diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt index 96d1bf3d..814101d5 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt @@ -19,7 +19,7 @@ float bloomFactor = 0.17; //Default is 0.20 (rough estimate based on Switch) //Fake High Dynamic Range. - float HDRPower = 1.035; // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30." + float HDRPower = 1.085; // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30." float radius1 = 0.793; // 0.0 to 8.0 "Default 0.793 , will affect FX." float radius2 = 0.87; // 0.0 to 8.0 "Default 0.87 , will affect FX." @@ -31,9 +31,9 @@ float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //ToneMapping - float Bleach = 0.3; //Default is 0.0 + float Bleach = 0.5; //Default is 0.0 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, 1.5); //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); //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." //Levels Control const int BlackPoint = 6; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black @@ -41,33 +41,33 @@ //Lift Gamma Gain vec3 RGB_Lift = vec3(1.01, 1.01, 1.01); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. - vec3 RGB_Gamma = vec3(0.90, 0.90, 0.90); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue - vec3 RGB_Gain = vec3(0.96, 0.96, 0.96); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue + vec3 RGB_Gamma = vec3(1.02, 1.02, 1.02); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue + vec3 RGB_Gain = vec3(1.03, 1.03, 1.03); //[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. //VibrancePass - float Vibrance = 0.15; //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; + float Vibrance = 0.013; //"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."; //Technicolor2 float Technicolor2_Red_Strength = 0.51; //Default is 0.0 float Technicolor2_Green_Strength = 0.51; //Default is 0.0 float Technicolor2_Blue_Strength = 0.51; //Default is 0.0 - float Technicolor2_Brightness = 2.13; //Default is 1.0 + float Technicolor2_Brightness = 1.75; //Default is 1.0 float Technicolor2_Strength = 0.80; //Default is 1.0 - float Technicolor2_Saturation = 0.34; //Default is 1.0 + float Technicolor2_Saturation = 0.20; //Default is 1.0 //Filmic Pass float Strength = 0.85; float Fade = 0.4; - float Contrast = 0.80; + float Contrast = 0.750; float Linearization = 0.7; float Saturation = -0.15; float RedCurve = 1.0; float GreenCurve = 1.0; float BlueCurve = 1.0; - float BaseCurve = 1.5; + float BaseCurve = 1.1; float BaseGamma = 0.98; float EffectGamma = 0.97; @@ -118,7 +118,7 @@ vec3 TonemapPass(vec3 inputColor) { vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0))); vec3 diffcolor = color - middlegray; - float sat = 0.0; + float sat = 0.050; color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation return color;