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https://github.com/cemu-project/cemu_graphic_packs.git
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Update Clarity presets
Updated presets: -Bruz -Serfrost -CellHunter
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180ddb444a
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1 changed files with 51 additions and 51 deletions
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@ -138,7 +138,7 @@ float DPX_Strength = 0.20;
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float HDRPower = 1.00;
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float radius1 = 1.00;
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float radius2 = 0.80;
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#define lumapassing 1
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#define lumapassing 0
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float sharp_strength = 0.45;
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float sharp_clamp = 0.085;
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float offset_bias = 1.0;
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@ -153,8 +153,8 @@ float DPX_Strength = 0.20;
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#define post_process 1
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const float satFactor = 0.25;
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#define blacknwhitepass 1
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const int BlackPoint = 3;
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const int WhitePoint = 200;
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const int BlackPoint = 1;
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const int WhitePoint = 220;
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#define lggpass 1
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vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
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@ -167,9 +167,9 @@ float DPX_Strength = 0.20;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.3;
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#define Techine 1
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float Technicolor2_Red_Strength = 0.0;
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float Technicolor2_Red_Strength = -0.05;
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float Technicolor2_Green_Strength = -0.1;
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float Technicolor2_Blue_Strength = 0.05;
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float Technicolor2_Blue_Strength = 0.07;
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float Technicolor2_Brightness = 0.0;
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float Technicolor2_Strength = 2.0;
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float Technicolor2_Saturation = 1.3; //1.13 to completely fix lava
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@ -397,69 +397,69 @@ float DPX_Strength = 0.20;
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float DPX_Strength = 0.20;
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#elif (Preset == 5)
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#define adjust_bloom 1
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const float bloomFactor = 0.30;
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const float bloomFactor = 0.40;
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#define HDRpassing 1
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const float HDRPower = 1.20;
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const float radius1 = 0.793;
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const float radius2 = 0.87;
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#define lumapassing 1
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#define lumapassing 0
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const float sharp_strength = 0.45;
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const float sharp_clamp = 0.85;
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const float offset_bias = 1.0;
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#define Tone_map 8
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const float Exposure = 1.17;
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const float Bleach = 0.4;
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const float Gamma = 1.00;
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const float defog = 0.00;
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const float Bleach = 0.0;
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const float Gamma = 0.98;
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const float defog = 1.00;
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vec3 FogColor = vec3(1.0, 1.0, 1.0);
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const float sat = 0.000;
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const float crushContrast = 0.000;
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const float sat = 0.00;
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const float crushContrast = 0.00;
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#define post_process 0
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const float satFactor = 0.25;
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#define blacknwhitepass 1
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const float satFactor = 0.07;
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#define blacknwhitepass 1
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const int BlackPoint = 2;
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const int WhitePoint = 220;
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const int WhitePoint = 300;
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#define lggpass 1
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vec3 RGB_Lift = vec3(1.027, 1.035, 1.027);
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vec3 RGB_Lift = vec3(1.027, 1.027, 1.027);
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vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83);
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vec3 RGB_Gain = vec3(1.000, 1.10, 1.10);
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
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#define vibpass 1
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const float Vibrance = 0.5;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3);
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#define Tech 1
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const float Power = 6.0;
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const float Vibrance = 0.15;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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#define Tech 0
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const float Power = 5.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.30;
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float Strength = 0.10;
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#define Techine 1
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float Technicolor2_Red_Strength = -0.12;
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float Technicolor2_Green_Strength = -0.25;
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float Technicolor2_Blue_Strength = -0.15;
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float Technicolor2_Brightness = 0.6;
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float Technicolor2_Strength = 0.80;
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float Technicolor2_Saturation = 0.85;
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float Technicolor2_Red_Strength = -0.09;
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float Technicolor2_Green_Strength = -0.09;
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float Technicolor2_Blue_Strength = -0.00;
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float Technicolor2_Brightness = 0.4;
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float Technicolor2_Strength = 1.2;
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float Technicolor2_Saturation = 1.1;
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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#define CurvesPss 0
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const float Contrast = 0.65;
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#define CurvesPss 0
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const float Contrast = 0.0;
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#define Filmicpass 1
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const float Filmic_Contrast = 1.03;
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const float Filmic_Contrast = 1.0;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.35;
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const float Filmic_Strength = 0.60;
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const float Fade = 0.1;
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const float Saturation = -0.17;
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const float Filmic_Strength = 0.48;
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const float Fade = 0.08;
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const float Linearization = 1.0;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.00;
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const float EffectGamma = 0.68;
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const float BaseCurve = 1.0;
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const float BaseGamma = 1.0;
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const float EffectGamma = 1.68;
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#define dpxpass 0
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vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
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vec3 RGB_C = vec3(0.36, 0.36, 0.34);
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float DPX_Contrast = 0.1;
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float DPX_Saturation = 3.0;
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float Colorfulness = 2.5;
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float Colorfulness = 1.0;
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float DPX_Strength = 0.20;
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#elif (Preset == 6)
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#define adjust_bloom 0
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@ -661,14 +661,14 @@ float DPX_Strength = 0.20;
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float DPX_Strength = 0.20;
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#elif (Preset == 9)
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#define adjust_bloom 1
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const float bloomFactor = 0;
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const float bloomFactor = 0.445;
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#define HDRpassing 1
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const float HDRPower = 1.215;
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const float radius1 = 1.115;
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const float radius2 = 1.145;
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const float HDRPower = 1.000;
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const float radius1 = 1.135;
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const float radius2 = 1.000;
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#define lumapassing 1
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const float sharp_strength = 0.75;
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const float sharp_clamp = 0.85;
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const float sharp_strength = 0.65;
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const float sharp_clamp = 0.75;
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const float offset_bias = 1.0;
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#define Tone_map 8
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const float Exposure = 1.17;
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@ -682,14 +682,14 @@ float DPX_Strength = 0.20;
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const float satFactor = 0.25;
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#define blacknwhitepass 0
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const int BlackPoint = 16;
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const int WhitePoint = 235;
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const int WhitePoint = 215;
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#define lggpass 1
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vec3 RGB_Lift = vec3(0.990, 0.975, 1.000);
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vec3 RGB_Gamma = vec3(0.990, 0.975, 1.000);
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vec3 RGB_Gain = vec3(0.990, 0.975, 1.000);
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vec3 RGB_Lift = vec3(0.985, 0.960, 1.005);
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vec3 RGB_Gamma = vec3(0.985, 0.960, 1.005);
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vec3 RGB_Gain = vec3(0.985, 0.960, 1.005);
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#define vibpass 1
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const float Vibrance = 0.215;
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vec3 VibranceRGBBalance = vec3(0.65, 0.85, 1.0);
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const float Vibrance = 0.245;
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vec3 VibranceRGBBalance = vec3(1.00, 1.00, 1.00);
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#define Tech 0
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const float Power = 4.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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@ -707,7 +707,7 @@ float DPX_Strength = 0.20;
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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#define CurvesPss 1
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const float Contrast = 0.135;
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const float Contrast = 0.245;
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#define Filmicpass 0
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const float Filmic_Contrast = 0.97;
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const float Filmic_Bleach = 0.0;
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