ClarityGFX

Added some updated presets per community.
This commit is contained in:
Jamie 2017-12-20 20:56:12 -08:00
parent 8ae8c82c38
commit bf5ca49957
2 changed files with 97 additions and 97 deletions

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@ -19,89 +19,91 @@
#define adjust_bloom 1 // 0: disable, 1: enable. #define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor //BloomFactor
float bloomFactor = 0.2; //Default is 0.020 (rough estimate based on Switch) float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch)
#define HDRpassing 0 // 0: disable, 1: enable. #define HDRpassing 0 // 0: disable, 1: enable.
//Fake High Dynamic Range //Fake High Dynamic Range
float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. 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 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." 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 1 // 0: disable, 1: enable. #define lumapassing 1 // 0: disable, 1: enable.
//LumaShapening //LumaShapening
float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 float sharp_strength = 0.65; //[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_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings //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.
//########################################################## //##########################################################
#define Tone_map 8 #define Tone_map 8
// 0 - Disable // 0 - Disable
// 1 - Reshade ToneMap // 1 - Reshade ToneMap
// 2 - Linear ToneMap // 2 - Linear ToneMap
// 3 - Simple Reinhard ToneMap // 3 - Simple Reinhard ToneMap
// 4 - Luma-Based Reinhard ToneMap // 4 - Luma-Based Reinhard ToneMap
// 5 - White-Preserving Luma-Based Reinhard ToneMap // 5 - White-Preserving Luma-Based Reinhard ToneMap
// 6 - RomBinDaHouse ToneMap // 6 - RomBinDaHouse ToneMap
// 7 - Filmic ToneMap // 7 - Filmic ToneMap
// 8 - Uncharted 2 ToneMap // 8 - Uncharted 2 ToneMap
// 9 - ACES Filmic // 9 - ACES Filmic
//########################################################## //##########################################################
//Reshade ToneMap Controls //Reshade ToneMap Controls
float Exposure = 0.6; // [0.0 to 1.0+] Adjust exposure float Exposure = 0.6; //[0.0 to 1.0+] Adjust exposure
float Bleach = 0.7; // [-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image float Bleach = 0.8; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
float defog = 0.0; // [Default is 0.0] How much of the overall color you want removed form the values of FogColor. float defog = 0.0; //[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 = 0.00; // [-1.0 to 1.0] [Default 0.0] Adjust saturation // 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.
vec3 FogColor = vec3(1.0, 1.5, 1.7);
//########################################################## float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation
//##########################################################
#define blacknwhitepass 1 // 0: disable, 1: enable. #define blacknwhitepass 1 // 0: disable, 1: enable.
//Levels Control //Levels Control
const int BlackPoint = 5; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. const int BlackPoint = 1; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
const int WhitePoint = 200; //[0 to 255] The new white point. Everything brighter than this becomes completely white. const int WhitePoint = 200; //[0 to 255] The new white point. Everything brighter than this becomes completely white.
//########################################################## //##########################################################
#define lggpass 1 // 0: disable, 1: enable. #define lggpass 1 // 0: disable, 1: enable.
//Lift Gamma Gain //Lift Gamma Gain
vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. vec3 RGB_Lift = vec3(0.99, 0.99, 0.99); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(0.85, 0.85, 0.85); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue vec3 RGB_Gamma = vec3(1.0, 1.00, 1.0); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[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. //Note that a value of 1.0 is a neutral setting that leave the color unchanged.
//########################################################## //##########################################################
#define vibpass 1 // 0: disable, 1: enable. #define vibpass 1 // 0: disable, 1: enable.
//VibrancePass //VibrancePass
float Vibrance = 1.0; // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. float Vibrance = 0.1; // 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. 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 // 0: disable, 1: enable. #define Tech 1 // 0: disable, 1: enable.
//Technicolor //Technicolor
//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic //To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
float Power = 8.0; // Min 0.0 Max 8.0 Default 4.0 float Power = 5.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
//########################################################## //##########################################################
@ -109,18 +111,18 @@ vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
#define Techine 1 // 0: disable, 1: enable. #define Techine 1 // 0: disable, 1: enable.
