diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index ed010cfe..88091625 100644 --- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -663,17 +663,17 @@ float DPX_Strength = 0.20; #define adjust_bloom 1 const float bloomFactor = 0; #define HDRpassing 1 - const float HDRPower = 1.450; - const float radius1 = 1.305; - const float radius2 = 1.325; + const float HDRPower = 1.215; + const float radius1 = 1.115; + const float radius2 = 1.145; #define lumapassing 1 - const float sharp_strength = 0.85; - const float sharp_clamp = 0.75; - const float offset_bias = 1.20; - #define Tone_map 0 + const float sharp_strength = 0.75; + const float sharp_clamp = 0.85; + const float offset_bias = 1.0; + #define Tone_map 8 const float Exposure = 1.17; - const float Bleach = 0.5; - const float Gamma = 1.05; + const float Bleach = 0.0; + const float Gamma = 1.00; const float defog = 0.00; vec3 FogColor = vec3(1.0, 1.0, 1.0); const float sat = 0.000; @@ -683,13 +683,13 @@ float DPX_Strength = 0.20; #define blacknwhitepass 0 const int BlackPoint = 16; const int WhitePoint = 235; - #define lggpass 0 - vec3 RGB_Lift = vec3(0.990, 0.990, 0.990); - vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); - vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); - #define vibpass 1 - const float Vibrance = 0.195; - vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); + #define lggpass 1 + vec3 RGB_Lift = vec3(0.990, 0.975, 1.000); + vec3 RGB_Gamma = vec3(0.990, 0.975, 1.000); + vec3 RGB_Gain = vec3(0.990, 0.975, 1.000); + #define vibpass 1 + const float Vibrance = 0.215; + vec3 VibranceRGBBalance = vec3(0.65, 0.85, 1.0); #define Tech 0 const float Power = 4.0; vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); @@ -706,24 +706,24 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 0 - const float Contrast = 0.65; - #define Filmicpass 0 - const float Filmic_Contrast = 1.0; + #define CurvesPss 1 + const float Contrast = 0.135; + #define Filmicpass 0 + const float Filmic_Contrast = 0.97; const float Filmic_Bleach = 0.0; const float Saturation = -0.15; - const float Filmic_Strength = 0.85; - const float Fade = 0.4; - const float Linearization = 0.5; + const float Filmic_Strength = 0.65; + const float Fade = 0.2; + const float Linearization = 0.7; const float BaseCurve = 1.5; - const float BaseGamma = 1.00; + const float BaseGamma = 0.90; const float EffectGamma = 0.68; #define dpxpass 0 vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); vec3 RGB_C = vec3(0.36, 0.36, 0.34); float DPX_Contrast = 0.1; - float DPX_Saturation = 2.0; - float Colorfulness = 1.5; + float DPX_Saturation = 3.0; + float Colorfulness = 2.5; float DPX_Strength = 0.20; #endif //###########################################################