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![Crementif](/assets/img/avatar_default.png)
Since it's not possible to update 300+ shaders manually and automation was possible, I thought that I'd take the honor and create a script that's able to automatically convert all of the shaders to be cross-compatible with Vulkan. And change the graphic pack versions to version 4 of course. Also, the script has some nifty testing code which compiled every shader as OpenGL and Vulkan, but for that see the details that I've written below. **Here's the script that I've made to do all of this. No manual edits were needed:** https://gist.github.com/Crementif/8d98a855b95f219d95298fb3db99deae
64 lines
1.3 KiB
Plaintext
64 lines
1.3 KiB
Plaintext
[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = Shadow Resolution
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path = "The Legend of Zelda: Breath of the Wild/Graphics/Shadow Resolution"
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description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution.
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version = 4
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[Preset]
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name = Medium (1.00x, Default)
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$shadowRes = 1
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[Preset]
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name = Low (0.50x)
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$shadowRes = 0.5
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[Preset]
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name = High (2.00x)
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$shadowRes = 2
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[Preset]
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name = Ultra (4.00x)
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$shadowRes = 4
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[Preset]
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name = Extreme (8.00x)
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$shadowRes = 8
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# Uniform shadow maps
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[TextureRedefine]
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width = 768
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height = 720
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formats = 0x005
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overwriteWidth = $shadowRes * 768
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overwriteHeight = $shadowRes * 720
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[TextureRedefine]
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width = 720
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height = 720
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formats = 0x005
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overwriteWidth = $shadowRes * 720
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overwriteHeight = $shadowRes * 720
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[TextureRedefine]
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width = 384
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height = 368
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formats = 0x005
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overwriteWidth = $shadowRes * 384
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overwriteHeight = $shadowRes * 368
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[TextureRedefine]
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width = 384
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height = 360
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formats = 0x005
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overwriteWidth = $shadowRes * 384
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overwriteHeight = $shadowRes * 360
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[TextureRedefine]
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width = 360
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height = 360
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formats = 0x005
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overwriteWidth = $shadowRes * 360
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overwriteHeight = $shadowRes * 360
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