mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-30 20:01:50 +01:00
24b9b1eb29
Xenoblade Chronicles X packs are now ported too! Which has, after BotW, the most shaders I think made by all of the efforts from getdls. All shaders were successfully verified and tested in-game (from what I could tell).
462 lines
11 KiB
Plaintext
462 lines
11 KiB
Plaintext
[Definition]
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titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
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name = Resolution
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path = "Xenoblade Chronicles X/Graphics/Resolution"
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description = Changes the resolution of the game.
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version = 4
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[Preset]
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name = 1280x720 (Default)
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.01
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$scaleShader = 1.0
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$scaleBlur = 0.05
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// Quality
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[Preset]
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = (720.0/900.0) # factor for any shader that can't handle fractional scaling
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$scaleBlur = 0.5
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[Preset]
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name = 1920x1080 (HD)
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = (720.0/1080.0)
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$dither = 0.15
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$scaleShader = 1.0 #(1440.0/1080.0)
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$scaleBlur = 0.5
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[Preset]
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name = 2560x1080 (21:9 HD)
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$width = 2560
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = (1440.0/1080.0)
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$scaleBlur = 0.5
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[Preset]
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name = 1920x1200 (10:9 HD)
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$width = 1920
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$height = 1200
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.15
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$scaleShader = (1440.0/1200.0)
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$scaleBlur = 0.5
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[Preset]
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.75
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$dither = 0.15
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$scaleShader = (1440.0/1080.0)
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$scaleBlur = 0.5
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[Preset]
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name = 3440x1440 (21:9)
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$width = 3440
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$dither = 0.1
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$scaleShader = 1.0
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$scaleBlur = 0.5
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[Preset]
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name = 3840x1620 (21:9 4k panel 1:1 pix mapping, transition fix)
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$width = 3840
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$height = 1620
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.5
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$dither = 0.25
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$scaleShader = (1440.0/1620.0) #round 1. shadow to 2.0
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$scaleBlur = 1.0
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[Preset]
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 2.0
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$dither = 0.2
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$scaleShader = (1440.0/1800.0)
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$scaleBlur = 0.5
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[Preset]
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name = 3840x2160
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.5
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$dither = 0.25
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$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0
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$scaleBlur = 1.0
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[Preset]
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name = 5120x2160 (4k 21:9)
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$width = 5120
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.5
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$dither = 0.2
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$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0
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$scaleBlur = 1.0
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[Preset]
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.375
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$dither = 0.25
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$scaleShader = (1440.0/1080.0)
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$scaleBlur = 1.0
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#[Preset]
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#name = 7680x4320
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#$width = 7680
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#$height = 4320
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 0.5
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#$dither = 0.25
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#$scaleShader = 1.0
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#$scaleBlur = 1.0
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#
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#[Preset]
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#name = 10240x5760
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#$width = 10240
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#$height = 5760
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 0.5
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#$dither = 0.25
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#$scaleShader = 1.0
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#$scaleBlur = 1.0
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#[TextureRedefine] #moved to fancy gfx for better compatibility
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#width = 1280
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#height = 720
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#formats = 0x816
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#overwriteFormat = 0x820
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#[TextureRedefine]
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#width = 640
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#height = 368
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#formats = 0x816
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#overwriteFormat = 0x820
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#[TextureRedefine]
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#width = 640
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#height = 360
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#formats = 0x816
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#overwriteFormat = 0x820
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#[TextureRedefine] # Bloom, DOF
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#width = 320
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#height = 192
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#formats = 0x816
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#overwriteFormat = 0x820
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#[TextureRedefine] # Bloom, DOF
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#width = 320
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#height = 180
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#formats = 0x816
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#overwriteFormat = 0x820
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[TextureRedefine]
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width = 1280
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height = 720
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formatsExcluded = 0x031,0x431,0x035,0x034,0x033 #dialog prompt fixes, XCX Logo NLA
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine] # shadows
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = ($height/$gameHeight)* (1024*$scaleShader*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
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[TextureRedefine] #ingame menu
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width = 1024
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height = 720
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 1024
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine]
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width = 864
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height = 480
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#formats =
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine]
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width = 854
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height = 480
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#formats =
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * 854
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine]
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width = 640
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height = 368
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overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (368*$internalRes)
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[TextureRedefine]
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width = 640
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height = 360
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formatsExcluded = 0x033,0x031 #dialog prompt fixes, XCX Logo NLA
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tileModesExcluded = 0x001 # fmv sub colour
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overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (360*$internalRes)
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[TextureRedefine] # shadows 1024 for smoother transition
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width = 512
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height = 512
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formats = 0x005
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overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
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[TextureRedefine]
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width = 512
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height = 288
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overwriteWidth = ($width/$gameWidth) * (512*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (288*$internalRes)
