diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index 281a449c..3397decd 100644 --- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -199,40 +199,40 @@ float DPX_Strength = 0.20; float DPX_Strength = 0.20; #elif (Preset == 2) #define adjust_bloom 1 - const float bloomFactor = 0.20; + const float bloomFactor = 0.010; #define HDRpassing 1 - const float HDRPower = 1.015; + const float HDRPower = 1.085; const float radius1 = 0.793; const float radius2 = 0.87; #define lumapassing 1 const float sharp_strength = 0.25; const float sharp_clamp = 0.085; const float offset_bias = 1.0; - #define Tone_map 1 - const float Exposure = 1.00; + #define Tone_map 8 + const float Exposure = 0.6; const float Bleach = 0.3; - const float Gamma = 1.13; + const float Gamma = 1.00; const float defog = 0.004; vec3 FogColor = vec3(1.0, 1.5, 1.7); - const float sat = 0.000; + const float sat = 0.050; const float crushContrast = 0.000; #define post_process 0 const float satFactor = 0.25; #define blacknwhitepass 0 - const int BlackPoint = 16; + const int BlackPoint = 8; const int WhitePoint = 235; #define lggpass 1 - vec3 RGB_Lift = vec3(1.05, 1.05, 1.05); - vec3 RGB_Gamma = vec3(0.70, 0.70, 0.70); - vec3 RGB_Gain = vec3(1.05, 1.05, 1.05); + vec3 RGB_Lift = vec3(0.994, 0.994, 0.994); + vec3 RGB_Gamma = vec3(1.0, 0.990, 1.0); + vec3 RGB_Gain = vec3(1.0, 0.990, 1.00); #define vibpass 1 - const float Vibrance = 0.150; + const float Vibrance = 0.113; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); #define Tech 0 const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); float Strength = 0.20; - #define Techine 1 + #define Techine 0 const float Technicolor2_Red_Strength = 0.000; const float Technicolor2_Green_Strength = 0.000; const float Technicolor2_Blue_Strength = 0.000; @@ -244,12 +244,12 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 1 + #define CurvesPss 0 const float Contrast = 0.65; - #define Filmicpass 0 + #define Filmicpass 1 const float Filmic_Contrast = 1.0; const float Filmic_Bleach = 0.0; - const float Saturation = -0.15; + const float Saturation = 0.0; const float Filmic_Strength = 0.85; const float Fade = 0.4; const float Linearization = 0.5;