* Attempt to fix Squid Sisters TV
* Menu and TV UW fixes
* Adjust Crementif's fixes
* Add 48:9 for testing only
Will be reverted before push to master.
* Fix resolution of the TV render
* Fix character selection background
Already buildscripted
* Add another background shader
* Add experimental GUI stretch fix
This will only stretch the background and not the GUI unlike previously using a conditional
* Fix Squid TV without side-effects
* Add UW fix for screen inked and some blur
Pretty much done with all this UW stuff. Some minor imperfections but nothing to major and worthy of fixing, atleast currently.
* Revert added resolution for master merge
* Revert TV fix by 48:9
* Revert Ink Splat fix at 48:9
Will probably be fixed tho for every resolution.
* Replace with Splatoon ultrawide fixes pack
* [Hyrule Warriors] Fixed coop-gamepad resolution (#212)
Thanks to @offline2007 for making a PR with this fix.
* [BotW] Add more lava artifact spots
Thanks to Soos from the discord for reporting these two spots.
Seems like there's likely some more manual editing that needs to be done, these shaders are just very minor (name) changes on the primarily used lava lake shader.
* Add Minecraft
* Shit pack
Probably only prevents HUD from counting down lmao
* add Splatoon LOD Bias pack
* Add BotW LOD Bias
* Change LOD Bias settings for BotW & Splat
Pretty much NVIDIA Inspector -3 now... If you want -16 you know what to do:
overwriteLodBias = -16
* [SSB4] Replace pixel mess with black screen
Should take care of the character issue, but it's now a black screen...
If you want to go back to the old method, comment out the width and height overrides and uncomment the format override
https://cdn.discordapp.com/attachments/416648220433711116/442867371229708311/unknown.png
* Add Runner2
Blur automatically disabled in res packs, separate pack made for native res users
Will add other regions at later date unless someone beats me to it
* Add other regions to Runner2
Demo title id included
* Switch to Travis CI with multiple builds
This will swap over to Travis which offers native linux builds. It's, against our expectations, slower or equal (probably due to lower specs), then our current Appveyor build. It does allow for a cleaner build and also implements a way to add random resolutions people would like to be added in our new 2 parallel building method. It builds Github Releases that contain multiple assets. This'll also make the common downloaded resolutions be more on their own so that people won't have loading problems. Also, the building process contains less initial spam due to the Travis' line folding. If there's an error from the php script it'll unfold automatically so no information is really hidden.
* Move shadow packs to main pack
As talked about in #143
* remove splatoon shader edit
Same shader is also in the main pack... confusing
* Add end-screen fix for shadow scaling
Also added a label. Could mean that there's a need to scale a different shader like
https://github.com/slashiee/cemu_graphic_packs/issues/149#issuecomment-379528843 suggests, although I'm not sure anymore.
[XCX] Move gameplay aspect ratio fixes to source
Separates GUI and gameplay aspect ratio fixes.
Gameplay fixes are built and included for any none 16:9 aspect ratio
graphic pack
XCX engine quick/cheap blur AA combined with a sharpen pass.
This aproximates original setting but scales to any res.
Edit sharpen_strength to personal preference
const float sharpen_strength = 0.2; //0 off, 1 full (edge haloing)
note, off = use only blur aa
Fixes alignment drifting on higher resolutions. By replacing with fixes
earlier in the rendering pipe.
This should also improve a lot of light leaking, but full res tweak will
be in upcoming commits.
As this is the initial commit, skell view may still be off and some
specific shadow fixes will probably be retired.
Slight lift to shadows + gamma balancing loss of contrast. Works better
for hardcoded night scenes, NLA attack, opening
Bloom alignment merge pass, mostly for 4k+