[Definition] titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 name = Debanding path = "Mario Kart 8/Enhancements/Debanding" description = Smooth sky stair stepping banding version = 4 rendererFilter = opengl [OutputShader] upscaleMagFilter = Linear downscaleMagFilter = Linear [Preset] name = Less deband T32 R16 I4 G50 $Threshold:int = 64 $Range:int = 8 $Iterations:int = 4 $Grain:int = 50 [Preset] name = More deband and grain T64 R8 I4 G78 $Threshold:int = 64 $Range:int = 8 $Iterations:int = 4 $Grain:int = 78 [Preset] name = Test deband slow T156 R16 I8 G90 $Threshold:int = 156 $Range:int = 16 $Iterations:int = 8 $Grain:int = 90 # Original by N Haas GPL # Order dither converted from reshade Crosire et al. # # Works better when applied to a shader (sky, video..) # instead of as a post filter. Both for performance and fixing quantization errors. # The threshold of difference below which a pixel is considered to be part of # a gradient. Higher = more debanding, but setting it too high diminishes image # details. # THRESHOLD 64 # # The range (in source pixels) at which to sample for neighbours. Higher values # will find more gradients, but lower values will deband more aggressively. # RANGE 8 # # The number of debanding iterations to perform. Each iteration samples from # random positions, so increasing the number of iterations is likely to # increase the debanding quality. Conversely, it slows the shader down. # (Each iteration will use a multiple of the configured RANGE, and a # successively lower THRESHOLD - so setting it much higher has little effect) # ITERATIONS 4 # # (Optional) Add some extra noise to the image. This significantly helps cover # up remaining banding and blocking artifacts, at comparatively little visual # quality. Higher = more grain. Setting it to 1 disables the effect. # GRAIN 48