diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_(saturated)37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt similarity index 83% rename from Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_(saturated)37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt index ee5e9a87..6a26fd4b 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_(saturated)37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt @@ -19,89 +19,91 @@ #define adjust_bloom 1 // 0: disable, 1: enable. //BloomFactor -float bloomFactor = 0.2; //Default is 0.020 (rough estimate based on Switch) +float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch) #define HDRpassing 0 // 0: disable, 1: enable. -//Fake High Dynamic Range + //Fake High Dynamic Range float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 float radius2 = 0.87; // 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 -float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 + //LumaShapening +float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +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 + //Advanced sharpening settings 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 + // 0 - Disable -// 1 - Reshade ToneMap -// 2 - Linear ToneMap -// 3 - Simple Reinhard ToneMap -// 4 - Luma-Based Reinhard ToneMap -// 5 - White-Preserving Luma-Based Reinhard ToneMap -// 6 - RomBinDaHouse ToneMap -// 7 - Filmic ToneMap -// 8 - Uncharted 2 ToneMap -// 9 - ACES Filmic + // 1 - Reshade ToneMap + // 2 - Linear ToneMap + // 3 - Simple Reinhard ToneMap + // 4 - Luma-Based Reinhard ToneMap + // 5 - White-Preserving Luma-Based Reinhard ToneMap + // 6 - RomBinDaHouse ToneMap + // 7 - Filmic ToneMap + // 8 - Uncharted 2 ToneMap + // 9 - ACES Filmic -//########################################################## + //########################################################## -//Reshade ToneMap Controls -float Exposure = 0.6; // [0.0 to 1.0+] Adjust exposure + //Reshade ToneMap Controls +float Exposure = 0.6; //[0.0 to 1.0+] Adjust exposure -float Bleach = 0.7; // [-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image +float Bleach = 0.8; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image -float defog = 0.0; // [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. +float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor. -float sat = 0.00; // [-1.0 to 1.0] [Default 0.0] Adjust saturation + // 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. +vec3 FogColor = vec3(1.0, 1.5, 1.7); -//########################################################## +float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation + + //########################################################## #define blacknwhitepass 1 // 0: disable, 1: enable. -//Levels Control -const int BlackPoint = 5; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. + //Levels Control +const int BlackPoint = 1; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. const int WhitePoint = 200; //[0 to 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(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. -vec3 RGB_Gamma = vec3(0.85, 0.85, 0.85); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue + //Lift Gamma Gain +vec3 RGB_Lift = vec3(0.99, 0.99, 0.99); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3(1.0, 1.00, 1.0); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[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. + //Note that a value of 1.0 is a neutral setting that leave the color unchanged. -//########################################################## + //########################################################## #define vibpass 1 // 0: disable, 1: enable. -//VibrancePass -float Vibrance = 1.0; // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. + //VibrancePass +float Vibrance = 0.1; // 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 1 // 0: disable, 1: enable. -//Technicolor -//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic + //Technicolor + //To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic -float Power = 8.0; // Min 0.0 Max 8.0 Default 4.0 +float Power = 5.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); //########################################################## @@ -109,18 +111,18 @@ vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); #define Techine 1 // 0: disable, 1: enable. //Technicolor2 -float Technicolor2_Red_Strength = 1.0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 -float Technicolor2_Green_Strength = 1.0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 -float Technicolor2_Blue_Strength = 1.3; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 -float Technicolor2_Brightness = 3.0; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +float Technicolor2_Red_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 +float Technicolor2_Green_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 +float Technicolor2_Blue_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 +float Technicolor2_Brightness = 1.0; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0 float Technicolor2_Strength = 0.20; //[Default is 1.0] -float Technicolor2_Saturation = 0.50; //[Default is 1.0] +float Technicolor2_Saturation = 1.0; //[Default is 1.0] -//########################################################## + //########################################################## -// Contrast - Curves /or/ Filmic Pass + // Contrast - Curves /or/ Filmic Pass -#define CurvesPss 0 // 1 for Curves Style, 0 for Filmic Pass Style +#define CurvesPss 0 // 1 for Curves Style, 0 faor Filmic Pass Style float Contrast = 1.0; @@ -145,11 +147,9 @@ float EffectGammaR = 1.0; // [0.0 to 2.0] [Default 1.0] float EffectGammaG = 1.0; // [0.0 to 2.0] [Default 1.0] float EffectGammaB = 1.0; // [0.0 to 2.0] [Default 1.0] -//########################################################### - -//Do not edit under this line. - + //########################################################### + //Do not edit under this line. @@ -452,13 +452,13 @@ vec3 LiftGammaGainPass(vec3 colorInput) color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance. -// -- Gain -- + // -- Gain -- color *= RGB_Gain; // -- Gamma -- color = pow(color, 1.0 / RGB_Gamma); //Gamma -// -- Return output -- + // -- Return output -- return clamp(color, 0.0, 1.0); } @@ -473,7 +473,7 @@ 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)))); @@ -507,10 +507,10 @@ float lumasharping(sampler2D tex, vec2 pos) { blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches -// -- Calculate the sharpening -- + // -- Calculate the sharpening -- vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image -// -- Adjust strength of the sharpening and clamp