//Technicolor2 //Technicolor2
float Technicolor2_Red_Strength = 1.0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Red_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Green_Strength = 1.0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Green_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Blue_Strength = 1.3; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Blue_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Brightness = 3.0; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0 float Technicolor2_Brightness = 1.0; //[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 = 0.20; //[Default is 1.0]
float Technicolor2_Saturation = 0.50; //[Default is 1.0] float Technicolor2_Saturation = 1.0; //[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 faor Filmic Pass Style
float Contrast = 1.0; float Contrast = 1.0;
@ -145,11 +147,9 @@ 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]
//########################################################### //###########################################################
//Do not edit under this line.
//Do not edit under this line.
@ -452,13 +452,13 @@ vec3 LiftGammaGainPass(vec3 colorInput)
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; 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. color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
// -- Gain -- // -- Gain --
color *= RGB_Gain; color *= RGB_Gain;
// -- Gamma -- // -- Gamma --
color = pow(color, 1.0 / RGB_Gamma); //Gamma color = pow(color, 1.0 / RGB_Gamma); //Gamma
// -- Return output -- // -- Return output --
return clamp(color, 0.0, 1.0); return clamp(color, 0.0, 1.0);
} }
@ -473,7 +473,7 @@ vec3 VibrancePass(vec3 color) {
float color_saturation = max_color - min_color; // The difference between the two is the saturation 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; vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
@ -507,10 +507,10 @@ float lumasharping(sampler2D tex, vec2 pos) {
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
// -- Calculate the sharpening -- // -- Calculate the sharpening --
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
// -- Adjust strength of the sharpening and clamp it-- // -- Adjust strength of the sharpening and clamp it--
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
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 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 @@
//########################################################## //##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable. #define adjust_bloom 1 //0: disable, 1: enable.
//BloomFactor //BloomFactor
float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch) float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch)
#define HDRpassing 0 // 0: disable, 1: enable. #define HDRpassing 0 //0: disable, 1: enable.
//Fake High Dynamic Range //Fake High Dynamic Range
float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. 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 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." 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 1 // 0: disable, 1: enable. #define lumapassing 1 //0: disable, 1: enable.
//LumaShapening //LumaShapening
float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
@ -58,9 +58,9 @@ float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius o
//########################################################## //##########################################################
//Reshade ToneMap Controls //Reshade ToneMap Controls
float Exposure = 0.6; //[0.0 to 1.0+] Adjust exposure float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure
float Bleach = 0.5; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image float Bleach = 0.0; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor. float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor.
@ -71,81 +71,81 @@ float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation
//########################################################## //##########################################################
#define blacknwhitepass 1 // 0: disable, 1: enable. #define blacknwhitepass 1 //0: disable, 1: enable.
//Levels Control //Levels Control
const int BlackPoint = 6; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. const int BlackPoint = 5; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
const int WhitePoint = 200; //[0 to 255] The new white point. Everything brighter than this becomes completely white. const int WhitePoint = 210; //[0 to 255] The new white point. Everything brighter than this becomes completely white.
//########################################################## //##########################################################
#define lggpass 1 // 0: disable, 1: enable. #define lggpass 1 //0: disable, 1: enable.
//Lift Gamma Gain //Lift Gamma Gain
vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(0.80, 0.80, 0.80); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[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. //Note that a value of 1.0 is a neutral setting that leave the color unchanged.
//########################################################## //##########################################################
#define vibpass 1 // 0: disable, 1: enable. #define vibpass 1 //0: disable, 1: enable.
//VibrancePass //VibrancePass
float Vibrance = 0.5; // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. float Vibrance = 0.5; //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. 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.
//########################################################## //##########################################################
#define Tech 1 // 0: disable, 1: enable. #define Tech 1 //0: disable, 1: enable.
//Technicolor //Technicolor
//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic //To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
float Power = 5.0; // Min 0.0 Max 8.0 Default 4.0 float Power = 5.0; //Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
//########################################################## //##########################################################
#define Techine 1 // 0: disable, 1: enable. #define Techine 1 //0: disable, 1: enable.
//Technicolor2 //Technicolor2
float Technicolor2_Red_Strength = 1.4; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Red_Strength = -0.02; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Green_Strength = 1.8; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Green_Strength = -0.25; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Blue_Strength = 1.4; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Blue_Strength = -0.15; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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]
//########################################################### //###########################################################