diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt index c5ea31df..6cd8e8ad 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt @@ -17,23 +17,23 @@ //########################################################## #define adjust_bloom 1 // 0: disable, 1: enable. //BloomFactor -const float bloomFactor = 0.010; // Default is 0.020 (rough estimate based on Switch) +const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch) #define HDRpassing 1 // 0: disable, 1: enable. - //Fake High Dynamic Range. -const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. +//Fake High Dynamic Range. +const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30. const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 -const float radius2 = .87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." #define lumapassing 1 // 0: disable, 1: enable. //LumaShapening -const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 //Advanced sharpening settings const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. -#define Tone_map 8 // 0: disable, 1-8: enable. +#define Tone_map 1 // 0: disable, 1-8: enable. // Reshade ToneMap Option 1 // linearToneMapping Option 2 // simpleReinhardToneMapping Option 3 @@ -43,35 +43,36 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia // filmicToneMapping Option 7 // Uncharted2ToneMapping Option 8 // ACES Filmic Option 9 - // Reshade ToneMap Controls -const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure +// Reshade ToneMap Controls +const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control." const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." -const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 +const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 -#define blacknwhitepass 1 // 0: disable, 1: enable. - //Levels Control -const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 245; // [0, 255] The new white point. Everything brighter than this becomes completely white +#define blacknwhitepass 0 // 0: disable, 1: enable. +// Levels Control +const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black +const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white #define lggpass 1 // 0: disable, 1: enable. //Lift Gamma Gain -vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. -vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue -vec3 RGB_Gain = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue - // Note that a value of 1.0 is a neutral setting that leave the color unchanged. +vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue + // Note that a value of 1.0 is a neutral setting that leave the color unchanged. #define vibpass 1 // 0: disable, 1: enable. //VibrancePass -const float Vibrance = 0.40; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; +const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation." vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others."; -#define Tech 0 +#define Tech 1 //Technicolor const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); -//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic +float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 #define Techine 0 // 0: disable, 1: enable. //Technicolor2 @@ -79,42 +80,31 @@ const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 -const float Technicolor2_Strength = 1.0; // Default is 1.0 -const float Technicolor2_Saturation = 1.0; // Default is 1.0 +const float Technicolor2_Strength = 1.0; // [Default is 1.0] +const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." -//Curves / Filmic Pass Contrast -#define CurvesPss 0 // 0: disable, 1: enable. -const float Contrast = 1.0; // Default 1.0 -// 1 To use curves Contrast, 0 off or to use with Filmic Pass. +//Curves Contrast +#define CurvesPss 1 // 0: disable, 1: enable. +const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want." -#define Filmicpass 1 // 0: disable, 1: enable. +#define Filmicpass 0 // 0: disable, 1: enable. //Filmic Pass -const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 +const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0 +const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 + +const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 -const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 -const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 +const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 -const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 - -const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 +const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 +const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0 const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 -const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 -const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 -const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 - + //########################################################### //Do not edit under this line. -float getL601(vec3 rgb) { - return dot(rgb, vec3(0.2989, 0.5866, 0.1145)); -} -float getL709(vec3 rgb) { - return dot(rgb, vec3(0.2126, 0.7152, 0.0722)); -} uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. @@ -128,13 +118,15 @@ vec3 linearToneMapping(vec3 color) { float exposure = 1.; color = clamp(exposure * color, 0., 1.); + color = pow(color, vec3(1. / Gamma)); return color; } vec3 simpleReinhardToneMapping(vec3 color) { float exposure = 1.5; - color *= exposure / (1. + color / exposure); + color *= exposure/(1. + color / exposure); + color = pow(color, vec3(1. / Gamma)); return color; } @@ -143,6 +135,7 @@ vec3 lumaBasedReinhardToneMapping(vec3 color) float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); float toneMappedLuma = luma / (1. + luma); color *= toneMappedLuma / luma; + color = pow(color, vec3(1. / Gamma)); return color; } @@ -152,12 +145,14 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color) float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma); color *= toneMappedLuma / luma; + color = pow(color, vec3(1. / Gamma)); return color; } vec3 RomBinDaHouseToneMapping(vec3 color) { - color = exp(-1.0 / (2.72*color + 0.15)); + color = exp( -1.0 / ( 2.72*color + 0.15 ) ); + color = pow(color, vec3(1. / Gamma)); return color; } @@ -182,13 +177,16 @@ vec3 Uncharted2ToneMapping(vec3 color) color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F; color /= white; - return color; + color = pow(color, vec3(1. / Gamma)); + return color; } vec3 ReshadeToneMap(vec3 inputColor) { vec3 color = inputColor; color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog - + color *= Exposure / (1.0 + color / Exposure); + color = pow(color, vec3(1. / Gamma)); // Gamma + const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); float lum = dot(coefLuma, color); @@ -210,6 +208,9 @@ vec3 ReshadeToneMap(vec3 inputColor) { return color; } +float getL709(vec3 rgb) { + return dot(rgb, vec3(0.2126, 0.7152, 0.0722)); +} vec3 ACESFilm(vec3 color) { color *= Exposure; float Lumn = getL709(color); @@ -264,7 +265,7 @@ vec3 Technicolor2(vec3 inputColor) { //Technicolor vec3 TechnicolorPass(vec3 color) { - float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 + const vec3 cyanfilter = vec3(0.0, 1.30, 1.0); const vec3 magentafilter = vec3(1.0, 0.0, 1.05); const vec3 yellowfilter = vec3(1.6, 1.6, 0.05); @@ -298,21 +299,24 @@ vec3 LevelsPass(vec3 inputColor) { //FilmPass vec3 FilmPass(vec3 inputColor) { - + vec3 B = inputColor.rgb; vec3 G = B; vec3 H = vec3(0.01); B = clamp(B, 0.0, 1.); B = pow(vec3(B), vec3(Linearization)); - B = mix(H, B, Contrast); + B = mix(H, B, Filmic_Contrast); - vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186); + vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722); float A = dot(B.rgb, LumCoeff); vec3 D = vec3(A); B = pow(B, 1.0 / vec3(BaseGamma)); + float RedCurve = 1.0; + float GreenCurve = 1.0; + float BlueCurve = 1.0; float a = RedCurve; float b = GreenCurve; float c = BlueCurve; @@ -333,8 +337,10 @@ vec3 FilmPass(vec3 inputColor) { vec3 Di = 1.0 - D; - D = mix(D, Di, Bleach); - + D = mix(D, Di, Filmic_Bleach); + float EffectGammaR = 1.0; + float EffectGammaG = 1.0; + float EffectGammaB = 1.0; D.r = pow(abs(D.r), 1.0 / EffectGammaR); D.g = pow(abs(D.g), 1.0 / EffectGammaG); D.b = pow(abs(D.b), 1.0 / EffectGammaB); @@ -386,7 +392,7 @@ vec3 FilmPass(vec3 inputColor) { Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization)); - vec3 Fn = mix(B, Cn, Strength); + vec3 Fn = mix(B, Cn, Filmic_Strength); return Fn; } @@ -423,7 +429,7 @@ vec3 VibrancePass(vec3 color) { float color_saturation = max_color - min_color; // The difference between the two is the saturation - // Extrapolate between luma and original by 1 + (1-saturation) - current + // Extrapolate between luma and original by 1 + (1-saturation) - current vec3 coeffVibrance = VibranceRGBBalance * Vibrance; color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); @@ -523,6 +529,9 @@ void main() #endif vec3 color = (passPixelColor0.xyz); color += bloom; +#if (blacknwhitepass == 1) + color = LevelsPass(color); +#endif #if (Tone_map == 1) color = ReshadeToneMap(color); #endif @@ -550,24 +559,21 @@ void main() #if (tone_mapping == 9) color = ACESFilm(color); #endif -#if (blacknwhitepass == 1) - color = LevelsPass(color); +#if (Tech == 1) + color = TechnicolorPass(color); #endif #if (Techine == 1) color = Technicolor2(color); #endif -#if (Tech == 1) - color = TechnicolorPass(color); -#endif #if (Filmicpass == 1) color = FilmPass(color); #endif -#if (CurvesPss == 1) - color = CurvesPass(color); -#endif #if (lggpass == 1) color = LiftGammaGainPass(color); #endif +#if (CurvesPss == 1) + color = CurvesPass(color); +#endif #if (vibpass == 1) color = VibrancePass(color); #endif diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt index c5ea31df..0b366cc9 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt @@ -17,23 +17,23 @@ //########################################################## #define adjust_bloom 1 // 0: disable, 1: enable. //BloomFactor -const float bloomFactor = 0.010; // Default is 0.020 (rough estimate based on Switch) +const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch) #define HDRpassing 1 // 0: disable, 1: enable. - //Fake High Dynamic Range. -const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. +//Fake High Dynamic Range. +const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30. const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 -const float radius2 = .87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." #define lumapassing 1 // 0: disable, 1: enable. //LumaShapening -const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 //Advanced sharpening settings const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. -#define Tone_map 8 // 0: disable, 1-8: enable. +#define Tone_map 1 // 0: disable, 1-8: enable. // Reshade ToneMap Option 1 // linearToneMapping Option 2 // simpleReinhardToneMapping Option 3 @@ -43,35 +43,36 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia // filmicToneMapping Option 7 // Uncharted2ToneMapping Option 8 // ACES Filmic Option 9 - // Reshade ToneMap Controls -const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure +// Reshade ToneMap Controls +const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control." const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." -const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 +const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 -#define blacknwhitepass 1 // 0: disable, 1: enable. - //Levels Control -const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 245; // [0, 255] The new white point. Everything brighter than this becomes completely white +#define blacknwhitepass 0 // 0: disable, 1: enable. +// Levels Control +const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black +const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white #define lggpass 1 // 0: disable, 1: enable. //Lift Gamma Gain -vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. -vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue -vec3 RGB_Gain = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue - // Note that a value of 1.0 is a neutral setting that leave the color unchanged. +vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue + // Note that a value of 1.0 is a neutral setting that leave the color unchanged. #define vibpass 1 // 0: disable, 1: enable. //VibrancePass -const float Vibrance = 0.40; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; +const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation." vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others."; -#define Tech 0 +#define Tech 1 //Technicolor const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); -//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic +float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 #define Techine 0 // 0: disable, 1: enable. //Technicolor2 @@ -79,42 +80,31 @@ const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 -const float Technicolor2_Strength = 1.0; // Default is 1.0 -const float Technicolor2_Saturation = 1.0; // Default is 1.0 +const float Technicolor2_Strength = 1.0; // [Default is 1.0] +const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." -//Curves / Filmic Pass Contrast -#define CurvesPss 0 // 0: disable, 1: enable. -const float Contrast = 1.0; // Default 1.0 -// 1 To use curves Contrast, 0 off or to use with Filmic Pass. +//Curves Contrast +#define CurvesPss 1 // 0: disable, 1: enable. +const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want." -#define Filmicpass 1 // 0: disable, 1: enable. +#define Filmicpass 0 // 0: disable, 1: enable. //Filmic Pass -const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 +const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0 +const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 + +const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 -const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 -const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 +const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 -const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 - -const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 +const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 +const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0 const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 -const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 -const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 -const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 - + //########################################################### //Do not edit under this line. -float getL601(vec3 rgb) { - return dot(rgb, vec3(0.2989, 0.5866, 0.1145)); -} -float getL709(vec3 rgb) { - return dot(rgb, vec3(0.2126, 0.7152, 0.0722)); -} uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. @@ -128,13 +118,15 @@ vec3 linearToneMapping(vec3 color) { float exposure = 1.; color = clamp(exposure * color, 0., 1.); + color = pow(color, vec3(1. / Gamma)); return color; } vec3 simpleReinhardToneMapping(vec3 color) { float exposure = 1.5; - color *= exposure / (1. + color / exposure); + color *= exposure/(1. + color / exposure); + color = pow(color, vec3(1. / Gamma)); return color; } @@ -143,6 +135,7 @@ vec3 lumaBasedReinhardToneMapping(vec3 color) float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); float toneMappedLuma = luma / (1. + luma); color *= toneMappedLuma / luma; + color = pow(color, vec3(1. / Gamma)); return color; } @@ -152,12 +145,14 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color) float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma); color *= toneMappedLuma / luma; + color = pow(color, vec3(1. / Gamma)); return color; } vec3 RomBinDaHouseToneMapping(vec3 color) { - color = exp(-1.0 / (2.72*color + 0.15)); + color = exp( -1.0 / ( 2.72*color + 0.15 ) ); + color = pow(color, vec3(1. / Gamma)); return color; } @@ -182,13 +177,16 @@ vec3 Uncharted2ToneMapping(vec3 color) color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F; color /= white; - return color; + color = pow(color, vec3(1. / Gamma)); + return color; } vec3 ReshadeToneMap(vec3 inputColor) { vec3 color = inputColor; color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog - + color *= Exposure / (1.0 + color / Exposure); + color = pow(color, vec3(1. / Gamma)); // Gamma + const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); float lum = dot(coefLuma, color); @@ -210,6 +208,9 @@ vec3 ReshadeToneMap(vec3 inputColor) { return color; } +float getL709(vec3 rgb) { + return dot(rgb, vec3(0.2126, 0.7152, 0.0722)); +} vec3 ACESFilm(vec3 color) { color *= Exposure; float Lumn = getL709(color); @@ -264,7 +265,7 @@ vec3 Technicolor2(vec3 inputColor) { //Technicolor vec3 TechnicolorPass(vec3 color) { - float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 + const vec3 cyanfilter = vec3(0.0, 1.30, 1.0); const vec3 magentafilter = vec3(1.0, 0.0, 1.05); const vec3 yellowfilter = vec3(1.6, 1.6, 0.05); @@ -298,21 +299,24 @@ vec3 LevelsPass(vec3 inputColor) { //FilmPass vec3 FilmPass(vec3 inputColor) { - + vec3 B = inputColor.rgb; vec3 G = B; vec3 H = vec3(0.01); B = clamp(B, 0.0, 1.); B = pow(vec3(B), vec3(Linearization)); - B = mix(H, B, Contrast); + B = mix(H, B, Filmic_Contrast); - vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186); + vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722); float A = dot(B.rgb, LumCoeff); vec3 D = vec3(A); B = pow(B, 1.0 / vec3(BaseGamma)); + float RedCurve = 1.0; + float GreenCurve = 1.0; + float BlueCurve = 1.0; float a = RedCurve; float b = GreenCurve; float c = BlueCurve; @@ -333,8 +337,10 @@ vec3 FilmPass(vec3 inputColor) { vec3 Di = 1.0 - D; - D = mix(D, Di, Bleach); - + D = mix(D, Di, Filmic_Bleach); + float EffectGammaR = 1.0; + float EffectGammaG = 1.0; + float EffectGammaB = 1.0; D.r = pow(abs(D.r), 1.0 / EffectGammaR); D.g = pow(abs(D.g), 1.0 / EffectGammaG); D.b = pow(abs(D.b), 1.0 / EffectGammaB); @@ -386,7 +392,7 @@ vec3 FilmPass(vec3 inputColor) { Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization)); - vec3 Fn = mix(B, Cn, Strength); + vec3 Fn = mix(B, Cn, Filmic_Strength); return Fn; } @@ -423,7 +429,7 @@ vec3 VibrancePass(vec3 color) { float color_saturation = max_color - min_color; // The difference between the two is the saturation - // Extrapolate between luma and original by 1 + (1-saturation) - current + // Extrapolate between luma and original by 1 + (1-saturation) - current vec3 coeffVibrance = VibranceRGBBalance * Vibrance; color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); @@ -523,6 +529,9 @@ void main() #endif vec3 color = (passPixelColor0.xyz); color += bloom; +#if (blacknwhitepass == 1) + color = LevelsPass(color); +#endif #if (Tone_map == 1) color = ReshadeToneMap(color); #endif @@ -550,24 +559,21 @@ void main() #if (tone_mapping == 9) color = ACESFilm(color); #endif -#if (blacknwhitepass == 1) - color = LevelsPass(color); +#if (Tech == 1) + color = TechnicolorPass(color); #endif #if (Techine == 1) color = Technicolor2(color); #endif -#if (Tech == 1) - color = TechnicolorPass(color); -#endif #if (Filmicpass == 1) color = FilmPass(color); #endif -#if (CurvesPss == 1) - color = CurvesPass(color); -#endif #if (lggpass == 1) color = LiftGammaGainPass(color); #endif +#if (CurvesPss == 1) + color = CurvesPass(color); +#endif #if (vibpass == 1) color = VibrancePass(color); #endif