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https://github.com/cemu-project/cemu_graphic_packs.git
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ClarityGFX
Added some updated presets per community.
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@ -19,89 +19,91 @@
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#define adjust_bloom 1 // 0: disable, 1: enable.
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#define adjust_bloom 1 // 0: disable, 1: enable.
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//BloomFactor
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//BloomFactor
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float bloomFactor = 0.2; //Default is 0.020 (rough estimate based on Switch)
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float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch)
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#define HDRpassing 0 // 0: disable, 1: enable.
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#define HDRpassing 0 // 0: disable, 1: enable.
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//Fake High Dynamic Range
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//Fake High Dynamic Range
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float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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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 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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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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//##########################################################
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//##########################################################
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#define lumapassing 1 // 0: disable, 1: enable.
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#define lumapassing 1 // 0: disable, 1: enable.
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//LumaShapening
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//LumaShapening
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float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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float sharp_strength = 0.65; //[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_clamp = 0.035; //[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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//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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//##########################################################
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//##########################################################
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#define Tone_map 8
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#define Tone_map 8
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// 0 - Disable
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// 0 - Disable
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// 1 - Reshade ToneMap
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// 1 - Reshade ToneMap
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// 2 - Linear ToneMap
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// 2 - Linear ToneMap
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// 3 - Simple Reinhard ToneMap
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// 3 - Simple Reinhard ToneMap
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// 4 - Luma-Based Reinhard ToneMap
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// 4 - Luma-Based Reinhard ToneMap
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// 5 - White-Preserving Luma-Based Reinhard ToneMap
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// 5 - White-Preserving Luma-Based Reinhard ToneMap
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// 6 - RomBinDaHouse ToneMap
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// 6 - RomBinDaHouse ToneMap
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// 7 - Filmic ToneMap
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// 7 - Filmic ToneMap
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// 8 - Uncharted 2 ToneMap
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// 8 - Uncharted 2 ToneMap
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// 9 - ACES Filmic
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// 9 - ACES Filmic
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//##########################################################
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//##########################################################
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//Reshade ToneMap Controls
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//Reshade ToneMap Controls
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float Exposure = 0.6; // [0.0 to 1.0+] Adjust exposure
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float Exposure = 0.6; //[0.0 to 1.0+] Adjust exposure
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float Bleach = 0.7; // [-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
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float Bleach = 0.8; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
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float defog = 0.0; // [Default is 0.0] How much of the overall color you want removed form the values of FogColor.
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float defog = 0.0; //[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 = 0.00; // [-1.0 to 1.0] [Default 0.0] Adjust saturation
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// 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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vec3 FogColor = vec3(1.0, 1.5, 1.7);
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//##########################################################
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float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation
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//##########################################################
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#define blacknwhitepass 1 // 0: disable, 1: enable.
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#define blacknwhitepass 1 // 0: disable, 1: enable.
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//Levels Control
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//Levels Control
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const int BlackPoint = 5; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
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const int BlackPoint = 1; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
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const int WhitePoint = 200; //[0 to 255] The new white point. Everything brighter than this becomes completely white.
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const int WhitePoint = 200; //[0 to 255] The new white point. Everything brighter than this becomes completely white.
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//##########################################################
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//##########################################################
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#define lggpass 1 // 0: disable, 1: enable.
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#define lggpass 1 // 0: disable, 1: enable.
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//Lift Gamma Gain
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//Lift Gamma Gain
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vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Lift = vec3(0.99, 0.99, 0.99); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(0.85, 0.85, 0.85); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gamma = vec3(1.0, 1.00, 1.0); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[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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//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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//##########################################################
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//##########################################################
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#define vibpass 1 // 0: disable, 1: enable.
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#define vibpass 1 // 0: disable, 1: enable.
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//VibrancePass
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//VibrancePass
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float Vibrance = 1.0; // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
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float Vibrance = 0.1; // 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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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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//##########################################################
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//##########################################################
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#define Tech 1 // 0: disable, 1: enable.
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#define Tech 1 // 0: disable, 1: enable.
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//Technicolor
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//Technicolor
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//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
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//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
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float Power = 8.0; // Min 0.0 Max 8.0 Default 4.0
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float Power = 5.0; // 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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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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//##########################################################
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//##########################################################
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@ -109,18 +111,18 @@ vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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#define Techine 1 // 0: disable, 1: enable.
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#define Techine 1 // 0: disable, 1: enable.
