diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index 1f9635d4..4aff4e70 100644 --- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -133,15 +133,15 @@ float DPX_Strength = 0.20; #elif (Preset == 1) #define adjust_bloom 1 const float bloomFactor = 0.30; - #define HDRpassing 1 - float HDRPower = 1.15; - float radius1 = 0.793; - float radius2 = 0.87; - #define lumapassing 1 + #define HDRpassing 0 + float HDRPower = 1.00; + float radius1 = 1.00; + float radius2 = 0.80; + #define lumapassing 1 float sharp_strength = 0.45; float sharp_clamp = 0.085; float offset_bias = 1.0; - #define Tone_map 8 + #define Tone_map 8 const float Exposure = 1.17; const float Bleach = 0.4; const float Gamma = 1.00; @@ -149,29 +149,29 @@ float DPX_Strength = 0.20; vec3 FogColor = vec3(1.0, 1.0, 1.0); const float sat = 0.000; const float crushContrast = 0.000; - #define post_process 0 + #define post_process 1 const float satFactor = 0.25; - #define blacknwhitepass 1 + #define blacknwhitepass 1 const int BlackPoint = 3; const int WhitePoint = 200; #define lggpass 1 vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); - vec3 RGB_Gain = vec3(1.100, 1.100, 1.100); - #define vibpass 0 + vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); + #define vibpass 0 const float Vibrance = 0.150; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); #define Tech 1 const float Power = 8.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); - float Strength = 0.30; + float Strength = 0.3; #define Techine 1 - float Technicolor2_Red_Strength = 0.15; - float Technicolor2_Green_Strength = 0.0; - float Technicolor2_Blue_Strength = 0.1; - float Technicolor2_Brightness = 1.0; - float Technicolor2_Strength = 1.0; - float Technicolor2_Saturation = 0.80; + float Technicolor2_Red_Strength = 0.0; + float Technicolor2_Green_Strength = -0.1; + float Technicolor2_Blue_Strength = 0.05; + float Technicolor2_Brightness = 0.0; + float Technicolor2_Strength = 2.0; + float Technicolor2_Saturation = 1.3; //1.13 to completely fix lava #define cmatrix 0 vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000); vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); @@ -185,10 +185,10 @@ float DPX_Strength = 0.20; const float Fade = 0.0; const float Linearization = 1.0; const float Filmic_Bleach = 0.0; - const float Saturation = -0.15; + const float Saturation = -0.3; const float BaseCurve = 1.5; const float BaseGamma = 1.0; - const float EffectGamma = 0.68; + const float EffectGamma = 0.68;(edited) #define dpxpass 0 vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); vec3 RGB_C = vec3(0.36, 0.36, 0.34);