mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
ClarityGFX
Updated Values redid entire Shader . Added Toggles, and new values.
This commit is contained in:
parent
3ed1d375b4
commit
b82a4bae67
@ -15,14 +15,17 @@
|
||||
// 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
|
||||
@ -30,50 +33,75 @@
|
||||
//Advanced sharpening settings
|
||||
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
|
||||
#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.";
|
||||
|
||||
#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_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) {
|
||||
@ -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);
|
||||
}
|
Loading…
Reference in New Issue
Block a user