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https://github.com/cemu-project/cemu_graphic_packs.git
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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.
41 lines
916 B
Plaintext
41 lines
916 B
Plaintext
[Definition]
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titleIds = 0005000010110E00,0005000010145000,0005000010144F00
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name = Shadow Resolution
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path = "Super Smash Bros. for Wii U/Graphics/Shadow Resolution"
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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.
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version = 4
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[Preset]
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name = Medium (100%, Default)
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$shadowRes = 1
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[Preset]
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name = Low (50%)
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$shadowRes = 0.5
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[Preset]
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name = High (200%)
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$shadowRes = 2
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[Preset]
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name = Ultra (300%)
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$shadowRes = 3
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[Preset]
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name = Extreme (400%, Unstable)
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$shadowRes = 4
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[TextureRedefine] # Shadows
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width = 1024
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height = 1024
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formats = 0x5
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overwriteWidth = $shadowRes * 1024
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overwriteHeight = $shadowRes * 1024
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[TextureRedefine] # Performance Shadows, Blur Pass
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width = 512
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height = 512
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formats = 0xb,0xf
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overwriteWidth = $shadowRes * 512
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overwriteHeight = $shadowRes * 512
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