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https://github.com/cemu-project/cemu_graphic_packs.git
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079da6f21e
TPHD QL tweaks aka, sunday gaming delayed Resolution * Sharper, unscaled blur fixed. See contrasty note * Resolutions 4k and above scale sub viewports 75-> 50% of the main res. 7680x4320 is now 30 fps stable on a 1070, SSAA looks sweet. * Added some off-aspect custom res with horizontal res x2. Good for SSAA fixing shimmering as it's mostly horizontal in TPHD Contrasty * Sharper, unscaled blur fixed. Note, contrasty must be pre-selected at start to override same shader in resolution folder * Minor tweaks to cold setting Fancy FX *Added option to disable blur, just keeping other tweaks active. Realized that half scaling sub-view port mostly replaces fancy fX :/ *Tweaked to somewhat scale, tries to emulate original look by default. Ie 4x res = 4x blur "qualitative look" (not the same as nr of passes) *Added "defocus" looks blurrier by scaling incorrectly, masked by more draw passes. This is similar to the old default Not happy about the results of moving blur from res folder, too many drawbacks as quality of scaling really needs to be per-setting. Will probably deprecate if things start to break again. Maybe global variables in the future?
96 lines
2.0 KiB
Plaintext
96 lines
2.0 KiB
Plaintext
[Definition]
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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name = Resolution
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path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Fancy FX"
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description = Pretty blur, shadow x2, de-band sky, maintained on Nvidia.
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version = 3
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[Preset] # Gaussian blur w correct scaling
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name = Light blur - Original look++
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$internalRes = 1
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$presetPass:int = 0
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$enableBlur:int = 1
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[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
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name = LB + defocus, better for high res, same performance
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.25
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$internalRes = 1
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$presetPass:int = 0
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$enableBlur:int = 1
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[Preset] # gaussian blur w correct scaling and an additional 4 passes
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name = +1 extra blur pass, slower, pretty in high res
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$internalRes = 1
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$presetPass:int = 1
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$enableBlur:int = 1
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[Preset] #
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name = Disable extra blur, keep other tweaks active
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$internalRes = 1
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$presetPass:int = 0
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$enableBlur:int = 0
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#[Preset] # Tanks performance, debug merge w res file.
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#name = +1 Blur pass and defocus.
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#$dither = 0.2
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#$scaleShader = 1.0
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#$scaleBlur = 1.5
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#$internalRes = 1
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#$presetPass:int = 1
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#$enableBlur:int = 1
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#Fog banding
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[TextureRedefine]
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width = 1920
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height = 1088
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 1920
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height = 1080
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 960
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height = 544
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 960
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height = 540
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] # bloom n cutscene
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width = 480
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height = 272
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] # bloom n cutscene
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width = 480
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height = 270
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #Double shadow res
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width = 384
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height = 384
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###formatsExcluded =
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overwriteWidth = 768
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overwriteHeight = 768 |