From 8025f7f7f3d1fb796368f1f9c87318f73a3fc13f Mon Sep 17 00:00:00 2001 From: CellHunter <36428332+CeIIHunter@users.noreply.github.com> Date: Tue, 6 Nov 2018 23:21:02 -0600 Subject: [PATCH] Adds Serfrosts latest preset. --- .../37040a485a29d54e_00000000000003c9_ps.txt | 146 ++++++++++++++---- .../BreathOfTheWild_Clarity/rules.txt | 8 +- 2 files changed, 123 insertions(+), 31 deletions(-) diff --git a/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index 64d13a02..9710fb12 100644 --- a/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -1,6 +1,21 @@ #version 420 #extension GL_ARB_texture_gather : enable // shader 37040a485a29d54e + +//########################################################## + +// Being below game update version 1.4.0 will give you double-vision with recent graphic packs. + +// Clarity GFX +// Credit to Jamie for main coding. +// Credit to Kiri coding & Reshade logic. +// Credit to Crementif for additional assistance. +// Credit to all other creators for their time in making alternative presets. + +// Shader dumped from Cemu 1.11.2 from BotW 1.4.0 +// Added Cemu 1.13.x Preset support +// v 2.3 Final + //########################################################## #define Preset $preset @@ -15,26 +30,30 @@ // CellHunter Preset 7 // Serfrost Preset (Bright Display) 8 // Serfrost Preset (Dim Display) 9 + // Serfrost Preset (Default) 10 //########################################################## #if (Preset == 0) -// User Defined, values to change are below. +// User Defined, values to change are below. End before main presets. //########################################################## #define adjust_bloom 1 // 0: disable, 1: enable. + //BloomFactor const float bloomFactor = 0.020; // Default is 0.020 (rough estimate based on Switch) #define HDRpassing 0 // 0: disable, 1: enable. + //Fake High Dynamic Range. const float HDRPower = 1.00; // 0.0 to 8.0 Default 1.30. const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793 const float radius2 = 0.80; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." #define lumapassing 0 // 0: disable, 1: enable. + //LumaShapening const float sharp_strength = 0.35; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 const float sharp_clamp = 0.85; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 @@ -42,19 +61,22 @@ const float sharp_clamp = 0.85; //[0.000 to 1.000] Limits //Advanced sharpening settings const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. -#define Tone_map 0 // 0: disable, -1 to 9: enable. - // -1: disable, loss of bright detail/color but keep [0,1] intact - // 0: (Wii U) BotW original - // Reshade ToneMap Option 1 - // linearToneMapping Option 2 - // simpleReinhardToneMapping Option 3 - // lumaBasedReinhardToneMapping Option 4 - // whitePreservingLumaBasedReinhardToneMapping Option 5 - // RomBinDaHouseToneMapping Option 6 - // filmicToneMapping Option 7 - // Uncharted2ToneMapping Option 8 - // ACES Filmic Option 9 - // Reshade ToneMap Controls / "Contrasty" Parameters +#define Tone_map 0 + + // 0: disable, -1 to 9: enable. + // -1: disable, loss of bright detail/color but keep [0,1] intact + // 0: (Wii U) BotW original + // Reshade ToneMap Option 1 + // linearToneMapping Option 2 + // simpleReinhardToneMapping Option 3 + // lumaBasedReinhardToneMapping Option 4 + // whitePreservingLumaBasedReinhardToneMapping Option 5 + // RomBinDaHouseToneMapping Option 6 + // filmicToneMapping Option 7 + // Uncharted2ToneMapping Option 8 + // ACES Filmic Option 9 + // Reshade ToneMap Controls / "Contrasty" Parameters + const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure const float Bleach = 0.4; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 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." @@ -64,9 +86,10 @@ const float sat = 0.000; // "Adjust saturation" mi const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail #define post_process 0 + //----------------"BotW original" vibrance adjust-------------// const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation -//---------------------------------------------------------------// +//------------------------------------------------------------// #define blacknwhitepass 0 // 0: disable, 1: enable. // Levels