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[TextureRedefine] # fog 1.5 match stencil
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width = 448
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height = 240
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overwriteWidth = ($width/$gameWidth) * (448*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (240*$internalRes)
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[TextureRedefine] # fog
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width = 426
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height = 240
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overwriteWidth = ($width/$gameWidth) * (426*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (240*$internalRes)
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[TextureRedefine] # #Bloom, DOF
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width = 320
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height = 192
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overwriteWidth = ($width/$gameWidth) * (320*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (192*$internalRes)
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[TextureRedefine] # Bloom, DOF
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width = 384
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height = 192
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#formats = 0x001
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overwriteWidth = ($width/$gameWidth) * (384*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (192*$internalRes)
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[TextureRedefine] # Bloom, DOF
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width = 320
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height = 180
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overwriteWidth = ($width/$gameWidth) * (320*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (180*$internalRes)
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[TextureRedefine]
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width = 256
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height = 144
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (144*$internalRes)
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[TextureRedefine] # PR screen
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width = 256
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height = 256
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formats = 0x810,0x01a,0x816,0x011
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overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (256*$internalRes)
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[TextureRedefine]# sky, pr screen
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width = 255
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height = 255
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formats = 0x810,0x01a,0x41a,0x816,0x011
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * (255*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (255*$internalRes)
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[TextureRedefine] # skell depth
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width = 192
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height = 96
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overwriteWidth = ($width/$gameWidth) * (192*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (96*$internalRes)
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[TextureRedefine] # Bloom 2nd
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width = 160
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height = 96
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * (160*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (96*$internalRes)
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[TextureRedefine] #bloom 2nd
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width = 160
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height = 90
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###formats = 0x816
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * (160*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (90*$internalRes)
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[TextureRedefine] #
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width = 128
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height = 128
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formats = 0x806 #,0x035,0x034,0x033,0x031
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 128
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[TextureRedefine] # skell view 8
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width = 128
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height = 80
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formats = 0x816 #,0x035,0x034,0x033,0x031
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 128
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[TextureRedefine] # skell view
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width = 128
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height = 72
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formats = 0x816 #,0x035,0x034,0x033,0x031
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formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 128
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#[TextureRedefine]
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#width = 127
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#height = 127
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#formats = 0x80e # 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
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#overwriteWidth = ($width/$gameWidth) * 127
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#overwriteHeight = ($height/$gameHeight) * 127
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[TextureRedefine] #bloom 3rd level
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width = 96
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height = 48
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overwriteWidth = ($width/$gameWidth) * (96*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (48*$internalRes)
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[TextureRedefine] #bloom 3rd level
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width = 80
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height = 46
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overwriteWidth = ($width/$gameWidth) * (80*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (46*$internalRes)
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[TextureRedefine]
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width = 64
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height = 64
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dept = 1
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formats = 0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (64*$internalRes)
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[TextureRedefine] #skell cockpit bloom 3rd level
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width = 64
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height = 32
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formats = 0x816,0x806 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
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overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
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[TextureRedefine] #skell view
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width = 40
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height = 24
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#formats =
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overwriteWidth = ($width/$gameWidth) * (40*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (24*$internalRes)
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[TextureRedefine]
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width = 32
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height = 32
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dept = 1
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formats = 0x806 #,0x035,0x034,0x033,0x032,0x031
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
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#
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#[TextureRedefine] #
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#width = 32
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#height = 16
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#formats = 0x816
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##formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (16*$internalRes)
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#
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#[TextureRedefine] #don't scale 0x01a
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#width = 16
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#height = 16
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#dept = 1
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#formats = 0x816 #0x008 ,0x431,0x031
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###formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
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#overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
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#
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#[TextureRedefine] # tilemode 2
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#width = 16
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#height = 8
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#formats = 0x81e,0x80e,0x806 0x008 #,0x431,0x031
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##formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
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#overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
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#[TextureRedefine] # tilemode 2
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#width = 8
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#height = 8
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#formats = 0x806 #,0x81e,0x80e # ,0x431,0x031
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###formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
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#overwriteWidth = ($width/$gameWidth) * (8*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
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#[TextureRedefine]
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#width = 4
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#height = 4
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####formats = 0x81e,0x80e
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#overwriteWidth = ($width/$gameWidth) * (4*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (4*$internalRes)
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#
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#[TextureRedefine]
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#width = 1
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#height = 1
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####formats = 0x008,0x81e,0x01a
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
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#overwriteWidth = ($width/$gameWidth) * (1*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (1*$internalRes) |