Bruz Preset updated with his final .
This commit is contained in:
Jamie 2018-02-10 18:56:48 -08:00
parent 3ae2504dc8
commit efd96062f9

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