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//Technicolor2
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//Technicolor2
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float Technicolor2_Red_Strength = 1.0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Red_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Green_Strength = 1.0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Green_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Blue_Strength = 1.3; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Blue_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Brightness = 3.0; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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float Technicolor2_Brightness = 1.0; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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float Technicolor2_Strength = 0.20; //[Default is 1.0]
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float Technicolor2_Strength = 0.20; //[Default is 1.0]
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float Technicolor2_Saturation = 0.50; //[Default is 1.0]
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float Technicolor2_Saturation = 1.0; //[Default is 1.0]
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//##########################################################
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//##########################################################
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// Contrast - Curves /or/ Filmic Pass
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// Contrast - Curves /or/ Filmic Pass
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#define CurvesPss 0 // 1 for Curves Style, 0 for Filmic Pass Style
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#define CurvesPss 0 // 1 for Curves Style, 0 faor Filmic Pass Style
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float Contrast = 1.0;
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float Contrast = 1.0;
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@ -145,11 +147,9 @@ float EffectGammaR = 1.0; // [0.0 to 2.0] [Default 1.0]
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float EffectGammaG = 1.0; // [0.0 to 2.0] [Default 1.0]
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float EffectGammaG = 1.0; // [0.0 to 2.0] [Default 1.0]
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float EffectGammaB = 1.0; // [0.0 to 2.0] [Default 1.0]
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float EffectGammaB = 1.0; // [0.0 to 2.0] [Default 1.0]
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//###########################################################
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//###########################################################
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//Do not edit under this line.
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//Do not edit under this line.
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@ -452,13 +452,13 @@ 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 = 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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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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color *= RGB_Gain;
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// -- Gamma --
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// -- Gamma --
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color = pow(color, 1.0 / RGB_Gamma); //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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return clamp(color, 0.0, 1.0);
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}
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}
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@ -473,7 +473,7 @@ 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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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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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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color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
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@ -507,10 +507,10 @@ float lumasharping(sampler2D tex, vec2 pos) {
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blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
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blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
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// -- Calculate the sharpening --
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// -- Calculate the sharpening --
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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// -- Adjust strength of the sharpening and clamp it--
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// -- Adjust strength of the sharpening and clamp it--
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
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float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
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float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
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@ -16,21 +16,21 @@
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//##########################################################
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//##########################################################
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#define adjust_bloom 1 // 0: disable, 1: enable.
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#define adjust_bloom 1 //0: disable, 1: enable.
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//BloomFactor
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//BloomFactor
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float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch)
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float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch)
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#define HDRpassing 0 // 0: disable, 1: enable.
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#define HDRpassing 0 //0: disable, 1: enable.
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//Fake High Dynamic Range
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//Fake High Dynamic Range
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float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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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 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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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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//##########################################################
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//##########################################################
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#define lumapassing 1 // 0: disable, 1: enable.
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#define lumapassing 1 //0: disable, 1: enable.
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//LumaShapening
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//LumaShapening
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float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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//##########################################################
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//##########################################################
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//Reshade ToneMap Controls
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//Reshade ToneMap Controls
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float Exposure = 0.6; //[0.0 to 1.0+] Adjust exposure
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float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure
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float Bleach = 0.5; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
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float Bleach = 0.0; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
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float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor.
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float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor.
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//##########################################################
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//##########################################################
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#define blacknwhitepass 1 // 0: disable, 1: enable.
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#define blacknwhitepass 1 //0: disable, 1: enable.
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//Levels Control
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//Levels Control
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const int BlackPoint = 6; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
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const int BlackPoint = 5; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
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const int WhitePoint = 200; //[0 to 255] The new white point. Everything brighter than this becomes completely white.
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const int WhitePoint = 210; //[0 to 255] The new white point. Everything brighter than this becomes completely white.
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//##########################################################
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//##########################################################
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#define lggpass 1 // 0: disable, 1: enable.
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#define lggpass 1 //0: disable, 1: enable.
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//Lift Gamma Gain
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//Lift Gamma Gain
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vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(0.80, 0.80, 0.80); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[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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//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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//##########################################################
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//##########################################################
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#define vibpass 1 // 0: disable, 1: enable.
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#define vibpass 1 //0: disable, 1: enable.
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//VibrancePass
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//VibrancePass
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float Vibrance = 0.5; // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
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float Vibrance = 0.5; //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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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.1); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.
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//##########################################################
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//##########################################################
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#define Tech 1 // 0: disable, 1: enable.
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#define Tech 1 //0: disable, 1: enable.
