diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt index 6cd8e8ad..5077cfbb 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt @@ -15,17 +15,17 @@ // Add 1.4.0 support //########################################################## -#define adjust_bloom 1 // 0: disable, 1: enable. +#define adjust_bloom 1 // 0: disable, 1: enable. //BloomFactor const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch) -#define HDRpassing 1 // 0: disable, 1: enable. +#define HDRpassing 1 // 0: disable, 1: enable. //Fake High Dynamic Range. const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30. const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." -#define lumapassing 1 // 0: disable, 1: enable. +#define lumapassing 1 // 0: disable, 1: enable. //LumaShapening const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 @@ -51,30 +51,30 @@ const float defog = 0.004; // Default is 0.0 //How m vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 -#define blacknwhitepass 0 // 0: disable, 1: enable. +#define blacknwhitepass 0 // 0: disable, 1: enable. // Levels Control const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white -#define lggpass 1 // 0: disable, 1: enable. +#define lggpass 1 // 0: disable, 1: enable. //Lift Gamma Gain -vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. -vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue -vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue +vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue // Note that a value of 1.0 is a neutral setting that leave the color unchanged. -#define vibpass 1 // 0: disable, 1: enable. +#define vibpass 1 // 0: disable, 1: enable. //VibrancePass const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation." 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."; -#define Tech 1 +#define Tech 0 // 0: disable, 1: enable. //Technicolor const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 -#define Techine 0 // 0: disable, 1: enable. +#define Techine 0 // 0: disable, 1: enable. //Technicolor2 const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 @@ -84,10 +84,10 @@ const float Technicolor2_Strength = 1.0; // [Default is 1.0] const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." //Curves Contrast -#define CurvesPss 1 // 0: disable, 1: enable. +#define CurvesPss 1 // 0: disable, 1: enable. const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want." -#define Filmicpass 0 // 0: disable, 1: enable. +#define Filmicpass 0 // 0: disable, 1: enable. //Filmic Pass const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0 const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Clarity_Template_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Clarity_Template_37040a485a29d54e_00000000000003c9_ps.txt index 91546577..c458faa9 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Clarity_Template_37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Clarity_Template_37040a485a29d54e_00000000000003c9_ps.txt @@ -15,17 +15,17 @@ // Add 1.4.0 support //########################################################## -#define adjust_bloom 0 // 0: disable, 1: enable. +#define adjust_bloom 0 // 0: disable, 1: enable. //BloomFactor const float bloomFactor = 0.197; // 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. const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30. const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 -const float radius2 = 0.087; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +const float radius2 = 0.870; // 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 const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 @@ -33,7 +33,7 @@ const float sharp_clamp = 0.035; //[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, 1-8: enable. +#define Tone_map 1 // 0: disable, 1-8: enable. // Reshade ToneMap Option 1 // linearToneMapping Option 2 // simpleReinhardToneMapping Option 3 @@ -51,30 +51,30 @@ const float defog = 0.004; // Default is 0.0 //How m vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 -#define blacknwhitepass 0 // 0: disable, 1: enable. +#define blacknwhitepass 0 // 0: disable, 1: enable. // Levels Control const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white -#define lggpass 0 // 0: disable, 1: enable. +#define lggpass 0 // 0: disable, 1: enable. //Lift Gamma Gain vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue // Note that a value of 1.0 is a neutral setting that leave the color unchanged. -#define vibpass 0 // 0: disable, 1: enable. +#define vibpass 0 // 0: disable, 1: enable. //VibrancePass const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation." 