mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-23 07:01:15 +01:00
ClarityGFX
Updated with Serfrost's Defaults for Public.
This commit is contained in:
parent
fa114060eb
commit
d0d4cc57e8
@ -19,32 +19,32 @@
|
||||
// Credit to Serfrost for preset values.
|
||||
// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
|
||||
|
||||
//v0.9
|
||||
//v0.9b
|
||||
|
||||
//##########################################################
|
||||
|
||||
//ToneMapping
|
||||
float bloomFactor = 0.35; //Default is 1.0
|
||||
float Bleach = 0.0002; //Default is 0.0
|
||||
float exposure = 1.25; //Default is 1.0
|
||||
float defog = 0.003; //Default is 0.0
|
||||
float bloomFactor = 0.25; //Default is 1.0
|
||||
float Bleach = 0.3; //Default is 0.0
|
||||
float exposure = 1.13; //Default is 1.0
|
||||
float defog = 0.004; //Default is 0.0
|
||||
|
||||
//Lift Gamma Gain
|
||||
#define RGB_Lift vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||||
#define RGB_Gamma vec3(0.90, 0.90, 0.90) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
||||
#define RGB_Gain vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
||||
#define RGB_Lift vec3(1.05, 1.10, 1.05) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||||
#define RGB_Gamma vec3(0.70, 0.70, 0.70) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
||||
#define RGB_Gain vec3(1.10, 0.95, 1.15) //[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.
|
||||
|
||||
//Curves
|
||||
float Contrast = 0.80; //[-1.0, 1.0] The amount of contrast you want
|
||||
float Contrast = 0.50; //[-1.0, 1.0] The amount of contrast you want
|
||||
|
||||
//Levels Control
|
||||
const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black
|
||||
const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white
|
||||
const int WhitePoint = 245; //[0, 255] The new white point. Everything brighter than this becomes completely white
|
||||
|
||||
//LumaShapening
|
||||
#define sharp_strength 0.60 //[0.10 to 3.00] Strength of the sharpening Default is 0.65
|
||||
#define sharp_clamp 0.060 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
|
||||
#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening Default is 0.65
|
||||
#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
|
||||
|
||||
//Advanced sharpening settings
|
||||
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
|
||||
@ -53,12 +53,12 @@ const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter
|
||||
#define Technicolor2_Red_Strength 0.0 //Default is 0.0
|
||||
#define Technicolor2_Green_Strength 0.0 //Default is 0.0
|
||||
#define Technicolor2_Blue_Strength 0.0 //Default is 0.0
|
||||
#define Technicolor2_Brightness 0.95 //Default is 1.0
|
||||
#define Technicolor2_Strength 0.40 //Default is 1.0
|
||||
#define Technicolor2_Saturation 0.85 //Default is 1.0
|
||||
#define Technicolor2_Brightness 0.50 //Default is 1.0
|
||||
#define Technicolor2_Strength 1.0 //Default is 1.0
|
||||
#define Technicolor2_Saturation 0.67 //Default is 1.0
|
||||
|
||||
//Fake High Dynamic Range.
|
||||
#define HDRPower 1.20 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
|
||||
#define HDRPower 1.15 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
|
||||
#define radius1 0.793 // 0.0 to 8.0 "Default 0.793 , will affect FX."
|
||||
#define radius2 0.87 // 0.0 to 8.0 "Default 0.87 , will affect FX."
|
||||
|
||||
@ -68,7 +68,7 @@ const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter
|
||||
|
||||
float sat = 0.0;
|
||||
|
||||
const vec3 FogColor = vec3(0.0, 1.03, 0.0); //defog Color";
|
||||
const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color";
|
||||
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
@ -187,7 +187,6 @@ vec3 Technicolor2(vec3 inputColor) {
|
||||
color = pow(color, 1.0 / RGB_Gamma); //Gamma
|
||||
|
||||
// -- Return output --
|
||||
|
||||
return clamp(color, 0.0, 1.0);
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user