diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index 88091625..281a449c 100644 --- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -138,7 +138,7 @@ float DPX_Strength = 0.20; float HDRPower = 1.00; float radius1 = 1.00; float radius2 = 0.80; - #define lumapassing 1 + #define lumapassing 0 float sharp_strength = 0.45; float sharp_clamp = 0.085; float offset_bias = 1.0; @@ -153,8 +153,8 @@ float DPX_Strength = 0.20; #define post_process 1 const float satFactor = 0.25; #define blacknwhitepass 1 - const int BlackPoint = 3; - const int WhitePoint = 200; + const int BlackPoint = 1; + const int WhitePoint = 220; #define lggpass 1 vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); @@ -167,9 +167,9 @@ float DPX_Strength = 0.20; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.3; #define Techine 1 - float Technicolor2_Red_Strength = 0.0; + float Technicolor2_Red_Strength = -0.05; float Technicolor2_Green_Strength = -0.1; - float Technicolor2_Blue_Strength = 0.05; + float Technicolor2_Blue_Strength = 0.07; float Technicolor2_Brightness = 0.0; float Technicolor2_Strength = 2.0; float Technicolor2_Saturation = 1.3; //1.13 to completely fix lava @@ -397,69 +397,69 @@ float DPX_Strength = 0.20; float DPX_Strength = 0.20; #elif (Preset == 5) #define adjust_bloom 1 - const float bloomFactor = 0.30; + const float bloomFactor = 0.40; #define HDRpassing 1 const float HDRPower = 1.20; const float radius1 = 0.793; const float radius2 = 0.87; - #define lumapassing 1 + #define lumapassing 0 const float sharp_strength = 0.45; const float sharp_clamp = 0.85; const float offset_bias = 1.0; #define Tone_map 8 const float Exposure = 1.17; - const float Bleach = 0.4; - const float Gamma = 1.00; - const float defog = 0.00; + const float Bleach = 0.0; + const float Gamma = 0.98; + const float defog = 1.00; vec3 FogColor = vec3(1.0, 1.0, 1.0); - const float sat = 0.000; - const float crushContrast = 0.000; + const float sat = 0.00; + const float crushContrast = 0.00; #define post_process 0 - const float satFactor = 0.25; - #define blacknwhitepass 1 + const float satFactor = 0.07; + #define blacknwhitepass 1 const int BlackPoint = 2; - const int WhitePoint = 220; + const int WhitePoint = 300; #define lggpass 1 - vec3 RGB_Lift = vec3(1.027, 1.035, 1.027); + vec3 RGB_Lift = vec3(1.027, 1.027, 1.027); vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); - vec3 RGB_Gain = vec3(1.000, 1.10, 1.10); + vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); #define vibpass 1 - const float Vibrance = 0.5; - vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3); - #define Tech 1 - const float Power = 6.0; + const float Vibrance = 0.15; + vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); + #define Tech 0 + const float Power = 5.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); - float Strength = 0.30; + float Strength = 0.10; #define Techine 1 - float Technicolor2_Red_Strength = -0.12; - float Technicolor2_Green_Strength = -0.25; - float Technicolor2_Blue_Strength = -0.15; - float Technicolor2_Brightness = 0.6; - float Technicolor2_Strength = 0.80; - float Technicolor2_Saturation = 0.85; + float Technicolor2_Red_Strength = -0.09; + float Technicolor2_Green_Strength = -0.09; + float Technicolor2_Blue_Strength = -0.00; + float Technicolor2_Brightness = 0.4; + float Technicolor2_Strength = 1.2; + float Technicolor2_Saturation = 1.1; #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 = 0.65; + #define CurvesPss 0 + const float Contrast = 0.0; #define Filmicpass 1 - const float Filmic_Contrast = 1.03; + const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; - const float Saturation = -0.35; - const float Filmic_Strength = 0.60; - const float Fade = 0.1; + const float Saturation = -0.17; + const float Filmic_Strength = 0.48; + const float Fade = 0.08; const float Linearization = 1.0; - const float BaseCurve = 1.5; - const float BaseGamma = 1.00; - const float EffectGamma = 0.68; + const float BaseCurve = 1.0; + const float BaseGamma = 1.0; + const float EffectGamma = 1.68; #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 = 2.5; + float Colorfulness = 1.0; float DPX_Strength = 0.20; #elif (Preset == 6) #define adjust_bloom 0 @@ -661,14 +661,14 @@ float DPX_Strength = 0.20; float DPX_Strength = 0.20; #elif (Preset == 9) #define adjust_bloom 1 - const float bloomFactor = 0; + const float bloomFactor = 0.445; #define HDRpassing 1 - const float HDRPower = 1.215; - const float radius1 = 1.115; - const float radius2 = 1.145; + const float HDRPower = 1.000; + const float radius1 = 1.135; + const float radius2 = 1.000; #define lumapassing 1 - const float sharp_strength = 0.75; - const float sharp_clamp = 0.85; + const float sharp_strength = 0.65; + const float sharp_clamp = 0.75; const float offset_bias = 1.0; #define Tone_map 8 const float Exposure = 1.17; @@ -682,14 +682,14 @@ float DPX_Strength = 0.20; const float satFactor = 0.25; #define blacknwhitepass 0 const int BlackPoint = 16; - const int WhitePoint = 235; + const int WhitePoint = 215; #define lggpass 1 - vec3 RGB_Lift = vec3(0.990, 0.975, 1.000); - vec3 RGB_Gamma = vec3(0.990, 0.975, 1.000); - vec3 RGB_Gain = vec3(0.990, 0.975, 1.000); + vec3 RGB_Lift = vec3(0.985, 0.960, 1.005); + vec3 RGB_Gamma = vec3(0.985, 0.960, 1.005); + vec3 RGB_Gain = vec3(0.985, 0.960, 1.005); #define vibpass 1 - const float Vibrance = 0.215; - vec3 VibranceRGBBalance = vec3(0.65, 0.85, 1.0); + const float Vibrance = 0.245; + vec3 VibranceRGBBalance = vec3(1.00, 1.00, 1.00); #define Tech 0 const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); @@ -707,7 +707,7 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; #define CurvesPss 1 - const float Contrast = 0.135; + const float Contrast = 0.245; #define Filmicpass 0 const float Filmic_Contrast = 0.97; const float Filmic_Bleach = 0.0;