Update Clarity presets

Updated presets:
-Bruz
-Serfrost
-CellHunter
This commit is contained in:
Michael 2018-05-31 21:54:21 -07:00
parent 180ddb444a
commit 91e2937ee3

View file

@ -138,7 +138,7 @@ float DPX_Strength = 0.20;
float HDRPower = 1.00;
float radius1 = 1.00;
float radius2 = 0.80;
#define lumapassing 1
#define lumapassing 0
float sharp_strength = 0.45;
float sharp_clamp = 0.085;
float offset_bias = 1.0;
@ -153,8 +153,8 @@ float DPX_Strength = 0.20;
#define post_process 1
const float satFactor = 0.25;
#define blacknwhitepass 1
const int BlackPoint = 3;
const int WhitePoint = 200;
const int BlackPoint = 1;
const int WhitePoint = 220;
#define lggpass 1
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
@ -167,9 +167,9 @@ float DPX_Strength = 0.20;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.3;
#define Techine 1
float Technicolor2_Red_Strength = 0.0;
float Technicolor2_Red_Strength = -0.05;
float Technicolor2_Green_Strength = -0.1;
float Technicolor2_Blue_Strength = 0.05;
float Technicolor2_Blue_Strength = 0.07;
float Technicolor2_Brightness = 0.0;
float Technicolor2_Strength = 2.0;
float Technicolor2_Saturation = 1.3; //1.13 to completely fix lava
@ -397,69 +397,69 @@ float DPX_Strength = 0.20;
float DPX_Strength = 0.20;
#elif (Preset == 5)
#define adjust_bloom 1
const float bloomFactor = 0.30;
const float bloomFactor = 0.40;
#define HDRpassing 1
const float HDRPower = 1.20;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
#define lumapassing 0
const float sharp_strength = 0.45;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
const float Bleach = 0.0;
const float Gamma = 0.98;
const float defog = 1.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
const float sat = 0.00;
const float crushContrast = 0.00;
#define post_process 0
const float satFactor = 0.25;
#define blacknwhitepass 1
const float satFactor = 0.07;
#define blacknwhitepass 1
const int BlackPoint = 2;
const int WhitePoint = 220;
const int WhitePoint = 300;
#define lggpass 1
vec3 RGB_Lift = vec3(1.027, 1.035, 1.027);
vec3 RGB_Lift = vec3(1.027, 1.027, 1.027);
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83);
vec3 RGB_Gain = vec3(1.000, 1.10, 1.10);
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
#define vibpass 1
const float Vibrance = 0.5;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3);
#define Tech 1
const float Power = 6.0;
const float Vibrance = 0.15;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 5.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.30;
float Strength = 0.10;
#define Techine 1
float Technicolor2_Red_Strength = -0.12;
float Technicolor2_Green_Strength = -0.25;
float Technicolor2_Blue_Strength = -0.15;
float Technicolor2_Brightness = 0.6;
float Technicolor2_Strength = 0.80;
float Technicolor2_Saturation = 0.85;
float Technicolor2_Red_Strength = -0.09;
float Technicolor2_Green_Strength = -0.09;
float Technicolor2_Blue_Strength = -0.00;
float Technicolor2_Brightness = 0.4;
float Technicolor2_Strength = 1.2;
float Technicolor2_Saturation = 1.1;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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 CurvesPss 0
const float Contrast = 0.0;
#define Filmicpass 1
const float Filmic_Contrast = 1.03;
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.35;
const float Filmic_Strength = 0.60;
const float Fade = 0.1;
const float Saturation = -0.17;
const float Filmic_Strength = 0.48;
const float Fade = 0.08;
const float Linearization = 1.0;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
const float BaseCurve = 1.0;
const float BaseGamma = 1.0;
const float EffectGamma = 1.68;
#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 = 3.0;
float Colorfulness = 2.5;
float Colorfulness = 1.0;
float DPX_Strength = 0.20;
#elif (Preset == 6)
#define adjust_bloom 0
@ -661,14 +661,14 @@ float DPX_Strength = 0.20;
float DPX_Strength = 0.20;
#elif (Preset == 9)
#define adjust_bloom 1
const float bloomFactor = 0;
const float bloomFactor = 0.445;
#define HDRpassing 1
const float HDRPower = 1.215;
const float radius1 = 1.115;
const float radius2 = 1.145;
const float HDRPower = 1.000;
const float radius1 = 1.135;
const float radius2 = 1.000;
#define lumapassing 1
const float sharp_strength = 0.75;
const float sharp_clamp = 0.85;
const float sharp_strength = 0.65;
const float sharp_clamp = 0.75;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
@ -682,14 +682,14 @@ float DPX_Strength = 0.20;
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
const int WhitePoint = 215;
#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);
vec3 RGB_Lift = vec3(0.985, 0.960, 1.005);
vec3 RGB_Gamma = vec3(0.985, 0.960, 1.005);
vec3 RGB_Gain = vec3(0.985, 0.960, 1.005);
#define vibpass 1
const float Vibrance = 0.215;
vec3 VibranceRGBBalance = vec3(0.65, 0.85, 1.0);
const float Vibrance = 0.245;
vec3 VibranceRGBBalance = vec3(1.00, 1.00, 1.00);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
@ -707,7 +707,7 @@ float DPX_Strength = 0.20;
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.135;
const float Contrast = 0.245;
#define Filmicpass 0
const float Filmic_Contrast = 0.97;
const float Filmic_Bleach = 0.0;