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