diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt index 814101d5..c9907159 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt @@ -15,65 +15,93 @@ // Add 1.4.0 support //########################################################## +#define adjust_bloom 1 // 0: disable, 1: enable. //BloomFactor - float bloomFactor = 0.17; //Default is 0.20 (rough estimate based on Switch) + float bloomFactor = 0.010; //Default is 0.020 (rough estimate based on Switch) +#define HDRpassing 0 // 0: disable, 1: enable. //Fake High Dynamic Range. - float HDRPower = 1.085; // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30." - float radius1 = 0.793; // 0.0 to 8.0 "Default 0.793 , will affect FX." - float radius2 = 0.87; // 0.0 to 8.0 "Default 0.87 , will affect FX." + float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. + float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 + float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +#define lumapassing 0 // 0: disable, 1: enable. //LumaShapening - float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 - float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 + float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 + float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 //Advanced sharpening settings - float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. + float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. -//ToneMapping - float Bleach = 0.5; //Default is 0.0 - float defog = 0.004; //Default is 0.0 //How much of the overall color you want removed form the values of FogColor. - 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." +#define Tone_map 2 // 0: disable, 1-8: enable. + // Reshade ToneMap Option 1 + // linearToneMapping Option 2 + // simpleReinhardToneMapping Option 3 + // lumaBasedReinhardToneMapping Option 4 + // whitePreservingLumaBasedReinhardToneMapping Option 5 + // RomBinDaHouseToneMapping Option 6 + // filmicToneMapping Option 7 + // Uncharted2ToneMapping Option 8 +//Reshade ToneMap Controls + float Bleach = 0.3; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 + float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. + 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." + float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 +#define blacknwhitepass 1 // 0: disable, 1: enable. //Levels Control const int BlackPoint = 6; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white +#define lggpass 0 // 0: disable, 1: enable. //Lift Gamma Gain - vec3 RGB_Lift = vec3(1.01, 1.01, 1.01); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. - vec3 RGB_Gamma = vec3(1.02, 1.02, 1.02); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue - vec3 RGB_Gain = vec3(1.03, 1.03, 1.03); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue + vec3 RGB_Lift = vec3(0.98, 0.98, 0.93); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. + vec3 RGB_Gamma = vec3(0.95, 0.95, 0.90); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue + vec3 RGB_Gain = vec3(0.99, 0.99, 0.94); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //Note that a value of 1.0 is a neutral setting that leave the color unchanged. +#define vibpass 1 // 0: disable, 1: enable. //VibrancePass - float Vibrance = 0.013; //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; - 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."; + float Vibrance = 0.013; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; + 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."; +#define Tech 1 +//Technicolor + float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 + vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); +//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic + +#define Techine 0 // 0: disable, 1: enable. //Technicolor2 - float Technicolor2_Red_Strength = 0.51; //Default is 0.0 - float Technicolor2_Green_Strength = 0.51; //Default is 0.0 - float Technicolor2_Blue_Strength = 0.51; //Default is 0.0 - float Technicolor2_Brightness = 1.75; //Default is 1.0 - float Technicolor2_Strength = 0.80; //Default is 1.0 - float Technicolor2_Saturation = 0.20; //Default is 1.0 + float Technicolor2_Red_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2 + float Technicolor2_Green_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2 + float Technicolor2_Blue_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2 + float Technicolor2_Brightness = 1.75; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 + float Technicolor2_Strength = 0.80; // Default is 1.0 + float Technicolor2_Saturation = 0.20; // Default is 1.0 -//Filmic Pass - float Strength = 0.85; - float Fade = 0.4; +//Curves / Filmic Pass Contrast +#define CurvesPss 0 // 0: disable, 1: enable. float Contrast = 0.750; - float Linearization = 0.7; - float Saturation = -0.15; +// 1 To use curves Contrast, 0 off or to use with Filmic Pass. - float RedCurve = 1.0; - float GreenCurve = 1.0; - float BlueCurve = 1.0; - float BaseCurve = 1.1; +#define Filmicpass 0 // 0: disable, 1: enable. +//Filmic Pass + float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 + float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 + float Linearization = 0.7; // min 0.5 max 2.0 Default 0.5 + float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 - float BaseGamma = 0.98; - float EffectGamma = 0.97; - float EffectGammaR = 1.0; - float EffectGammaG = 1.0; - float EffectGammaB = 1.0; + float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 + float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 + float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 + float BaseCurve = 1.1; // min 0.0 max 2.0 Default 1.5 + + float BaseGamma = 0.98; // min 0.7 max 2.0 Default 1.0 + float EffectGamma = 0.97; // min 0.0 max 2.0 Default 0.68 + float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 + float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 + float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 //########################################################### @@ -97,11 +125,71 @@ float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; retu //ToneMapping -vec3 TonemapPass(vec3 inputColor) { +vec3 linearToneMapping(vec3 color) +{ + float exposure = 1.; + color = clamp(exposure * color, 0., 1.); + return color; +} + +vec3 simpleReinhardToneMapping(vec3 color) +{ + float exposure = 1.5; + color *= exposure / (1. + color / exposure); + return color; +} + +vec3 lumaBasedReinhardToneMapping(vec3 color) +{ + float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); + float toneMappedLuma = luma / (1. + luma); + color *= toneMappedLuma / luma; + return color; +} + +vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color) +{ + float white = 2.; + float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); + float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma); + color *= toneMappedLuma / luma; + return color; +} + +vec3 RomBinDaHouseToneMapping(vec3 color) +{ + color = exp(-1.0 / (2.72*color + 0.15)); + return color; +} + +vec3 filmicToneMapping(vec3 color) +{ + color = max(vec3(0.), color - vec3(0.004)); + color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06); + return color; +} + +vec3 Uncharted2ToneMapping(vec3 color) +{ + float A = 0.15; + float B = 0.50; + float C = 0.10; + float D = 0.20; + float E = 0.02; + float F = 0.30; + float W = 11.2; + float exposure = 2.; + color *= exposure; + color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; + float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F; + color /= white; + return color; +} + +vec3 ReshadeToneMap(vec3 inputColor) { vec3 color = inputColor; color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog - const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); float lum = dot(coefLuma, color); @@ -118,7 +206,6 @@ vec3 TonemapPass(vec3 inputColor) { vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0))); vec3 diffcolor = color - middlegray; - float sat = 0.050; color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation return color; @@ -165,6 +252,29 @@ vec3 Technicolor2(vec3 inputColor) { return color; } +//Technicolor +vec3 TechnicolorPass(vec3 color) +{ + float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 + const vec3 cyanfilter = vec3(0.0, 1.30, 1.0); + const vec3 magentafilter = vec3(1.0, 0.0, 1.05); + const vec3 yellowfilter = vec3(1.6, 1.6, 0.05); + const vec2 redorangefilter = vec2(1.05, 0.620); // RG_ + const vec2 greenfilter = vec2(0.30, 1.0); // RG_ + const vec2 magentafilter2 = magentafilter.rb; // R_B + + vec3 tcol = color.rgb; + + vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power)); + vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power)); + vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power)); + vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter; + vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter; + vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter; + + return mix(tcol, output_r * output_g * output_b, Strength); +} + // Levels vec3 LevelsPass(vec3 inputColor) { @@ -184,7 +294,7 @@ vec3 FilmPass(vec3 inputColor) { vec3 G = B; vec3 H = vec3(0.01); - B = clamp(B, 0.0, 1. ); + B = clamp(B, 0.0, 1.); B = pow(vec3(B), vec3(Linearization)); B = mix(H, B, Contrast); @@ -283,13 +393,13 @@ vec3 LiftGammaGainPass(vec3 colorInput) color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance. - // -- Gain -- + // -- Gain -- color *= RGB_Gain; // -- Gamma -- color = pow(color, 1.0 / RGB_Gamma); //Gamma -// -- Return output -- + // -- Return output -- return clamp(color, 0.0, 1.0); } @@ -304,7 +414,7 @@ vec3 VibrancePass(vec3 color) { float color_saturation = max_color - min_color; // The difference between the two is the saturation - // Extrapolate between luma and original by 1 + (1-saturation) - current + // Extrapolate between luma and original by 1 + (1-saturation) - current vec3 coeffVibrance = VibranceRGBBalance * Vibrance; color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); @@ -406,10 +516,19 @@ void main() int cubeMapFaceId; R0f = passParameterSem0; vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; +#if (adjust_bloom == 1) bloom *= bloomFactor; +#endif +#if (HDRpassing == 1) R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); +#endif +#if (HDRpassing == 0) + R0f.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz; +#endif +#if (lumapassing == 1) float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); R0f.xyz += vec3(smask); +#endif // -- Original shader code // 0 R126f.x = R1f.x + R0f.x; @@ -501,12 +620,50 @@ void main() vec3 color = (passPixelColor0.xyz); color += bloom; - color = TonemapPass(color); +#if (Tone_map == 1) + color = ReshadeToneMap(color); +#endif +#if (Tone_map == 2) + color = linearToneMapping(color); +#endif +#if (Tone_map == 3) + color = simpleReinhardToneMapping(color); +#endif +#if (Tone_map == 4) + color = lumaBasedReinhardToneMapping(color); +#endif +#if (Tone_map == 5) + color = whitePreservingLumaBasedReinhardToneMapping(color); +#endif +#if (Tone_map == 6) + color = RomBinDaHouseToneMapping(color); +#endif +#if (Tone_map == 7) + color = filmicToneMapping(color); +#endif +#if (Tone_map == 8) + color = Uncharted2ToneMapping(color); +#endif +#if (blacknwhitepass == 1) color = LevelsPass(color); +#endif +#if (Techine == 1) color = Technicolor2(color); +#endif +#if (Tech == 1) + color = TechnicolorPass(color); +#endif +#if (Filmicpass == 1) color = FilmPass(color); +#endif +#if (CurvesPss == 1) color = CurvesPass(color); +#endif +#if (lggpass == 1) color = LiftGammaGainPass(color); +#endif +#if (vibpass == 1) color = VibrancePass(color); +#endif passPixelColor0 = vec4(color, R0f.w); } \ No newline at end of file