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https://github.com/cemu-project/cemu_graphic_packs.git
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ClarityGFX
Updated Values redid entire Shader . Added Toggles, and new values.
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@ -15,65 +15,93 @@
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// Add 1.4.0 support
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//##########################################################
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#define adjust_bloom 1 // 0: disable, 1: enable.
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//BloomFactor
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float bloomFactor = 0.17; //Default is 0.20 (rough estimate based on Switch)
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float bloomFactor = 0.010; //Default is 0.020 (rough estimate based on Switch)
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#define HDRpassing 0 // 0: disable, 1: enable.
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//Fake High Dynamic Range.
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float HDRPower = 1.085; // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
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float radius1 = 0.793; // 0.0 to 8.0 "Default 0.793 , will affect FX."
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float radius2 = 0.87; // 0.0 to 8.0 "Default 0.87 , will affect FX."
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float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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#define lumapassing 0 // 0: disable, 1: enable.
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//LumaShapening
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float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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//Advanced sharpening settings
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float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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//ToneMapping
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float Bleach = 0.5; //Default is 0.0
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float defog = 0.004; //Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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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."
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#define Tone_map 2 // 0: disable, 1-8: enable.
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// Reshade ToneMap Option 1
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// linearToneMapping Option 2
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// simpleReinhardToneMapping Option 3
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// lumaBasedReinhardToneMapping Option 4
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// whitePreservingLumaBasedReinhardToneMapping Option 5
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// RomBinDaHouseToneMapping Option 6
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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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//Reshade ToneMap Controls
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float Bleach = 0.3; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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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."
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float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
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#define blacknwhitepass 1 // 0: disable, 1: enable.
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//Levels Control
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const int BlackPoint = 6; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white
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#define lggpass 0 // 0: disable, 1: enable.
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//Lift Gamma Gain
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vec3 RGB_Lift = vec3(1.01, 1.01, 1.01); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(1.02, 1.02, 1.02); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.03, 1.03, 1.03); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
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vec3 RGB_Lift = vec3(0.98, 0.98, 0.93); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(0.95, 0.95, 0.90); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(0.99, 0.99, 0.94); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
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//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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#define vibpass 1 // 0: disable, 1: enable.
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//VibrancePass
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float Vibrance = 0.013; //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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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.";
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float Vibrance = 0.013; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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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.";
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#define Tech 1
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//Technicolor
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float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
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#define Techine 0 // 0: disable, 1: enable.
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//Technicolor2
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float Technicolor2_Red_Strength = 0.51; //Default is 0.0
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float Technicolor2_Green_Strength = 0.51; //Default is 0.0
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float Technicolor2_Blue_Strength = 0.51; //Default is 0.0
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float Technicolor2_Brightness = 1.75; //Default is 1.0
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float Technicolor2_Strength = 0.80; //Default is 1.0
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float Technicolor2_Saturation = 0.20; //Default is 1.0
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float Technicolor2_Red_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Green_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Blue_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Brightness = 1.75; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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float Technicolor2_Strength = 0.80; // Default is 1.0
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float Technicolor2_Saturation = 0.20; // Default is 1.0
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//Filmic Pass
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float Strength = 0.85;
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float Fade = 0.4;
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//Curves / Filmic Pass Contrast
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#define CurvesPss 0 // 0: disable, 1: enable.
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float Contrast = 0.750;
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float Linearization = 0.7;
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float Saturation = -0.15;
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// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
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float RedCurve = 1.0;
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float GreenCurve = 1.0;
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float BlueCurve = 1.0;
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float BaseCurve = 1.1;
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#define Filmicpass 0 // 0: disable, 1: enable.
