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Clarity
Fixed some Gfx pack issues.
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@ -46,7 +46,7 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia
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// filmicToneMapping Option 7
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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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// ACES Filmic Option 9
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// Reshade ToneMap Controls / "Contrasty" Parameters
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// Reshade ToneMap Controls / "Contrasty" Parameters
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const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure
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const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure
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const float Bleach = 0.4; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float Bleach = 0.4; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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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."
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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."
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@ -138,8 +138,8 @@ float DPX_Strength = 0.20;
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float radius1 = 0.793;
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float radius1 = 0.793;
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float radius2 = 0.87;
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float radius2 = 0.87;
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#define lumapassing 1
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#define lumapassing 1
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float sharp_strength = 0.65;
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float sharp_strength = 0.45;
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float sharp_clamp = 0.035;
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float sharp_clamp = 0.085;
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float offset_bias = 1.0;
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float offset_bias = 1.0;
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#define Tone_map 8
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#define Tone_map 8
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const float Exposure = 1.17;
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const float Exposure = 1.17;
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@ -152,12 +152,12 @@ float DPX_Strength = 0.20;
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#define post_process 0
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#define post_process 0
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const float satFactor = 0.25;
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const float satFactor = 0.25;
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#define blacknwhitepass 1
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#define blacknwhitepass 1
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const int BlackPoint = 15;
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const int BlackPoint = 3;
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const int WhitePoint = 200;
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const int WhitePoint = 200;
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#define lggpass 1
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#define lggpass 1
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vec3 RGB_Lift = vec3(1.00, 1.00, 1.00);
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vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gamma = vec3(1.0, 1.0, 1.1);
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
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vec3 RGB_Gain = vec3(1.100, 1.100, 1.100);
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#define vibpass 0
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#define vibpass 0
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const float Vibrance = 0.150;
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const float Vibrance = 0.150;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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@ -166,12 +166,12 @@ float DPX_Strength = 0.20;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.30;
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float Strength = 0.30;
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#define Techine 1
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#define Techine 1
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float Technicolor2_Red_Strength = 0.35;
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float Technicolor2_Red_Strength = 0.15;
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float Technicolor2_Green_Strength = 0.35;
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float Technicolor2_Green_Strength = 0.0;
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float Technicolor2_Blue_Strength = 0.35;
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float Technicolor2_Blue_Strength = 0.1;
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float Technicolor2_Brightness = 1.0;
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float Technicolor2_Brightness = 1.0;
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float Technicolor2_Strength = 1.0;
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float Technicolor2_Strength = 1.0;
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float Technicolor2_Saturation = 1.0;
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float Technicolor2_Saturation = 0.80;
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#define cmatrix 0
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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@ -433,14 +433,14 @@ float DPX_Strength = 0.20;
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float Technicolor2_Green_Strength = -0.25;
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float Technicolor2_Green_Strength = -0.25;
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float Technicolor2_Blue_Strength = -0.15;
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float Technicolor2_Blue_Strength = -0.15;
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float Technicolor2_Brightness = 0.6;
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float Technicolor2_Brightness = 0.6;
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float Technicolor2_Strength = 1.0;
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float Technicolor2_Strength = 0.80;
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float Technicolor2_Saturation = 0.85;
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float Technicolor2_Saturation = 0.85;
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#define cmatrix 0
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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float CM_Strength = 1.0;
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#define CurvesPss 1
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#define CurvesPss 0
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const float Contrast = 0.65;
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const float Contrast = 0.65;
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#define Filmicpass 1
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#define Filmicpass 1
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const float Filmic_Contrast = 1.03;
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const float Filmic_Contrast = 1.03;
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