[BotW] Add Survival of the Wild clarity presets

Made by Silentverge, GameBanana link can be found here https://gamebanana.com/gamefiles/9921
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Crementif 2019-11-24 21:52:25 +01:00
parent 1fec25b75e
commit f48cb6aa76
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GPG Key ID: 11A98E7DE0412B33
2 changed files with 147 additions and 0 deletions

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@ -32,6 +32,8 @@
// Serfrost Preset (Dim Display) 9
// Serfrost Preset (Default) 10
// ViskClarity Preset 11
// Survival of the Wild Preset (Warmer) 12
// Survival of the Wild Preset (Colder) 13
//##########################################################
@ -849,6 +851,7 @@ float DPX_Strength = 0.20;
float DPX_Strength = 0.20;
#elif (Preset == 11) //ViskClarity
#define adjust_bloom 1
const float bloomFactor = 4.050;
#define HDRpassing 1
@ -914,6 +917,142 @@ float DPX_Strength = 0.20;
float DPX_Saturation = 0.8;
float Colorfulness = 0.8;
float DPX_Strength = 0.50;
#elif (Preset == 12) //Survival of the Wild (Warmer)
#define adjust_bloom 1
const float bloomFactor = 0.75;
#define HDRpassing 1
const float HDRPower = 1.20;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.15;
const float sharp_clamp = 0.35;
const float offset_bias = 0.1;
#define Tone_map 0
const float Exposure = 1.17;
const float Bleach = 0.0;
const float Gamma = 0.97;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.0;
const float crushContrast = 0.00;
#define post_process 0
const float satFactor = 0.07;
#define blacknwhitepass 0
const int BlackPoint = 0;
const int WhitePoint = 245;
#define lggpass 1
vec3 RGB_Lift = vec3(1.0, 1.0, 1.0);
vec3 RGB_Gamma = vec3(0.95, 0.95, 0.95);
vec3 RGB_Gain = vec3(1.0, 1.0, 1.0);
#define vibpass 1
const float Vibrance = 3.0;
vec3 VibranceRGBBalance = vec3(0.102656, 0.050158, 0.102186);
#define Tech 0
const float Power = 5.0;
vec3 RGBNegativeAmount = vec3(0.98, 0.98, 0.98);
float Strength = 0.10;
#define Techine 0
float Technicolor2_Red_Strength = -0.10;
float Technicolor2_Green_Strength = -0.09;
float Technicolor2_Blue_Strength = 0.05;
float Technicolor2_Brightness = 0.5;
float Technicolor2_Strength = 1.2;
float Technicolor2_Saturation = 1.1;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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 0
const float Contrast = 0.25;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.17;
const float Filmic_Strength = 0.48;
const float Fade = 0.08;
const float Linearization = 1.0;
const float BaseCurve = 1.0;
const float BaseGamma = 1.0;
const float EffectGamma = 1.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.5;
float DPX_Saturation = 3.0;
float Colorfulness = 1.0;
float DPX_Strength = 0.10;
#elif (Preset == 13) //Survival of the Wild (Colder)
#define adjust_bloom 1
const float bloomFactor = 0.75;
#define HDRpassing 0
const float HDRPower = 1.20;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.22;
const float sharp_clamp = 0.35;
const float offset_bias = 0.05;
#define Tone_map 0
const float Exposure = 1.17;
const float Bleach = 0.0;
const float Gamma = 0.97;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.0;
const float crushContrast = 0.00;
#define post_process 0
const float satFactor = 0.07;
#define blacknwhitepass 0
const int BlackPoint = 0;
const int WhitePoint = 245;
#define lggpass 1
vec3 RGB_Lift = vec3(1.0, 1.0, 1.0);
vec3 RGB_Gamma = vec3(0.93, 0.93, 0.93);
vec3 RGB_Gain = vec3(1.0, 1.0, 1.0);
#define vibpass 1
const float Vibrance = 2.0;
vec3 VibranceRGBBalance = vec3(0.142656, 0.000158, 0.172186);
#define Tech 0
const float Power = 5.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.10;
#define Techine 1
float Technicolor2_Red_Strength = -0.10;
float Technicolor2_Green_Strength = -0.09;
float Technicolor2_Blue_Strength = 0.05;
float Technicolor2_Brightness = 0.30;
float Technicolor2_Strength = 1.2;
float Technicolor2_Saturation = 1.1;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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
const float Contrast = 0.1;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.17;
const float Filmic_Strength = 0.48;
const float Fade = 0.08;
const float Linearization = 1.0;
const float BaseCurve = 1.0;
const float BaseGamma = 1.0;
const float EffectGamma = 1.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.5;
float DPX_Saturation = 3.0;
float Colorfulness = 1.0;
float DPX_Strength = 0.10;
#endif

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@ -49,6 +49,14 @@ $preset:int = 4
name = Filmic Preset
$preset:int = 6
[Preset]
name = Survival of the Wild Preset (Warmer)
$preset:int = 12
[Preset]
name = Survival of the Wild Preset (Colder)
$preset:int = 13
[Preset]
name = User-Defined Preset
$preset:int = 0