ClarityGFX

Updated Values redid entire Shader . Added Toggles, and new values.
This commit is contained in:
Jamie 2017-12-16 19:40:56 -08:00
parent 3ed1d375b4
commit b82a4bae67

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@ -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
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);
@ -289,7 +399,7 @@ vec3 LiftGammaGainPass(vec3 colorInput)
// -- Gamma --
color = pow(color, 1.0 / RGB_Gamma); //Gamma
// -- Return output --
// -- Return output --
return clamp(color, 0.0, 1.0);
}
@ -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);
}