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ClarityGFX
Changed color values to give a more natual look.
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@ -19,7 +19,7 @@
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float bloomFactor = 0.17; //Default is 0.20 (rough estimate based on Switch)
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//Fake High Dynamic Range.
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float HDRPower = 1.035; // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
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float HDRPower = 1.085; // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
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float radius1 = 0.793; // 0.0 to 8.0 "Default 0.793 , will affect FX."
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float radius2 = 0.87; // 0.0 to 8.0 "Default 0.87 , will affect FX."
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@ -31,9 +31,9 @@
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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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//ToneMapping
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float Bleach = 0.3; //Default is 0.0
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float Bleach = 0.5; //Default is 0.0
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float defog = 0.004; //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, 1.5); //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."
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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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//Levels Control
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const int BlackPoint = 6; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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@ -41,33 +41,33 @@
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//Lift Gamma Gain
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vec3 RGB_Lift = vec3(1.01, 1.01, 1.01); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(0.90, 0.90, 0.90); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(0.96, 0.96, 0.96); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
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vec3 RGB_Gamma = vec3(1.02, 1.02, 1.02); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.03, 1.03, 1.03); //[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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//VibrancePass
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float Vibrance = 0.15; //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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float Vibrance = 0.013; //"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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//Technicolor2
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float Technicolor2_Red_Strength = 0.51; //Default is 0.0
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float Technicolor2_Green_Strength = 0.51; //Default is 0.0
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float Technicolor2_Blue_Strength = 0.51; //Default is 0.0
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float Technicolor2_Brightness = 2.13; //Default is 1.0
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float Technicolor2_Brightness = 1.75; //Default is 1.0
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float Technicolor2_Strength = 0.80; //Default is 1.0
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float Technicolor2_Saturation = 0.34; //Default is 1.0
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float Technicolor2_Saturation = 0.20; //Default is 1.0
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//Filmic Pass
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float Strength = 0.85;
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float Fade = 0.4;
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float Contrast = 0.80;
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float Contrast = 0.750;
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float Linearization = 0.7;
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float Saturation = -0.15;
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float RedCurve = 1.0;
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float GreenCurve = 1.0;
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float BlueCurve = 1.0;
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float BaseCurve = 1.5;
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float BaseCurve = 1.1;
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float BaseGamma = 0.98;
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float EffectGamma = 0.97;
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@ -118,7 +118,7 @@ vec3 TonemapPass(vec3 inputColor) {
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 diffcolor = color - middlegray;
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float sat = 0.0;
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float sat = 0.050;
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color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
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return color;
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