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