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//Filmic Pass
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float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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float Linearization = 0.7; // min 0.5 max 2.0 Default 0.5
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float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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float BaseGamma = 0.98;
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float EffectGamma = 0.97;
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float EffectGammaR = 1.0;
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float EffectGammaG = 1.0;
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float EffectGammaB = 1.0;
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float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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float BaseCurve = 1.1; // min 0.0 max 2.0 Default 1.5
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float BaseGamma = 0.98; // min 0.7 max 2.0 Default 1.0
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float EffectGamma = 0.97; // min 0.0 max 2.0 Default 0.68
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float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
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float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
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float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
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//###########################################################
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@ -97,11 +125,71 @@ float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; retu
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//ToneMapping
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vec3 TonemapPass(vec3 inputColor) {
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vec3 linearToneMapping(vec3 color)
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{
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float exposure = 1.;
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color = clamp(exposure * color, 0., 1.);
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return color;
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}
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vec3 simpleReinhardToneMapping(vec3 color)
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{
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float exposure = 1.5;
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color *= exposure / (1. + color / exposure);
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return color;
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}
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vec3 lumaBasedReinhardToneMapping(vec3 color)
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{
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float toneMappedLuma = luma / (1. + luma);
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color *= toneMappedLuma / luma;
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return color;
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}
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vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
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{
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float white = 2.;
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
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color *= toneMappedLuma / luma;
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return color;
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}
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vec3 RomBinDaHouseToneMapping(vec3 color)
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{
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color = exp(-1.0 / (2.72*color + 0.15));
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return color;
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}
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vec3 filmicToneMapping(vec3 color)
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{
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color = max(vec3(0.), color - vec3(0.004));
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color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
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return color;
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}
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vec3 Uncharted2ToneMapping(vec3 color)
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{
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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float W = 11.2;
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float exposure = 2.;
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color *= exposure;
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color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
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float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
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color /= white;
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return color;
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}
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vec3 ReshadeToneMap(vec3 inputColor) {
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vec3 color = inputColor;
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color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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float lum = dot(coefLuma, color);
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@ -118,7 +206,6 @@ vec3 TonemapPass(vec3 inputColor) {
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 diffcolor = color - middlegray;
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float sat = 0.050;
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color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
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return color;
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@ -165,6 +252,29 @@ vec3 Technicolor2(vec3 inputColor) {
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return color;
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}
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//Technicolor
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vec3 TechnicolorPass(vec3 color)
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{
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float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
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const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
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const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
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const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
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const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
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const vec2 greenfilter = vec2(0.30, 1.0); // RG_
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const vec2 magentafilter2 = magentafilter.rb; // R_B
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vec3 tcol = color.rgb;
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vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
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vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
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vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
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vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
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vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
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vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
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return mix(tcol, output_r * output_g * output_b, Strength);
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}
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// Levels
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vec3 LevelsPass(vec3 inputColor) {
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@ -184,7 +294,7 @@ vec3 FilmPass(vec3 inputColor) {
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vec3 G = B;
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vec3 H = vec3(0.01);
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B = clamp(B, 0.0, 1. );
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B = clamp(B, 0.0, 1.);
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B = pow(vec3(B), vec3(Linearization));
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B = mix(H, B, Contrast);
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@ -283,13 +393,13 @@ vec3 LiftGammaGainPass(vec3 colorInput)
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color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
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// -- Gain --
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// -- Gain --
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color *= RGB_Gain;
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// -- Gamma --
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color = pow(color, 1.0 / RGB_Gamma); //Gamma
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// -- Return output --
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// -- Return output --
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return clamp(color, 0.0, 1.0);
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}
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@ -304,7 +414,7 @@ vec3 VibrancePass(vec3 color) {
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float color_saturation = max_color - min_color; // The difference between the two is the saturation
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// Extrapolate between luma and original by 1 + (1-saturation) - current
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// Extrapolate between luma and original by 1 + (1-saturation) - current
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vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
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color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
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@ -406,10 +516,19 @@ void main()
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int cubeMapFaceId;
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R0f = passParameterSem0;
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vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
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#if (adjust_bloom == 1)
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bloom *= bloomFactor;
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#endif
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#if (HDRpassing == 1)
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R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
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#endif
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#if (HDRpassing == 0)
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R0f.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
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#endif
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#if (lumapassing == 1)
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float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
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R0f.xyz += vec3(smask);
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#endif
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// -- Original shader code
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// 0
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R126f.x = R1f.x + R0f.x;
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@ -501,12 +620,50 @@ void main()
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vec3 color = (passPixelColor0.xyz);
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color += bloom;
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color = TonemapPass(color);
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#if (Tone_map == 1)
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color = ReshadeToneMap(color);
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#endif
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#if (Tone_map == 2)
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color = linearToneMapping(color);
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#endif
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#if (Tone_map == 3)
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color = simpleReinhardToneMapping(color);
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#endif
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#if (Tone_map == 4)
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color = lumaBasedReinhardToneMapping(color);
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#endif
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#if (Tone_map == 5)
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color = whitePreservingLumaBasedReinhardToneMapping(color);
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#endif
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#if (Tone_map == 6)
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color = RomBinDaHouseToneMapping(color);
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#endif
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#if (Tone_map == 7)
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color = filmicToneMapping(color);
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#endif
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#if (Tone_map == 8)
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color = Uncharted2ToneMapping(color);
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#endif
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#if (blacknwhitepass == 1)
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color = LevelsPass(color);
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#endif
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#if (Techine == 1)
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color = Technicolor2(color);
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#endif
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#if (Tech == 1)
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color = TechnicolorPass(color);
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#endif
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#if (Filmicpass == 1)
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color = FilmPass(color);
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#endif
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#if (CurvesPss == 1)
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color = CurvesPass(color);
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#endif
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#if (lggpass == 1)
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color = LiftGammaGainPass(color);
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#endif
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#if (vibpass == 1)
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color = VibrancePass(color);
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#endif
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passPixelColor0 = vec4(color, R0f.w);
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}
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