cemu_graphic_packs/Enhancements/SuperSmashBros_Shadows/rules.txt
Crementif f3d35c75dc Convert a lot of graphic packs to V4 (#417)
Didn't update the docs (will do that tomorrow), but I manually checked (didn't verify things, but I basically checked if it contained "uf_windowSpaceToClipSpaceTransform" and if the shader was made after a certain Cemu change was made due to how they're left out) to see if any graphic pack in here was *probably* safe.

I also didn't convert 5 graphic packs since they contained signs that needed to be manually checked or at least examined more:
- \Enhancements\TwilightPrincessHD_Bicubic
- \Resolutions\DevilsThird_Resolution
- \Resolutions\TwilightPrincessHD_Resolution (this one just needs to be fully verified since it's popular enough and has like 27 shaders)
- \Resolutions\LegoStarWars_Resolution
- \Resolutions\TokyoMirage_Resolution (this one could also be manually verified)

I hope I didn't make too many mistakes with this one.
2020-01-17 20:31:42 -08:00

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[Definition]
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
name = Shadow Resolution
path = "Super Smash Bros. for Wii U/Graphics/Shadow Resolution"
description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this increases performance but makes shadows blockier. Medium is the original resolution.
version = 4
[Preset]
name = Medium (100%, Default)
$shadowRes = 1
[Preset]
name = Low (50%)
$shadowRes = 0.5
[Preset]
name = High (200%)
$shadowRes = 2
[Preset]
name = Ultra (300%)
$shadowRes = 3
[Preset]
name = Extreme (400%, Unstable)
$shadowRes = 4
[TextureRedefine] # Shadows
width = 1024
height = 1024
formats = 0x5
overwriteWidth = $shadowRes * 1024
overwriteHeight = $shadowRes * 1024
[TextureRedefine] # Performance Shadows, Blur Pass
width = 512
height = 512
formats = 0xb,0xf
overwriteWidth = $shadowRes * 512
overwriteHeight = $shadowRes * 512