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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 00:11:51 +01:00
[Smash] Update to version 6 packs
Unfortunately due to issue #347 the TV resolution options have been severely limited. The full list will come back once we fix that issue.
This commit is contained in:
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[Definition]
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titleIds = 0005000010110E00,0005000010145000,0005000010144F00
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name = Shadow Resolution
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path = "Super Smash Bros. for Wii U/Graphics/Shadow Resolution"
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description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this increases performance but makes shadows blockier. Medium is the original resolution.
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version = 4
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[Preset]
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name = Medium (100%, Default)
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$shadowRes = 1
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[Preset]
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name = Low (50%)
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$shadowRes = 0.5
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[Preset]
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name = High (200%)
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$shadowRes = 2
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[Preset]
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name = Ultra (300%)
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$shadowRes = 3
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[Preset]
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name = Extreme (400%, Unstable)
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$shadowRes = 4
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[TextureRedefine] # Shadows
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width = 1024
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height = 1024
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formats = 0x5
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overwriteWidth = $shadowRes * 1024
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overwriteHeight = $shadowRes * 1024
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[TextureRedefine] # Performance Shadows, Blur Pass
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width = 512
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height = 512
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formats = 0xb,0xf
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overwriteWidth = $shadowRes * 512
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overwriteHeight = $shadowRes * 512
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[Definition]
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titleIds = 0005000010110E00,0005000010145000,0005000010144F00
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name = No "Pixel Mess"
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path = Super Smash Bros. for Wii U/Workarounds/No "Pixel Mess"
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description = Removes the "Pixel Mess" that appears on the results screen. Currently causes several effects to not appear. Made by Slashiee and Skalfate.
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version = 4
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# A screenshot of the issue can be seen here: https://cdn.discordapp.com/attachments/286429969104764928/335077383847673857/unknown.png
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[TextureRedefine] # Pixel Mess Texture
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width = 640
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height = 360
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formats = 0x00a
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overwriteWidth = 1
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overwriteHeight = 1
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@ -2,11 +2,10 @@
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titleIds = 0005000010110E00,0005000010145000,0005000010144F00
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name = Contrasty
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path = "Super Smash Bros. for Wii U/Enhancements/Contrasty"
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description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Made by getdls.
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version = 4
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description = This pack tweaks the colors and contrast to whatever preset you set it as.|You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls.
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version = 6
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[Preset]
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name = Default
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[Default]
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$redShadows = 1.0
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$greenShadows = 1.0
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$blueSadows = 1.0
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@ -14,7 +13,7 @@ $redMid = 1.0
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$greenMid = 1.0
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$blueMid = 1.0
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$redHilight = 1.0
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$greenHilight =1.0
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$greenHilight = 1.0
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$blueHilight = 1.0
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$contrastCurve = 0.0
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@ -27,6 +26,10 @@ $crushContrast = 0.0
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$bleach = 1.0
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$sharp_mix = 0.0
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[Preset]
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name = Default
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default = 1
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[Preset]
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name = debug
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$redShadows = 1.0
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@ -36,7 +39,7 @@ $redMid = 0.5
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$greenMid = 0.5
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$blueMid = 1.0
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$redHilight = 0.5
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$greenHilight =1.0
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$greenHilight = 1.0
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$blueHilight = 1.0
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$contrastCurve = 0.0
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@ -58,7 +61,7 @@ $redMid = 0.98
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$greenMid = 0.98
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$blueMid = 0.9
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$redHilight = 1.0
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$greenHilight =1.0
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$greenHilight = 1.0
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$blueHilight = 1.0
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$contrastCurve = 0.6
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@ -80,7 +83,7 @@ $redMid = 1.0
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$greenMid = 0.99
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$blueMid = 0.99
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$redHilight = 1.0
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$greenHilight =0.99
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$greenHilight = 0.99
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$blueHilight = 0.99
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$contrastCurve = 0.15
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@ -102,7 +105,7 @@ $redMid = 1.0
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$greenMid = 1.0
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$blueMid = 1.0
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$redHilight = 0.99
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$greenHilight =0.99
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$greenHilight = 0.99
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$blueHilight = 0.99
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$contrastCurve = 0.30
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@ -2,8 +2,8 @@
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titleIds = 0005000010110E00,0005000010145000,0005000010144F00
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name = No Boxing Ring Screen
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path = "Super Smash Bros. for Wii U/Enhancements/No Boxing Ring Screen"
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description = Disables the screen in the Boxing Ring stage. Can be used for aesthetic or performance reasons. Made by Slashiee.
