mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 11:06:54 +01:00
f3d35c75dc
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.
95 lines
1.6 KiB
Plaintext
95 lines
1.6 KiB
Plaintext
[Definition]
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titleIds = 0005000010143400,0005000010143600,0005000010143500
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name = Negative texture LOD bias
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path = "The Legend of Zelda: The Wind Waker HD/Enhancements/Negative Texture LOD"
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description = Texture LOD override, possible shimmer but sharper textures.
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version = 4
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[Preset]
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name = LOD Default
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$0x031 = 0
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$0x033 = 0
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$0x034 = 0
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$0x035 = 0
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$0x431 = 0
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$0x432 = 0
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$0x433 = 0
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$0x434 = 0
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[Preset] #16x Anisotropic filter makes (ocean) textures to sharp, they should fade to blur.
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name = +2 LOD 34 smooth ocean mipmap transition.
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$0x031 = 0
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$0x033 = 0
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$0x034 = +2
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$0x035 = 0
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$0x431 = 0
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$0x432 = 0
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$0x433 = 0
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$0x434 = 0
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[Preset]
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name = LOD -0.5 (Sharper)
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$0x031 = -.5
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$0x033 = -.5
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$0x034 = -.5
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$0x035 = -.5
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$0x431 = -.5
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$0x432 = -.5
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$0x433 = -.5
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$0x434 = -.5
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[Preset]
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name = LOD -1 (Max for gameplay)
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$0x031 = -1
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$0x033 = -1
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$0x034 = -1
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$0x035 = -1
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$0x431 = -1
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$0x432 = -1
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$0x433 = -1
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$0x434 = -1
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[Preset]
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name = LOD -4 (Overkill - For screenshots)
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$0x031 = -4
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$0x033 = -4
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$0x034 = -4
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$0x035 = -4
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$0x431 = -4
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$0x432 = -4
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$0x433 = -4
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$0x434 = -4
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[TextureRedefine]
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formats = 0x031 #
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overwriteRelativeLodBias = $0x031
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[TextureRedefine]#Per format, possible to have separate scaling if needed
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formats = 0x033
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overwriteRelativeLodBias = $0x033
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[TextureRedefine]
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formats = 0x034
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overwriteRelativeLodBias = $0x034
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[TextureRedefine]
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formats = 0x035
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overwriteRelativeLodBias = $0x035
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[TextureRedefine]
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formats = 0x431
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overwriteRelativeLodBias = $0x431
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[TextureRedefine]
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formats = 0x432
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overwriteRelativeLodBias = $0x432
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[TextureRedefine]
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formats = 0x433
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overwriteRelativeLodBias = $0x433
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[TextureRedefine]
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formats = 0x434
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overwriteRelativeLodBias = $0x434
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