technicolor2_Red_Strength = 0.000; + const float Technicolor2_Green_Strength = 0.000; + const float Technicolor2_Blue_Strength = 0.000; + const float Technicolor2_Brightness = 1.0; + const float Technicolor2_Strength = 0.40; + const float Technicolor2_Saturation = 0.70; + #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 1 + const float Filmic_Contrast = 1.0; + const float Filmic_Bleach = 0.0; + const float Saturation = -0.15; + const float Filmic_Strength = 0.85; + const float Fade = 0.4; + const float Linearization = 0.5; + const float BaseCurve = 1.5; + const float BaseGamma = 0.7; + 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 diff --git a/src/BreathOfTheWild/Enhancements/rules.txt b/src/BreathOfTheWild/Enhancements/rules.txt index c87ab179..f3c652dc 100644 --- a/src/BreathOfTheWild/Enhancements/rules.txt +++ b/src/BreathOfTheWild/Enhancements/rules.txt @@ -92,6 +92,11 @@ name = Godot's Mexican Preset category = Clarity $preset:int = 14 +[Preset] +name = BSoD Gaming's Preset +category = Clarity +$preset:int = 15 + [Preset] name = User-Defined Preset category = Clarity