From cba5441cd87a3a83f61a11c4948958d2f7ae5dde Mon Sep 17 00:00:00 2001 From: getdls <25286924+getdls@users.noreply.github.com> Date: Tue, 27 Aug 2019 20:24:57 +0200 Subject: [PATCH] [TPHD] Fancy FX 8k option Eyeballed nr of passes to aproximate same blur feel as native res. Old approach, from res, really started to break down around 5k. --- .../e334517825fdd599_0000000000000079_ps.txt | 8 +- .../TwilightPrincessHD_FancyFX/rules.txt | 149 +++++++++++++++++- 2 files changed, 146 insertions(+), 11 deletions(-) diff --git a/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt b/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt index 7230c54e..f84430a7 100644 --- a/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt +++ b/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt @@ -14,12 +14,8 @@ layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -/* Nr of pass hack since we don't know what the res pack set to after moving shader from main pack :( - * Would have been better to manually tweak per res setting , and then add static scaler on top of that. - * ~1080 -> 2 pass, 1440->3 , 4k -> 5 - */ - -const int sampleScale = 2 + int(1.0/uf_fragCoordScale.x) + sampleScaling; + +const int sampleScale = 2 + sampleScaling; //const int sampleScale = 2 + sampleScaling; // FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG diff --git a/Enhancements/TwilightPrincessHD_FancyFX/rules.txt b/Enhancements/TwilightPrincessHD_FancyFX/rules.txt index 20bc8a46..05c37723 100644 --- a/Enhancements/TwilightPrincessHD_FancyFX/rules.txt +++ b/Enhancements/TwilightPrincessHD_FancyFX/rules.txt @@ -7,7 +7,7 @@ version = 3 [Preset] # Gaussian blur w correct scaling -name = Light blur - Original look++ +name = Light blur - 1080p 8 pass $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 1.0 @@ -16,7 +16,7 @@ $presetPass:int = 0 $enableBlur:int = 1 [Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error -name = LB + defocus, better for high res, same performance +name = ~1440p 8 pass $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 1.25 @@ -25,7 +25,7 @@ $presetPass:int = 0 $enableBlur:int = 1 [Preset] # gaussian blur w correct scaling and an additional 4 passes -name = +1 extra blur pass, slower, pretty in high res +name = 2160p 12 pass $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 1.0 @@ -34,14 +34,24 @@ $presetPass:int = 1 $enableBlur:int = 1 [Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error -name = LB + defocus, further pass +name = ~2160p+ 12 pass $dither = 0.2 $scaleShader = 1.0 -$scaleBlur = 1.125 +$scaleBlur = 1.25 +$internalRes = 1 +$presetPass:int = 1 +$enableBlur:int = 1 + +[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error +name = ~4320p 16 pass +$dither = 0.2 +$scaleShader = 1.0 +$scaleBlur = 3.0 $internalRes = 1 $presetPass:int = 2 $enableBlur:int = 1 + [Preset] # name = Disable extra blur, keep other tweaks active $dither = 0.2 @@ -60,6 +70,118 @@ $enableBlur:int = 0 #$presetPass:int = 1 #$enableBlur:int = 1 + +###expermiment + +[TextureRedefine] # +width = 1280 +height = 720 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] # +width = 1024 +height = 1024 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] # +width = 1024 +height = 512 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] # +width = 1024 +height = 449 +formats = 0x01a +overwriteFormat = 0x01f + + +#[TextureRedefine] # load selection +#width = 1024 +#height = 223 +#formats = 0x01a +#overwriteFormat = 0x01f +# +#[TextureRedefine] +#width = 788 +#height = 336 +#formats = 0x01a +#overwriteFormat = 0x01f +# +#[TextureRedefine]#BG cont # +#width = 607 +#height = 418 +#formats = 0x01a +#overwriteFormat = 0x01f + +[TextureRedefine] # +width = 512 +height = 512 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] # +width = 448 +height = 384 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] # +width = 427 +height = 480 +formats = 0x01a +overwriteFormat = 0x01f + + +#[TextureRedefine] # contr +#width = 393 +#height = 231 +#formats = 0x01a +#overwriteFormat = 0x01f + + +[TextureRedefine] # +width = 384 +height = 384 +formats = 0x01a +overwriteFormat = 0x01f + + +[TextureRedefine] # +width = 320 +height = 288 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] # +width = 320 +height = 180 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] # +width = 290 +height = 280 +formats = 0x01a +overwriteFormat = 0x01f + +[TextureRedefine] # +width = 263 +height = 191 +formats = 0x01a +overwriteFormat = 0x01f + +#[TextureRedefine] # eyes +#width = 256 +#height = 256 +#formats = 0x01a +#overwriteFormat = 0x01f + +### exp end + + #Fog banding [TextureRedefine] width = 1920 @@ -115,3 +237,20 @@ width = 960 height = 540 formats = 0x007 overwriteFormat = 0x00f + +[TextureRedefine] #cloud mips fails? +width = 1025 +height = 256 +formats = 0x007 +overwriteFormat = 0x00f + +[TextureRedefine] +width = 1025 +height = 512 +formats = 0x007 +overwriteFormat = 0x00f + +#[TextureRedefine] +#formats = 0x001 +#overwriteFormat = 0x005 +