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https://github.com/cemu-project/cemu_graphic_packs.git
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[XCX] Further 1080, 1800 fixes... ongoing.
0x806 and sub 32x32 resolutions really don't work well.
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@ -4,8 +4,8 @@
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// shader af7acf7fb6dca1be
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// shader af7acf7fb6dca1be
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//cutscene shadow scaling
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//cutscene shadow scaling
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//to do - extra edge smooth pass,
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//to do - extra edge smooth pass,
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const float resScaleDetail = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resScaleDetail = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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const float resScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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//const float resScaleDetail = 2.0;
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//const float resScaleDetail = 2.0;
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//const float resScale = 3.0;
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//const float resScale = 3.0;
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const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only.
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const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only.
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@ -399,33 +399,33 @@ formats = 0x816 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
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overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
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overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
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[TextureRedefine] #
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#[TextureRedefine] #
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width = 32
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#width = 32
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height = 32
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#height = 32
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formats = 0x806 #001a breaks flashlight scene
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#formatsExcluded = 0x806,0x01a #breaks flashlight scene
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overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
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#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
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#
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[TextureRedefine]
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#[TextureRedefine]
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width = 32
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#width = 32
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height = 16
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#height = 16
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
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#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (16*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (16*$internalRes)
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#
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[TextureRedefine] #
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#[TextureRedefine] #
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width = 16
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#width = 16
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height = 8
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#height = 8
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###formats = 0x008,0x806,0x80e # ,0x431,0x031
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####formats = 0x008,0x80e # ,0x431,0x031
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
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overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
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#overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
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#[TextureRedefine] # breaks depth when scaling 1080
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#[TextureRedefine] # breaks depth when scaling 1080
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#width = 8
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#width = 8
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#height = 8
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#height = 8
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###formats = 0x806,0x81e,0x80e # ,0x431,0x031
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###formats = ,0x81e,0x80e # ,0x431,0x031
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
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#overwriteWidth = ($width/$gameWidth) * (8*$internalRes)
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#overwriteWidth = ($width/$gameWidth) * (8*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
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#
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#
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