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920a2e461c
Add missing 8 rounding leaderboard.
60 lines
1.8 KiB
Plaintext
60 lines
1.8 KiB
Plaintext
[Definition]
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titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
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name = Debanding
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path = "Mario Kart 8/Enhancements/Debanding"
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description = Smooth sky stair stepping banding
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version = 4
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rendererFilter = opengl
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[OutputShader]
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upscaleMagFilter = Linear
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downscaleMagFilter = Linear
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[Preset]
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name = Less deband T32 R16 I4 G50
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$Threshold:int = 64
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$Range:int = 8
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$Iterations:int = 4
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$Grain:int = 50
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[Preset]
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name = More deband and grain T64 R8 I4 G78
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$Threshold:int = 64
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$Range:int = 8
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$Iterations:int = 4
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$Grain:int = 78
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[Preset]
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name = Test deband slow T156 R16 I8 G90
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$Threshold:int = 156
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$Range:int = 16
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$Iterations:int = 8
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$Grain:int = 90
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# Original by N Haas GPL
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# Order dither converted from reshade Crosire et al.
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#
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# Works better when applied to a shader (sky, video..)
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# instead of as a post filter. Both for performance and fixing quantization errors.
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# The threshold of difference below which a pixel is considered to be part of
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# a gradient. Higher = more debanding, but setting it too high diminishes image
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# details.
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# THRESHOLD 64
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#
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# The range (in source pixels) at which to sample for neighbours. Higher values
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# will find more gradients, but lower values will deband more aggressively.
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# RANGE 8
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#
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# The number of debanding iterations to perform. Each iteration samples from
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# random positions, so increasing the number of iterations is likely to
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# increase the debanding quality. Conversely, it slows the shader down.
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# (Each iteration will use a multiple of the configured RANGE, and a
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# successively lower THRESHOLD - so setting it much higher has little effect)
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# ITERATIONS 4
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#
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# (Optional) Add some extra noise to the image. This significantly helps cover
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# up remaining banding and blocking artifacts, at comparatively little visual
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# quality. Higher = more grain. Setting it to 1 disables the effect.
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# GRAIN 48 |