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."; -#define Tech 0 +#define Tech 0 // 0: disable, 1: enable. //Technicolor const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 -#define Techine 0 // 0: disable, 1: enable. +#define Techine 0 // 0: disable, 1: enable. //Technicolor2 const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 @@ -84,20 +84,20 @@ const float Technicolor2_Strength = 1.0; // [Default is 1.0] const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." //Curves Contrast -#define CurvesPss 0 // 0: disable, 1: enable. +#define CurvesPss 0 // 0: disable, 1: enable. const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want." -#define Filmicpass 0 // 0: disable, 1: enable. +#define Filmicpass 0 // 0: disable, 1: enable. //Filmic Pass -const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0 -const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 -const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 + +const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 +const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 +const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 -const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 - const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0 const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 @@ -185,7 +185,7 @@ vec3 ReshadeToneMap(vec3 inputColor) { vec3 color = inputColor; color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog color *= Exposure / (1.0 + color / Exposure); - color = pow(color, vec3(Gamma)); // Gamma + color = pow(color, vec3(1. / Gamma)); // Gamma const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); float lum = dot(coefLuma, color); diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt index 0b366cc9..5077cfbb 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt @@ -15,17 +15,17 @@ // Add 1.4.0 support //########################################################## -#define adjust_bloom 1 // 0: disable, 1: enable. +#define adjust_bloom 1 // 0: disable, 1: enable. //BloomFactor const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch) -#define HDRpassing 1 // 0: disable, 1: enable. +#define HDRpassing 1 // 0: disable, 1: enable. //Fake High Dynamic Range. const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30. const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." -#define lumapassing 1 // 0: disable, 1: enable. +#define lumapassing 1 // 0: disable, 1: enable. //LumaShapening const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 @@ -51,30 +51,30 @@ const float defog = 0.004; // Default is 0.0 //How m vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 -#define blacknwhitepass 0 // 0: disable, 1: enable. +#define blacknwhitepass 0 // 0: disable, 1: enable. // Levels Control const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white -#define lggpass 1 // 0: disable, 1: enable. +#define lggpass 1 // 0: disable, 1: enable. //Lift Gamma Gain vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue // Note that a value of 1.0 is a neutral setting that leave the color unchanged. -#define vibpass 1 // 0: disable, 1: enable. +#define vibpass 1 // 0: disable, 1: enable. //VibrancePass const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation." 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."; -#define Tech 1 +#define Tech 0 // 0: disable, 1: enable. //Technicolor const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 -#define Techine 0 // 0: disable, 1: enable. +#define Techine 0 // 0: disable, 1: enable. //Technicolor2 const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 @@ -84,10 +84,10 @@ const float Technicolor2_Strength = 1.0; // [Default is 1.0] const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." //Curves Contrast -#define CurvesPss 1 // 0: disable, 1: enable. +#define CurvesPss 1 // 0: disable, 1: enable. const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want." -#define Filmicpass 0 // 0: disable, 1: enable. +#define Filmicpass 0 // 0: disable, 1: enable. //Filmic Pass const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0 const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt index bbf0063d..7ee9f5fd 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt @@ -19,12 +19,12 @@ #define adjust_bloom 1 //0: disable, 1: enable. //BloomFactor -float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch) +float bloomFactor = 0.3; //Default is 0.2 (rough estimate based on Switch) -#define HDRpassing 0 //0: disable, 1: enable. +#define HDRpassing 1 //0: disable, 1: enable. //Fake High Dynamic Range -float HDRPower = 1.085; //0.0 to 8.0 Default 1.30. +float HDRPower = 1.15; //0.0 to 8.0 Default 1.30. float radius1 = 0.793; //0.0 to 8.0 Default 0.793 float radius2 = 0.87; //0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." @@ -58,16 +58,19 @@ float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius o //########################################################## //Reshade ToneMap Controls -float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure -float Bleach = 0.0; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image +float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure -float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor. +float Bleach = 0.1; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image + +const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control." + +float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor. // Color