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version = 4
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description = Disables the screen in the Boxing Ring stage.|This can be used for aesthetic or performance reasons.|Made by Slashiee.
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version = 6
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[TextureRedefine]
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width = 256
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 7613a0515b67d8b4
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const float shadowRes = $shadowRes;
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// Used for: Shadow penumbra
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const float shadowRes = $shadowQuality;
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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[Definition]
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titleIds = 0005000010110E00,0005000010145000,0005000010144F00
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name = Resolution
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path = "Super Smash Bros. for Wii U/Graphics/Resolution"
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description = Changes the resolution of the game. Made by Slashiee.
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version = 4
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name = Graphic Options
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path = "Super Smash Bros. for Wii U/Graphics"
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description = Allows you to change the game's TV resolution, gamepad resolution, shadow quality, and anisotropic filtering quality.|Made by Slashiee.
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version = 6
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[Preset]
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name = 1920x1080 (Default)
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[Default]
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$width = 1920
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$height = 1080
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$padWidth = 854
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$padHeight = 480
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$gameWidth = 1920
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$gameHeight = 1080
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$gamePadWidth = 854
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$gamePadHeight = 480
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$shadowQuality = 1
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$anisotropy = 1
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# Performance
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[Preset]
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1920
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$gameHeight = 1080
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# TV Resolution
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[Preset]
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name = 960x540
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category = TV Resolution
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$width = 960
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$height = 540
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$gameWidth = 1920
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$gameHeight = 1080
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[Preset]
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name = 1280x720
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$width = 1280
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$height = 720
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$gameWidth = 1920
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$gameHeight = 1080
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[Preset]
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1920
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$gameHeight = 1080
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# Common HD Resolutions
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[Preset]
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1920
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$gameHeight = 1080
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[Preset]
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1920
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$gameHeight = 1080
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name = 1920x1080
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category = TV Resolution
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default = 1
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[Preset]
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name = 3840x2160
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category = TV Resolution
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$width = 3840
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$height = 2160
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$gameWidth = 1920
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$gameHeight = 1080
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[Preset]
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1920
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$gameHeight = 1080
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[Preset]
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name = 7680x4320
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category = TV Resolution
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$width = 7680
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$height = 4320
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$gameWidth = 1920
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$gameHeight = 1080
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# Gamepad Resolution
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[Preset]
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name = 320x180
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category = Gamepad Resolution
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$padWidth = 320
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$padHeight = 180
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[Preset]
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name = 640x360
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category = Gamepad Resolution
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$padWidth = 640
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$padHeight = 360
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[Preset]
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name = 854x480
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category = Gamepad Resolution
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default = 1
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[Preset]
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name = 960x540
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category = Gamepad Resolution
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$padWidth = 960
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$padHeight = 540
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[Preset]
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name = 1280x720
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category = Gamepad Resolution
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$padWidth = 1280
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$padHeight = 720
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[Preset]
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name = 1600x900
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category = Gamepad Resolution
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$padWidth = 1600
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$padHeight = 900
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[Preset]
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name = 1920x1080
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category = Gamepad Resolution
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$padWidth = 1920
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$padHeight = 1080
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[Preset]
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name = 2560x1440
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category = Gamepad Resolution
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$padWidth = 2560
