From b95938b9f319e21c112d6ba1a9962762c1b4e020 Mon Sep 17 00:00:00 2001 From: Jamie Date: Wed, 8 Nov 2017 01:41:23 -0800 Subject: [PATCH] Clarity GFX Fixed Bloom issues and a few other things with ToneMapping and Clamping. --- .../bd8bba59e2149449_00000000000003c9_ps.txt | 18 ++++++++---------- 1 file changed, 8 insertions(+), 10 deletions(-) diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index dae9c082..54098889 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -24,9 +24,9 @@ //########################################################## //ToneMapping -float bloomFactor = 0.35; //Default is 1.0 +float bloomFactor = 0.30; //Default is 1.0 float Bleach = 0.0002; //Default is 0.0 -float exposure = 1.25; //Default is 1.0 +float exposure = 2.00; //Default is 1.0 float defog = 0.003; //Default is 0.0 //Lift Gamma Gain @@ -36,7 +36,7 @@ float defog = 0.003; //Default is 0.0 //Note that a value of 1.0 is a neutral setting that leave the color unchanged. //Curves -float Contrast = 0.80; //[-1.0, 1.0] The amount of contrast you want +float Contrast = 0.00; //[-1.0, 1.0] The amount of contrast you want //Levels Control const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black @@ -55,10 +55,10 @@ const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter #define Technicolor2_Blue_Strength 0.0 //Default is 0.0 #define Technicolor2_Brightness 0.95 //Default is 1.0 #define Technicolor2_Strength 0.40 //Default is 1.0 -#define Technicolor2_Saturation 0.85 //Default is 1.0 +#define Technicolor2_Saturation 0.75 //Default is 1.0 //Fake High Dynamic Range. -#define HDRPower 1.20 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30." +#define HDRPower 1.25 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30." #define radius1 0.793 // 0.0 to 8.0 "Default 0.793 , will affect FX." #define radius2 0.87 // 0.0 to 8.0 "Default 0.87 , will affect FX." @@ -90,7 +90,7 @@ float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; retu vec3 TonemapPass(vec3 inputColor) { vec3 color = inputColor; - color = (color - defog * FogColor * 2.55); + color = (color - defog * FogColor * 2.55); color *= exposure/(1.0+ color / exposure); const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); @@ -292,9 +292,7 @@ bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; -R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); -vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; -bloom *= bloomFactor; +vec4 colorBloom = texture(textureUnitPS0, passParameterSem0.xy); R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); R0f.xyz += vec3(smask); @@ -393,7 +391,7 @@ R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); vec3 color = (passPixelColor0.xyz); -color += bloom; +color += vec3(colorBloom) * bloomFactor; color = TonemapPass(color); color = Technicolor2(color); color = LevelsPass(color);