it-- + // -- Adjust strength of the sharpening and clamp it-- vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps .txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt similarity index 86% rename from Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps .txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt index 9dcd183f..bbf0063d 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps .txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt @@ -16,21 +16,21 @@ //########################################################## -#define adjust_bloom 1 // 0: disable, 1: enable. +#define adjust_bloom 1 //0: disable, 1: enable. //BloomFactor float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch) -#define HDRpassing 0 // 0: disable, 1: enable. +#define HDRpassing 0 //0: disable, 1: enable. //Fake High Dynamic Range -float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. -float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 -float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +float HDRPower = 1.085; //0.0 to 8.0 Default 1.30. +float radius1 = 0.793; //0.0 to 8.0 Default 0.793 +float radius2 = 0.87; //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. +#define lumapassing 1 //0: disable, 1: enable. //LumaShapening float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 @@ -58,9 +58,9 @@ float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius o //########################################################## //Reshade ToneMap Controls -float Exposure = 0.6; //[0.0 to 1.0+] Adjust exposure +float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure -float Bleach = 0.5; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image +float Bleach = 0.0; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor. @@ -71,81 +71,81 @@ float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation //########################################################## -#define blacknwhitepass 1 // 0: disable, 1: enable. +#define blacknwhitepass 1 //0: disable, 1: enable. //Levels Control -const int BlackPoint = 6; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. -const int WhitePoint = 200; //[0 to 255] The new white point. Everything brighter than this becomes completely white. +const int BlackPoint = 5; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. +const int WhitePoint = 210; //[0 to 255] The new white point. Everything brighter than this becomes completely white. //########################################################## -#define lggpass 1 // 0: disable, 1: enable. +#define lggpass 1 //0: disable, 1: enable. //Lift Gamma Gain vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. -vec3 RGB_Gamma = vec3(0.80, 0.80, 0.80); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[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. +#define vibpass 1 //0: disable, 1: enable. //VibrancePass -float Vibrance = 0.5; // 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. +float Vibrance = 0.5; //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. +vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.1); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. //########################################################## -#define Tech 1 // 0: disable, 1: enable. +#define Tech 1 //0: disable, 1: enable. //Technicolor //To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic -float Power = 5.0; // Min 0.0 Max 8.0 Default 4.0 +float Power = 5.0; //Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); //########################################################## -#define Techine 1 // 0: disable, 1: enable. +#define Techine 1 //0: disable, 1: enable. //Technicolor2 -float Technicolor2_Red_Strength = 1.4; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 -float Technicolor2_Green_Strength = 1.8; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 -float Technicolor2_Blue_Strength = 1.4; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 -float Technicolor2_Brightness = 5.5; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0 -float Technicolor2_Strength = 0.20; //[Default is 1.0] -float Technicolor2_Saturation = 0.40; //[Default is 1.0] +float Technicolor2_Red_Strength = -0.02; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 +float Technicolor2_Green_Strength = -0.25; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 +float Technicolor2_Blue_Strength = -0.15; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 +float Technicolor2_Brightness = 0.3; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +float Technicolor2_Strength = 1.0; //[Default is 1.0] +float Technicolor2_Saturation = 0.90; //[Default is 1.0] //########################################################## // Contrast - Curves /or/ Filmic Pass -#define CurvesPss 0 // 1 for Curves Style, 0 for Filmic Pass Style +#define CurvesPss 0 //1 for Curves Style, 0 for Filmic Pass Style float Contrast = 1.0; //########################################################## -#define Filmicpass 1 // 0: disable, 1: enable. +#define Filmicpass 1 //0: disable, 1: enable. //Filmic Pass -float Strength = 0.60; // [0.0 to 1.5] [Default 0.85] Strength of the color curve altering -float Fade = 0.0; // [0.0 to 0.6] [Default 0.4] Decreases contrast to imitate faded image -float Linearization = 1.0; // [0.5 to 2.0] [Default 0.5] -float Saturation = -0.4; // [-1.0 to 1.0][Default -0.15] +float Strength = 0.60; //[0.0 to 1.5] [Default 0.85] Strength of the color curve altering +float Fade = 0.1; //[0.0 to 0.6] [Default 0.4] Decreases contrast to imitate faded image +float Linearization = 1.0; //[0.5 to 2.0] [Default 0.5] +float Saturation = -0.35; //[-1.0 to 1.0][Default -0.15] -float RedCurve = 1.0; // [0.0 to 2.0] [Default 1.0] -float GreenCurve = 1.0; // [0.0 to 2.0] [Default 1.0] -float BlueCurve = 1.0; // [0.0 to 2.0] [Default 1.0] -float BaseCurve = 1.5; // [0.0 to 2.0] [Default 1.5] +float RedCurve = 1.0; //[0.0 to 2.0] [Default 1.0] +float GreenCurve = 1.0; //[0.0 to 2.0] [Default 1.0] +float BlueCurve = 1.0; //[0.0 to 2.0] [Default 1.0] +float BaseCurve = 1.5; //[0.0 to 2.0] [Default 1.5] -float BaseGamma = 1.0; // [0.7 to 2.0] [Default 1.0] -float EffectGamma = 0.1; // [0.0 to 2.0] [Default 0.68] -float EffectGammaR = 1.0; // [0.0 to 2.0] [Default 1.0] -float EffectGammaG = 1.0; // [0.0 to 2.0] [Default 1.0] -float EffectGammaB = 1.0; // [0.0 to 2.0] [Default 1.0] +float BaseGamma = 1.0; //[0.7 to 2.0] [Default 1.0] +float EffectGamma = 0.68; //[0.0 to 2.0] [Default 0.68] +float EffectGammaR = 1.0; //[0.0 to 2.0] [Default 1.0] +float EffectGammaG = 1.0; //[0.0 to 2.0] [Default 1.0] +float EffectGammaB = 1.0; //[0.0 to 2.0] [Default 1.0] //###########################################################