you want to Add or Remove, 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color. -vec3 FogColor = vec3(1.0, 1.5, 1.7); +vec3 FogColor = vec3(1.0, 1.0, 1.0); -float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation +float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation //########################################################## @@ -82,7 +85,7 @@ const int WhitePoint = 210; //[0 to 255] The new white point. Everything bright #define lggpass 1 //0: disable, 1: enable. //Lift Gamma Gain -vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Lift = vec3(1.027, 1.027, 1.027); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue @@ -90,62 +93,58 @@ vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights //########################################################## -#define vibpass 1 //0: disable, 1: enable. +#define vibpass 1 //0: disable, 1: enable. //VibrancePass -float Vibrance = 0.5; //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. -vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.1); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. +float Vibrance = 0.45; //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. + +vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. //########################################################## #define Tech 1 //0: disable, 1: enable. //Technicolor -//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic -float Power = 5.0; //Min 0.0 Max 8.0 Default 4.0 +float Power = 6.0; //[0.0 to 8.0][Default 4.0] vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); +float Strength = 0.3; //[0.0 to 1.0][Default 0.4] //########################################################## #define Techine 1 //0: disable, 1: enable. //Technicolor2 -float Technicolor2_Red_Strength = -0.02; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 +float Technicolor2_Red_Strength = -0.12; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Green_Strength = -0.25; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Blue_Strength = -0.15; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 -float Technicolor2_Brightness = 0.3; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +float Technicolor2_Brightness = 0.4; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0 float Technicolor2_Strength = 1.0; //[Default is 1.0] float Technicolor2_Saturation = 0.90; //[Default is 1.0] //########################################################## -// Contrast - Curves /or/ Filmic Pass - -#define CurvesPss 0 //1 for Curves Style, 0 for Filmic Pass Style - -float Contrast = 1.0; +//Curves Contrast +#define CurvesPss 0 // 0: disable, 1: enable. +const float Contrast = 0.5; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want." //########################################################## -#define Filmicpass 1 //0: disable, 1: enable. +#define Filmicpass 1 // 0: disable, 1: enable. //Filmic Pass -float Strength = 0.60; //[0.0 to 1.5] [Default 0.85] Strength of the color curve altering -float Fade = 0.1; //[0.0 to 0.6] [Default 0.4] Decreases contrast to imitate faded image -float Linearization = 1.0; //[0.5 to 2.0] [Default 0.5] -float Saturation = -0.35; //[-1.0 to 1.0][Default -0.15] +const float Filmic_Strength = 0.60; //[0.0 to 1.5][Default 0.85] Strength of the color curve altering. +const float Filmic_Contrast = 1.03; //[0.5 to 2.0][Default 1.0] -float RedCurve = 1.0; //[0.0 to 2.0] [Default 1.0] -float GreenCurve = 1.0; //[0.0 to 2.0] [Default 1.0] -float BlueCurve = 1.0; //[0.0 to 2.0] [Default 1.0] -float BaseCurve = 1.5; //[0.0 to 2.0] [Default 1.5] +const float Fade = 0.1; //[0.0 to 0.6][Default 0.4] Decreases contrast to imitate faded image. +const float Linearization = 1.0; //[0.5 to 2.0][Default 0.5] -float BaseGamma = 1.0; //[0.7 to 2.0] [Default 1.0] -float EffectGamma = 0.68; //[0.0 to 2.0] [Default 0.68] -float EffectGammaR = 1.0; //[0.0 to 2.0] [Default 1.0] -float EffectGammaG = 1.0; //[0.0 to 2.0] [Default 1.0] -float EffectGammaB = 1.0; //[0.0 to 2.0] [Default 1.0] +const float Filmic_Bleach = 0.0; //[-0.5 to 1.0][Default 0.0] More bleach means more contrasted and less colorful image. +const float Saturation = -0.35; //[-1.0 to 1.0][Default -0.15] + +const float BaseCurve = 1.5; //[0.0 to 2.0][Default 1.5] +const float BaseGamma = 1.00; //[0.7 to 2.0][Default 1.0] +const float EffectGamma = 0.68; //[0.0 to 2.0][Default 0.68] //########################################################### @@ -157,14 +156,6 @@ float EffectGammaB = 1.0; //[0.0 to 2.0] [Default 1.0] - -float getL601(vec3 rgb) { - return dot(rgb, vec3(0.2989, 0.5866, 0.1145)); -} - -float getL709(vec3 rgb) { - return dot(rgb, vec3(0.2126, 0.7152, 0.0722)); -} uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. @@ -178,13 +169,15 @@ vec3 linearToneMapping(vec3 color) { float exposure = 1.; color = clamp(exposure * color, 0., 1.); + color = pow(color, vec3(1. / Gamma)); return color; } vec3 simpleReinhardToneMapping(vec3 color) { float exposure = 1.5; - color *= exposure / (1. + color / exposure); + color *= exposure/(1. + color / exposure); + color = pow(color, vec3(1. / Gamma)); return color; } @@ -193,6 +186,7 @@ vec3 lumaBasedReinhardToneMapping(vec3 color) float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); float toneMappedLuma = luma / (1. + luma); color *= toneMappedLuma / luma; + color = pow(color, vec3(1. / Gamma)); return color; } @@ -202,12 +196,14 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color) float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma); color *= toneMappedLuma / luma; + color = pow(color, vec3(1. / Gamma)); return color; } vec3 RomBinDaHouseToneMapping(vec3 color) { - color = exp(-1.0 / (2.72*color + 0.15)); + color = exp( -1.0 / ( 2.72*color + 0.15 ) ); + color = pow(color, vec3(1. / Gamma)); return color; } @@ -232,13 +228,16 @@ vec3 Uncharted2ToneMapping(vec3 color) color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F; color /= white; - return color; + color = pow(color, vec3(1. / Gamma)); + return color; } vec3 ReshadeToneMap(vec3 inputColor) { vec3 color = inputColor; color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog - + color *= Exposure / (1.0 + color / Exposure); + color = pow(color, vec3(Gamma)); // Gamma + const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); float lum = dot(coefLuma, color); @@ -260,6 +259,9 @@ vec3 ReshadeToneMap(vec3 inputColor) { return color; } +float getL709(vec3 rgb) { + return dot(rgb, vec3(0.2126, 0.7152, 0.0722)); +} vec3 ACESFilm(vec3 color) { color *= Exposure; float Lumn = getL709(color); @@ -314,7 +316,7 @@ vec3 Technicolor2(vec3 inputColor) { //Technicolor vec3 TechnicolorPass(vec3 color) { - float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 + const vec3 cyanfilter = vec3(0.0, 1.30, 1.0); const vec3 magentafilter = vec3(1.0, 0.0, 1.05); const vec3 yellowfilter = vec3(1.6, 1.6, 0.05); @@ -348,21 +350,24 @@ vec3 LevelsPass(vec3 inputColor) { //FilmPass vec3 FilmPass(vec3 inputColor) { - + vec3 B = inputColor.rgb; vec3 G = B; vec3 H = vec3(0.01); B = clamp(B, 0.0, 1.); B = pow(vec3(B), vec3(Linearization)); - B = mix(H, B, Contrast); + B = mix(H, B, Filmic_Contrast); - vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186); + vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722); float A = dot(B.rgb, LumCoeff); vec3 D = vec3(A); B = pow(B, 1.0 / vec3(BaseGamma)); + float RedCurve = 1.0; + float GreenCurve = 1.0; + float BlueCurve = 1.0; float a = RedCurve; float b = GreenCurve; float c = BlueCurve; @@ -383,8 +388,10 @@ vec3 FilmPass(vec3 inputColor) { vec3 Di = 1.0 - D; - D = mix(D, Di, Bleach); - + D = mix(D, Di, Filmic_Bleach); + float EffectGammaR = 1.0; + float EffectGammaG = 1.0; + float EffectGammaB = 1.0; D.r = pow(abs(D.r), 1.0 / EffectGammaR); D.g = pow(abs(D.g), 1.0 / EffectGammaG); D.b = pow(abs(D.b), 1.0 / EffectGammaB); @@ -436,7 +443,7 @@ vec3 FilmPass(vec3 inputColor) { Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization)); - vec3 Fn = mix(B, Cn, Strength); + vec3 Fn = mix(B, Cn, Filmic_Strength); return Fn; } @@ -452,13 +459,13 @@ vec3 LiftGammaGainPass(vec3 colorInput) color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance. -// -- Gain -- + // -- Gain -- color *= RGB_Gain; // -- Gamma -- color = pow(color, 1.0 / RGB_Gamma); //Gamma -// -- Return output -- + // -- Return output -- return clamp(color, 0.0, 1.0); } @@ -473,7 +480,7 @@ vec3 VibrancePass(vec3 color) { float color_saturation = max_color - min_color; // The difference between the two is the saturation -// Extrapolate between luma and original by 1 + (1-saturation) - current + // Extrapolate between luma and original by 1 + (1-saturation) - current vec3 coeffVibrance = VibranceRGBBalance * Vibrance; color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); @@ -507,10 +514,10 @@ float lumasharping(sampler2D tex, vec2 pos) { blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches -// -- Calculate the sharpening -- + // -- Calculate the sharpening -- vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image -// -- Adjust strength of the sharpening and clamp it-- + // -- Adjust strength of the sharpening and clamp it-- vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp @@ -573,6 +580,9 @@ void main() #endif vec3 color = (passPixelColor0.xyz); color += bloom; +#if (blacknwhitepass == 1) + color = LevelsPass(color); +#endif #if (Tone_map == 1) color = ReshadeToneMap(color); #endif @@ -600,24 +610,21 @@ void main() #if (tone_mapping == 9) color = ACESFilm(color); #endif -#if (blacknwhitepass == 1) - color = LevelsPass(color); +#if (Tech == 1) + color = TechnicolorPass(color); #endif #if (Techine == 1) color = Technicolor2(color); #endif -#if (Tech == 1) - color = TechnicolorPass(color); -#endif #if (Filmicpass == 1) color = FilmPass(color); #endif -#if (CurvesPss == 1) - color = CurvesPass(color); -#endif #if (lggpass == 1) color = LiftGammaGainPass(color); #endif +#if (CurvesPss == 1) + color = CurvesPass(color); +#endif #if (vibpass == 1) color = VibrancePass(color); #endif