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//Technicolor
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//Technicolor
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//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
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//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
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float Power = 5.0; // Min 0.0 Max 8.0 Default 4.0
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float Power = 5.0; //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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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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//##########################################################
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//##########################################################
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#define Techine 1 // 0: disable, 1: enable.
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#define Techine 1 //0: disable, 1: enable.
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//Technicolor2
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//Technicolor2
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float Technicolor2_Red_Strength = 1.4; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Red_Strength = -0.02; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Green_Strength = 1.8; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Green_Strength = -0.25; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Blue_Strength = 1.4; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Blue_Strength = -0.15; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
|
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float Technicolor2_Brightness = 5.5; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
|
float Technicolor2_Brightness = 0.3; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
|
||||||
float Technicolor2_Strength = 0.20; //[Default is 1.0]
|
float Technicolor2_Strength = 1.0; //[Default is 1.0]
|
||||||
float Technicolor2_Saturation = 0.40; //[Default is 1.0]
|
float Technicolor2_Saturation = 0.90; //[Default is 1.0]
|
||||||
|
|
||||||
//##########################################################
|
//##########################################################
|
||||||
|
|
||||||
// Contrast - Curves /or/ Filmic Pass
|
// Contrast - Curves /or/ Filmic Pass
|
||||||
|
|
||||||
#define CurvesPss 0 // 1 for Curves Style, 0 for Filmic Pass Style
|
#define CurvesPss 0 //1 for Curves Style, 0 for Filmic Pass Style
|
||||||
|
|
||||||
float Contrast = 1.0;
|
float Contrast = 1.0;
|
||||||
|
|
||||||
//##########################################################
|
//##########################################################
|
||||||
|
|
||||||
#define Filmicpass 1 // 0: disable, 1: enable.
|
#define Filmicpass 1 //0: disable, 1: enable.
|
||||||
|
|
||||||
//Filmic Pass
|
//Filmic Pass
|
||||||
float Strength = 0.60; // [0.0 to 1.5] [Default 0.85] Strength of the color curve altering
|
float Strength = 0.60; //[0.0 to 1.5] [Default 0.85] Strength of the color curve altering
|
||||||
float Fade = 0.0; // [0.0 to 0.6] [Default 0.4] Decreases contrast to imitate faded image
|
float Fade = 0.1; //[0.0 to 0.6] [Default 0.4] Decreases contrast to imitate faded image
|
||||||
float Linearization = 1.0; // [0.5 to 2.0] [Default 0.5]
|
float Linearization = 1.0; //[0.5 to 2.0] [Default 0.5]
|
||||||
float Saturation = -0.4; // [-1.0 to 1.0][Default -0.15]
|
float Saturation = -0.35; //[-1.0 to 1.0][Default -0.15]
|
||||||
|
|
||||||
float RedCurve = 1.0; // [0.0 to 2.0] [Default 1.0]
|
float RedCurve = 1.0; //[0.0 to 2.0] [Default 1.0]
|
||||||
float GreenCurve = 1.0; // [0.0 to 2.0] [Default 1.0]
|
float GreenCurve = 1.0; //[0.0 to 2.0] [Default 1.0]
|
||||||
float BlueCurve = 1.0; // [0.0 to 2.0] [Default 1.0]
|
float BlueCurve = 1.0; //[0.0 to 2.0] [Default 1.0]
|
||||||
float BaseCurve = 1.5; // [0.0 to 2.0] [Default 1.5]
|
float BaseCurve = 1.5; //[0.0 to 2.0] [Default 1.5]
|
||||||
|
|
||||||
float BaseGamma = 1.0; // [0.7 to 2.0] [Default 1.0]
|
float BaseGamma = 1.0; //[0.7 to 2.0] [Default 1.0]
|
||||||
float EffectGamma = 0.1; // [0.0 to 2.0] [Default 0.68]
|
float EffectGamma = 0.68; //[0.0 to 2.0] [Default 0.68]
|
||||||
float EffectGammaR = 1.0; // [0.0 to 2.0] [Default 1.0]
|
float EffectGammaR = 1.0; //[0.0 to 2.0] [Default 1.0]
|
||||||
float EffectGammaG = 1.0; // [0.0 to 2.0] [Default 1.0]
|
float EffectGammaG = 1.0; //[0.0 to 2.0] [Default 1.0]
|
||||||
float EffectGammaB = 1.0; // [0.0 to 2.0] [Default 1.0]
|
float EffectGammaB = 1.0; //[0.0 to 2.0] [Default 1.0]
|
||||||
|
|
||||||
//###########################################################
|
//###########################################################
|
||||||
|
|
Loading…
Reference in New Issue
Block a user