Adds Serfrosts latest preset.

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CellHunter 2018-11-06 23:21:02 -06:00 committed by GitHub
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2 changed files with 123 additions and 31 deletions

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@ -1,6 +1,21 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e // 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 #define Preset $preset
@ -15,26 +30,30 @@
// CellHunter Preset 7 // CellHunter Preset 7
// Serfrost Preset (Bright Display) 8 // Serfrost Preset (Bright Display) 8
// Serfrost Preset (Dim Display) 9 // Serfrost Preset (Dim Display) 9
// Serfrost Preset (Default) 10
//########################################################## //##########################################################
#if (Preset == 0) #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. #define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor //BloomFactor
const float bloomFactor = 0.020; // Default is 0.020 (rough estimate based on Switch) const float bloomFactor = 0.020; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 0 // 0: disable, 1: enable. #define HDRpassing 0 // 0: disable, 1: enable.
//Fake High Dynamic Range. //Fake High Dynamic Range.
const float HDRPower = 1.00; // 0.0 to 8.0 Default 1.30. 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 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." 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. #define lumapassing 0 // 0: disable, 1: enable.
//LumaShapening //LumaShapening
const float sharp_strength = 0.35; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 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 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 //Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. 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. #define Tone_map 0
// -1: disable, loss of bright detail/color but keep [0,1] intact
// 0: (Wii U) BotW original // 0: disable, -1 to 9: enable.
// Reshade ToneMap Option 1 // -1: disable, loss of bright detail/color but keep [0,1] intact
// linearToneMapping Option 2 // 0: (Wii U) BotW original
// simpleReinhardToneMapping Option 3 // Reshade ToneMap Option 1
// lumaBasedReinhardToneMapping Option 4 // linearToneMapping Option 2
// whitePreservingLumaBasedReinhardToneMapping Option 5 // simpleReinhardToneMapping Option 3
// RomBinDaHouseToneMapping Option 6 // lumaBasedReinhardToneMapping Option 4
// filmicToneMapping Option 7 // whitePreservingLumaBasedReinhardToneMapping Option 5
// Uncharted2ToneMapping Option 8 // RomBinDaHouseToneMapping Option 6
// ACES Filmic Option 9 // filmicToneMapping Option 7
// Reshade ToneMap Controls / "Contrasty" Parameters // 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 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 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." 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 const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail
#define post_process 0 #define post_process 0
//----------------"BotW original" vibrance adjust-------------// //----------------"BotW original" vibrance adjust-------------//
const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation
//---------------------------------------------------------------// //------------------------------------------------------------//
#define blacknwhitepass 0 // 0: disable, 1: enable. #define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control // Levels Control
@ -135,10 +158,13 @@ float DPX_Saturation = 3.0;
float Colorfulness = 2.5; float Colorfulness = 2.5;
float DPX_Strength = 0.20; float DPX_Strength = 0.20;
//########################################################### //###########################################################
//Do not edit under this line, unless explicitly desired. Keep backups! //Do not edit under this line, unless explicitly desired. Keep backups!
//###########################################################
//Presets //Presets
#elif (Preset == 1) //Bruz #elif (Preset == 1) //Bruz
@ -576,8 +602,8 @@ float DPX_Strength = 0.20;
const int WhitePoint = 215; const int WhitePoint = 215;
#define lggpass 1 #define lggpass 1
vec3 RGB_Lift = vec3(0.980, 0.970, 1.000); vec3 RGB_Lift = vec3(0.980, 0.970, 1.000);
vec3 RGB_Gamma = vec3(0.970, 0.965, 1.015); vec3 RGB_Gamma = vec3(0.970, 0.965, 1.010);
vec3 RGB_Gain = vec3(0.980, 0.970, 1.010); vec3 RGB_Gain = vec3(0.980, 0.970, 1.005);
#define vibpass 1 #define vibpass 1
const float Vibrance = 0.385; const float Vibrance = 0.385;
vec3 VibranceRGBBalance = vec3(1.10, 1.05, 1.15); vec3 VibranceRGBBalance = vec3(1.10, 1.05, 1.15);
@ -686,6 +712,7 @@ float DPX_Strength = 0.20;
float DPX_Strength = 0.20; float DPX_Strength = 0.20;
#elif (Preset == 9) //Serfrost (Dim Display) #elif (Preset == 9) //Serfrost (Dim Display)
#define adjust_bloom 1 #define adjust_bloom 1
const float bloomFactor = 0.7; const float bloomFactor = 0.7;
#define HDRpassing 1 #define HDRpassing 1
@ -751,10 +778,83 @@ 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 = 0.20; 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 #endif
//########################################################### //###########################################################
//Never touch anything below this line unless you plan to break and fix things.
//###########################################################
uniform ivec4 uf_remappedPS[1]; uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
@ -1337,15 +1437,3 @@ void main()
#endif #endif
passPixelColor0 = vec4(color, passParameterSem0.w); 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

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@ -6,13 +6,17 @@ description = "NOT COMPATIBLE WITH MONOCHROMIA! Select the visual look of the ga
version = 3 version = 3
[Preset] [Preset]
name = Serfrost Preset (Bright Display) name = Serfrost Preset (Default)
$preset:int = 8 $preset:int = 10
[Preset] [Preset]
name = Serfrost Preset (Dim Display) name = Serfrost Preset (Dim Display)
$preset:int = 9 $preset:int = 9
[Preset]
name = Serfrost Preset (Bright Display)
$preset:int = 8
[Preset] [Preset]
name = Bruz Preset name = Bruz Preset
$preset:int = 1 $preset:int = 1