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Adds Serfrosts latest preset.
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@ -1,6 +1,21 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 37040a485a29d54e
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//##########################################################
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// Being below game update version 1.4.0 will give you double-vision with recent graphic packs.
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// Clarity GFX
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// Credit to Jamie for main coding.
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// Credit to Kiri coding & Reshade logic.
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// Credit to Crementif for additional assistance.
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// Credit to all other creators for their time in making alternative presets.
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// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
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// Added Cemu 1.13.x Preset support
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// v 2.3 Final
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//##########################################################
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#define Preset $preset
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@ -15,26 +30,30 @@
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// CellHunter Preset 7
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// Serfrost Preset (Bright Display) 8
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// Serfrost Preset (Dim Display) 9
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// Serfrost Preset (Default) 10
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//##########################################################
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#if (Preset == 0)
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// User Defined, values to change are below.
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// User Defined, values to change are below. End before main presets.
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//##########################################################
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#define adjust_bloom 1 // 0: disable, 1: enable.
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//BloomFactor
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const float bloomFactor = 0.020; // Default is 0.020 (rough estimate based on Switch)
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#define HDRpassing 0 // 0: disable, 1: enable.
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//Fake High Dynamic Range.
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const float HDRPower = 1.00; // 0.0 to 8.0 Default 1.30.
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const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793
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const float radius2 = 0.80; // 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 0 // 0: disable, 1: enable.
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//LumaShapening
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const float sharp_strength = 0.35; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.85; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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@ -42,19 +61,22 @@ const float sharp_clamp = 0.85; //[0.000 to 1.000] Limits
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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 0 // 0: disable, -1 to 9: enable.
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// -1: disable, loss of bright detail/color but keep [0,1] intact
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// 0: (Wii U) BotW original
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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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// lumaBasedReinhardToneMapping Option 4
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// whitePreservingLumaBasedReinhardToneMapping Option 5
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// RomBinDaHouseToneMapping Option 6
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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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// Reshade ToneMap Controls / "Contrasty" Parameters
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#define Tone_map 0
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// 0: disable, -1 to 9: enable.
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// -1: disable, loss of bright detail/color but keep [0,1] intact
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// 0: (Wii U) BotW original
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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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// lumaBasedReinhardToneMapping Option 4
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// whitePreservingLumaBasedReinhardToneMapping Option 5
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// RomBinDaHouseToneMapping Option 6
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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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// Reshade ToneMap Controls / "Contrasty" Parameters
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const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure
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const float Bleach = 0.4; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float Gamma = 1.00; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
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@ -64,9 +86,10 @@ const float sat = 0.000; // "Adjust saturation" mi
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const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail
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#define post_process 0
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//----------------"BotW original" vibrance adjust-------------//
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const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation
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//---------------------------------------------------------------//
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//------------------------------------------------------------//
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#define blacknwhitepass 0 // 0: disable, 1: enable.
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// Levels Control
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@ -135,10 +158,13 @@ float DPX_Saturation = 3.0;
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float Colorfulness = 2.5;
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float DPX_Strength = 0.20;
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//###########################################################
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//Do not edit under this line, unless explicitly desired. Keep backups!
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//###########################################################
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//Presets
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#elif (Preset == 1) //Bruz
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@ -576,8 +602,8 @@ float DPX_Strength = 0.20;
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const int WhitePoint = 215;
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#define lggpass 1
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vec3 RGB_Lift = vec3(0.980, 0.970, 1.000);
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vec3 RGB_Gamma = vec3(0.970, 0.965, 1.015);
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vec3 RGB_Gain = vec3(0.980, 0.970, 1.010);
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vec3 RGB_Gamma = vec3(0.970, 0.965, 1.010);
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vec3 RGB_Gain = vec3(0.980, 0.970, 1.005);
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#define vibpass 1
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const float Vibrance = 0.385;
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vec3 VibranceRGBBalance = vec3(1.10, 1.05, 1.15);
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@ -686,6 +712,7 @@ float DPX_Strength = 0.20;
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float DPX_Strength = 0.20;
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#elif (Preset == 9) //Serfrost (Dim Display)
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#define adjust_bloom 1
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const float bloomFactor = 0.7;
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#define HDRpassing 1
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@ -751,10 +778,83 @@ float DPX_Strength = 0.20;
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float DPX_Saturation = 3.0;
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float Colorfulness = 1.0;
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float DPX_Strength = 0.20;
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#elif (Preset == 10) //Serfrost (Other)
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#define adjust_bloom 1
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const float bloomFactor = 0.3;
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#define HDRpassing 1
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const float HDRPower = 1.15;
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const float radius1 = 0.793;
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const float radius2 = 0.87;
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#define lumapassing 1
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const float sharp_strength = 0.45;
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const float sharp_clamp = 0.085;
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const float offset_bias = 1.0;
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#define Tone_map 8
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const float Exposure = 1.10;
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const float Bleach = 0.1;
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const float Gamma = 1.0;
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const float defog = 0.0;
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vec3 FogColor = vec3(1.0, 1.0, 1.0);
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const float sat = 0.0;
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const float crushContrast = 0.00;
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#define post_process 0
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const float satFactor = 0.07;
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#define blacknwhitepass 1
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const int BlackPoint = 5;
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const int WhitePoint = 210;
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#define lggpass 1
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vec3 RGB_Lift = vec3(1.027, 1.027, 1.027);
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vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83);
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
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#define vibpass 1
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const float Vibrance = 0.45;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3);
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#define Tech 1
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const float Power = 6.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.3;
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#define Techine 1
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float Technicolor2_Red_Strength = -0.12;
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float Technicolor2_Green_Strength = -0.25;
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float Technicolor2_Blue_Strength = -0.15;
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float Technicolor2_Brightness = 0.4;
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float Technicolor2_Strength = 1.0;
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float Technicolor2_Saturation = 0.90;
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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#define CurvesPss 0
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const float Contrast = 0.5;
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#define Filmicpass 1
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const float Filmic_Contrast = 1.03;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.35;
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const float Filmic_Strength = 0.60;
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const float Fade = 0.1;
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const float Linearization = 1.0;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.0;
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const float EffectGamma = 0.68;
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#define dpxpass 0
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vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
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vec3 RGB_C = vec3(0.36, 0.36, 0.34);
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float DPX_Contrast = 0.1;
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float DPX_Saturation = 3.0;
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float Colorfulness = 1.0;
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float DPX_Strength = 0.20;
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#endif
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//###########################################################
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//Never touch anything below this line unless you plan to break and fix things.
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//###########################################################
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
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layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
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@ -1337,15 +1437,3 @@ void main()
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#endif
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passPixelColor0 = vec4(color, passParameterSem0.w);
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}
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//##########################################################
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// Possible problems
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// Being below 1.3.3 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
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// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
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// Clarity GFX
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// Credit to Jamie for main coding.
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// Credit to Kiri coding & Reshade logic.
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// Credit to Crementif for Help.
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// Credit to Serfrost for preset values.
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// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
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// v 2.2 Final
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// Add 1.4.0 support
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@ -6,13 +6,17 @@ description = "NOT COMPATIBLE WITH MONOCHROMIA! Select the visual look of the ga
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version = 3
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[Preset]
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name = Serfrost Preset (Bright Display)
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$preset:int = 8
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name = Serfrost Preset (Default)
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$preset:int = 10
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[Preset]
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name = Serfrost Preset (Dim Display)
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$preset:int = 9
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[Preset]
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name = Serfrost Preset (Bright Display)
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$preset:int = 8
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[Preset]
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name = Bruz Preset
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$preset:int = 1
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