diff --git a/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt b/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt index b987385f..e40d0ec1 100644 --- a/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt +++ b/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt @@ -37,6 +37,7 @@ // Godot's Mexican Preset 14 // BSOD Gaming Preset 15 // Hexaae's Clear Preset 16 + // MaranBr Preset (Little More Intense) 17 //########################################################## @@ -1267,6 +1268,74 @@ float DPX_Strength = 0.20; float Colorfulness = 2.5; float DPX_Strength = 0.20; +#elif (Preset == 17) // MaranBr Preset (Little More Intense) + + #define adjust_bloom 1 + const float bloomFactor = 0.4; + #define HDRpassing 1 + const float HDRPower = 1.15; + const float radius1 = 0.793; + const float radius2 = 0.87; + #define lumapassing 0 + const float sharp_strength = 0.65; + const float sharp_clamp = 0.035; + const float offset_bias = 1.0; + #define Tone_map 8 + const float Exposure = 1.12; + const float Bleach = 0.0; + 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 = 0.0; + #define post_process 0 + const float satFactor = 0.07; + #define blacknwhitepass 0 + const int BlackPoint = 5; + const int WhitePoint = 210; + #define lggpass 0 + 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 0 + const float Vibrance = 0.40; + vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3); + #define Tech 0 + const float Power = 8.0; + vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); + float Strength = 0.3; + #define Techine 1 + const float Technicolor2_Red_Strength = 0.0; + const float Technicolor2_Green_Strength = 0.0; + const float Technicolor2_Blue_Strength = 0.0; + const float Technicolor2_Brightness = 0.5; + const float Technicolor2_Strength = 1.0; + const float Technicolor2_Saturation = 1.0; + #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 1 + const float Contrast = 0.32; + #define Filmicpass 0 + 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 = 2.5; + float DPX_Strength = 0.2; + #endif //########################################################### diff --git a/src/BreathOfTheWild/Enhancements/rules.txt b/src/BreathOfTheWild/Enhancements/rules.txt index 7d5e3f48..0f27f654 100644 --- a/src/BreathOfTheWild/Enhancements/rules.txt +++ b/src/BreathOfTheWild/Enhancements/rules.txt @@ -102,6 +102,11 @@ name = Hexaae's Clear Preset category = Clarity $preset:int = 16 +[Preset] +name = MaranBr Preset (Little More Intense) +category = Clarity +$preset:int = 17 + [Preset] name = User-Defined Preset category = Clarity