Control @@ -135,10 +158,13 @@ float DPX_Saturation = 3.0; float Colorfulness = 2.5; float DPX_Strength = 0.20; + //########################################################### //Do not edit under this line, unless explicitly desired. Keep backups! +//########################################################### + //Presets #elif (Preset == 1) //Bruz @@ -576,8 +602,8 @@ float DPX_Strength = 0.20; const int WhitePoint = 215; #define lggpass 1 vec3 RGB_Lift = vec3(0.980, 0.970, 1.000); - vec3 RGB_Gamma = vec3(0.970, 0.965, 1.015); - vec3 RGB_Gain = vec3(0.980, 0.970, 1.010); + vec3 RGB_Gamma = vec3(0.970, 0.965, 1.010); + vec3 RGB_Gain = vec3(0.980, 0.970, 1.005); #define vibpass 1 const float Vibrance = 0.385; vec3 VibranceRGBBalance = vec3(1.10, 1.05, 1.15); @@ -686,6 +712,7 @@ float DPX_Strength = 0.20; float DPX_Strength = 0.20; #elif (Preset == 9) //Serfrost (Dim Display) + #define adjust_bloom 1 const float bloomFactor = 0.7; #define HDRpassing 1 @@ -751,10 +778,83 @@ float DPX_Strength = 0.20; float DPX_Saturation = 3.0; float Colorfulness = 1.0; float DPX_Strength = 0.20; + +#elif (Preset == 10) //Serfrost (Other) + + #define adjust_bloom 1 + const float bloomFactor = 0.3; + #define HDRpassing 1 + const float HDRPower = 1.15; + const float radius1 = 0.793; + const float radius2 = 0.87; + #define lumapassing 1 + const float sharp_strength = 0.45; + const float sharp_clamp = 0.085; + const float offset_bias = 1.0; + #define Tone_map 8 + const float Exposure = 1.10; + const float Bleach = 0.1; + const float Gamma = 1.0; + const float defog = 0.0; + vec3 FogColor = vec3(1.0, 1.0, 1.0); + const float sat = 0.0; + const float crushContrast = 0.00; + #define post_process 0 + const float satFactor = 0.07; + #define blacknwhitepass 1 + const int BlackPoint = 5; + const int WhitePoint = 210; + #define lggpass 1 + vec3 RGB_Lift = vec3(1.027, 1.027, 1.027); + vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); + vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); + #define vibpass 1 + const float Vibrance = 0.45; + vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3); + #define Tech 1 + const float Power = 6.0; + vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); + float Strength = 0.3; + #define Techine 1 + float Technicolor2_Red_Strength = -0.12; + float Technicolor2_Green_Strength = -0.25; + float Technicolor2_Blue_Strength = -0.15; + float Technicolor2_Brightness = 0.4; + float Technicolor2_Strength = 1.0; + float Technicolor2_Saturation = 0.90; + #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 = 0.5; + #define Filmicpass 1 + const float Filmic_Contrast = 1.03; + const float Filmic_Bleach = 0.0; + const float Saturation = -0.35; + const float Filmic_Strength = 0.60; + const float Fade = 0.1; + const float Linearization = 1.0; + 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 = 1.0; + float DPX_Strength = 0.20; #endif //########################################################### + +//Never touch anything below this line unless you plan to break and fix things. + +//########################################################### + uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. @@ -1337,15 +1437,3 @@ void main() #endif passPixelColor0 = vec4(color, passParameterSem0.w); } -//########################################################## -// Possible problems -// Being below 1.3.3 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Crementif for Help. -// Credit to Serfrost for preset values. -// Shader dumped from Cemu 1.11.2 from BotW 1.4.0 -// v 2.2 Final -// Add 1.4.0 support diff --git a/Enhancements/BreathOfTheWild_Clarity/rules.txt b/Enhancements/BreathOfTheWild_Clarity/rules.txt index 7d84c54f..52490d34 100644 --- a/Enhancements/BreathOfTheWild_Clarity/rules.txt +++ b/Enhancements/BreathOfTheWild_Clarity/rules.txt @@ -6,13 +6,17 @@ description = "NOT COMPATIBLE WITH MONOCHROMIA! Select the visual look of the ga version = 3 [Preset] -name = Serfrost Preset (Bright Display) -$preset:int = 8 +name = Serfrost Preset (Default) +$preset:int = 10 [Preset] name = Serfrost Preset (Dim Display) $preset:int = 9 +[Preset] +name = Serfrost Preset (Bright Display) +$preset:int = 8 + [Preset] name = Bruz Preset $preset:int = 1