From f48cb6aa7678c05ef675185fd3ca801ea40b39b9 Mon Sep 17 00:00:00 2001 From: Crementif <26669564+Crementif@users.noreply.github.com> Date: Sun, 24 Nov 2019 21:52:25 +0100 Subject: [PATCH] [BotW] Add Survival of the Wild clarity presets Made by Silentverge, GameBanana link can be found here https://gamebanana.com/gamefiles/9921 --- .../37040a485a29d54e_00000000000003c9_ps.txt | 139 ++++++++++++++++++ .../BreathOfTheWild_Clarity/rules.txt | 8 + 2 files changed, 147 insertions(+) diff --git a/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index 7267babe..985bebd5 100644 --- a/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancements/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -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 diff --git a/Enhancements/BreathOfTheWild_Clarity/rules.txt b/Enhancements/BreathOfTheWild_Clarity/rules.txt index d96d4000..4175cb4e 100644 --- a/Enhancements/BreathOfTheWild_Clarity/rules.txt +++ b/Enhancements/BreathOfTheWild_Clarity/rules.txt @@ -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