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$padHeight = 1440
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[Preset]
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name = 3200x1800
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category = Gamepad Resolution
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$padWidth = 3200
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$padHeight = 1800
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[Preset]
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name = 3840x2160
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category = Gamepad Resolution
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$padWidth = 3840
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$padHeight = 2160
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[Preset]
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name = 5120x2880
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category = Gamepad Resolution
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$padWidth = 5120
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$padHeight = 2880
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[Preset]
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name = 7680x4320
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category = Gamepad Resolution
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$padWidth = 7680
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$padHeight = 4320
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# Shadow Quality
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[Preset]
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name = Low
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category = Shadow Quality
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$shadowQuality = 0.5
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[Preset]
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name = Medium
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category = Shadow Quality
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default = 1
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[Preset]
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name = High
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category = Shadow Quality
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$shadowQuality = 2
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[Preset]
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name = Ultra
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category = Shadow Quality
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$shadowQuality = 3
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[Preset]
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name = Extreme
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category = Shadow Quality
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$shadowQuality = 4
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# Anisotropic Filtering Quality
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[Preset]
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name = 1x
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category = Anisotropic Filtering Quality
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default = 1
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[Preset]
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name = 2x
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category = Anisotropic Filtering Quality
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$anisotropy = 2
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[Preset]
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name = 4x
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category = Anisotropic Filtering Quality
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$anisotropy = 4
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[Preset]
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name = 8x
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category = Anisotropic Filtering Quality
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$anisotropy = 8
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[Preset]
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name = 16x
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category = Anisotropic Filtering Quality
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$anisotropy = 16
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# Anisotropic Filtering
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[TextureRedefine]
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tileModesExcluded = 0x001 # ignore cpu processed textures
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formatsExcluded = 0x001,0x01a,0x01f,0x122,0x219,0x21a,0x21f,0x80e,0x816,0x81e,0x820,0x823 # ignore viewports and cubemaps
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overwriteAnisotropy = $anisotropy
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# Texture Redefines
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[TextureRedefine] # Game Resolution
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width = 1920
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@ -97,14 +195,14 @@ overwriteHeight = ($height / $gameHeight) * 1080
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[TextureRedefine] # Gamepad Resolution
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width = 864
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height = 480
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overwriteWidth = ($width / $gameWidth) * 864
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overwriteHeight = ($height / $gameHeight) * 480
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overwriteWidth = ($padWidth / $gamePadWidth) * 864
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overwriteHeight = ($padHeight / $gamePadHeight) * 480
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[TextureRedefine] # Gamepad Resolution
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width = 854
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height = 480
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overwriteWidth = ($width / $gameWidth) * 854
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overwriteHeight = ($height / $gameHeight) * 480
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overwriteWidth = ($padWidth / $gamePadWidth) * 854
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overwriteHeight = ($padHeight / $gamePadHeight) * 480
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[TextureRedefine]
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width = 960
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@ -305,7 +403,7 @@ formatsExcluded = 0x816
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overwriteWidth = ($width / $gameWidth) * 30
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overwriteHeight = ($height / $gameHeight) * 16
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// Reduce Color Banding
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# Reduce Color Banding
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[TextureRedefine] # 1920x1088, f0219
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width = 1920
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@ -450,3 +548,19 @@ formats = 0x816
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overwriteFormat = 0x823
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overwriteWidth = ($width / $gameWidth) * 30
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overwriteHeight = ($height / $gameHeight) * 16
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# Shadows
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[TextureRedefine] # Shadows
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width = 1024
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height = 1024
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formats = 0x5
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overwriteWidth = $shadowQuality * 1024
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overwriteHeight = $shadowQuality * 1024
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[TextureRedefine] # Performance Shadows, Blur Pass
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width = 512
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height = 512
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formats = 0xb,0xf
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overwriteWidth = $shadowQuality * 512
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overwriteHeight = $shadowQuality * 512
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