diff --git a/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt index 82a882a7..2bb14fbe 100644 --- a/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt @@ -5,37 +5,29 @@ /*=============================Settings=====================================*/ #define adjust_bloom 1 // 0: disable, 1: enable. -const float bloomFactor = 0.7; // 1.0 is neutral +const float bloomFactor = 0.7; // 1.0 is neutral [0,1+] -#define tone_mapping 0 -// -1: disable, clamp bright detail but keep [0,1] intact, however clamping could lead to desaturation as well +#define tone_mapping 1 +// -1: disable, loss of bright detail/color but keep [0,1] intact // 0: (Wii U) BotW original // 1: ACES Filmic -//--------------------"ACES Filmic" Parameters-----------------// +//---------------"ACES Filmic","disable" Parameters-------------// const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure //---------------------------------------------------------------// -#define post_process 2 +#define post_process 0 // -1: disable // 0: (Wii U) BotW original, only vibrance -// 1: Reshade Vibrance -// 2: Contrasty -// 3: Experimental, convert rgb to hsv then adjust saturation directly +// 1: Contrasty //----------------"BotW original" vibrance adjust-------------// -const float satFactor = 0.29; // 0.18 is neutral. Experimental, adjust native saturation -//---------------------------------------------------------------// -//-----------------"Reshade Vibrance" Parameters--------------// -const float Vibrance = 0.40; // Saturates (or desaturates if you use negative values) the pixels depending on their original saturation. -const vec3 VibranceRGBBalance = vec3(1.0,1.0,1.0); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. +const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation //---------------------------------------------------------------// //---------------------"Contrasty" Parameters-----------------// const float gamma = 0.81; // 1.0 is neutral. Botw is already colour graded at this stage const float exposure = 1.17; // 1.0 is neutral -const float vibrance = 0.45; // 0.0 is neutral -const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail -//---------------------------------------------------------------// -//------------------------"hsv experiment"---------------------// -const float satScale = 1.5; // 1.0 is neutral +const float vibrance = 0.40; // >0: saturate <0: desaturate +const vec3 vibrance_RGB_balance = vec3(1.0,1.0,1.0); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. +const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail //---------------------------------------------------------------// /*==========================================================================*/ @@ -67,7 +59,12 @@ vec3 BotWToneMap(vec3 color) { vec3 ACESFilm(vec3 color) { color *= Exposure; - return (color*(2.51*color+0.03))/(color*(2.43*color+0.59)+0.14); + float Lumn = getL709(color); + vec4 tm = vec4(color,Lumn); + tm = (tm*(2.51*tm+0.03))/(tm*(2.43*tm+0.59)+0.14); // tonemap + vec3 cpre = tm.w / Lumn * color; + vec3 colorldr = mix(cpre,tm.rgb,vec3(pow(tm.w,2.0)));//refine + return colorldr; } vec3 BotWVibrance(vec3 color) { @@ -84,7 +81,7 @@ vec3 ReshadeVibrance(vec3 color) { float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color float luma = getL709(color); float color_saturation = max_color - min_color; // The difference between the two is the saturation - vec3 coeffVibrance = VibranceRGBBalance * Vibrance; + vec3 coeffVibrance = vibrance_RGB_balance * vibrance; color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); return color; } @@ -93,37 +90,20 @@ vec3 Contrasty(vec3 fColour) { fColour = max(vec3(0.0), fColour - vec3(crushContrast)); fColour = clamp(exposure * fColour, 0.0, 1.0); fColour = pow(fColour, vec3(1.0 / gamma)); - float luminance = getL601(fColour); - float mn = min(min(fColour.r, fColour.g), fColour.b); - float mx = max(max(fColour.r, fColour.g), fColour.b); - float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0; - vec3 lightness = vec3((mn + mx)/2.0); - // vibrance - fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + fColour = ReshadeVibrance(fColour); // reshade's identical, only a little stronger when at same setting return fColour; } -vec3 rgb2hsv(vec3 c) { - vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); - vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); - - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); -} -vec3 hsv2rgb(vec3 c) { - vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); -} - -vec3 HSV(vec3 color) { - vec3 hsv = rgb2hsv(color); - hsv.y = pow(hsv.y, 1.0/satScale); - color = hsv2rgb(hsv); - return color; -} +// bad curve, see reshade curves.fx +//vec3 Contrasty2(vec3 color) { +// color = clamp(color,0.0,1.0); +// vec3 dark = pow(color,vec3(1.0/dark_thr)); +// vec3 bright = pow(color,vec3(1.0/bright_thr)); +// float lumn = getL709(color); +// color = mix(dark,bright,lumn); +// color = ReshadeVibrance(color); +// return color; +//} void main() { @@ -137,7 +117,7 @@ bloom *= bloomFactor; color += bloom; #if (tone_mapping == -1) -color = clamp(color,0.0,1.0); +color = clamp(color*Exposure,0.0,1.0); #elif (tone_mapping == 0) color = BotWToneMap(color); #elif (tone_mapping == 1) @@ -147,11 +127,7 @@ color = ACESFilm(color); #if (post_process == 0) color = BotWVibrance(color); #elif (post_process == 1) -color = ReshadeVibrance(color); -#elif (post_process == 2) color = Contrasty(color); -#elif (post_process == 3) -color = HSV(color); #endif // export