ClarityGFX

Changed color values to give a more natual look.
This commit is contained in:
Jamie 2017-12-15 20:00:06 -08:00
parent 3d89336c7e
commit cb0a64f814

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@ -19,7 +19,7 @@
float bloomFactor = 0.17; //Default is 0.20 (rough estimate based on Switch)
//Fake High Dynamic Range.
float HDRPower = 1.035; // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
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."
@ -31,9 +31,9 @@
float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//ToneMapping
float Bleach = 0.3; //Default is 0.0
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, 1.5); //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); //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."
//Levels Control
const int BlackPoint = 6; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black
@ -41,33 +41,33 @@
//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(0.90, 0.90, 0.90); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(0.96, 0.96, 0.96); //[0.000 to 2.000] Adjust highlights 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
//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
//VibrancePass
float Vibrance = 0.15; //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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.";
//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 = 2.13; //Default is 1.0
float Technicolor2_Brightness = 1.75; //Default is 1.0
float Technicolor2_Strength = 0.80; //Default is 1.0
float Technicolor2_Saturation = 0.34; //Default is 1.0
float Technicolor2_Saturation = 0.20; //Default is 1.0
//Filmic Pass
float Strength = 0.85;
float Fade = 0.4;
float Contrast = 0.80;
float Contrast = 0.750;
float Linearization = 0.7;
float Saturation = -0.15;
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float BaseCurve = 1.5;
float BaseCurve = 1.1;
float BaseGamma = 0.98;
float EffectGamma = 0.97;
@ -118,7 +118,7 @@ vec3 TonemapPass(vec3 inputColor) {
vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
vec3 diffcolor = color - middlegray;
float sat = 0.0;
float sat = 0.050;
color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
return color;