mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
update crt-royale-kurozumi preset
This commit is contained in:
parent
8537d7b8de
commit
f46f8e515d
|
@ -13,16 +13,16 @@
|
||||||
# 1.) bloom_approx_scale_x = scale_x2
|
# 1.) bloom_approx_scale_x = scale_x2
|
||||||
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
|
# 2.) mask_resize_viewport_scale = float2(scale_x6, scale_y5)
|
||||||
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
|
# Finally, shader passes need to know the value of geom_max_aspect_ratio used to
|
||||||
# calculate scale_y5 (among other values):
|
# calculate scale_y6 (among other values):
|
||||||
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
|
# 1.) geom_max_aspect_ratio = (geom_max_aspect_ratio used to calculate scale_y5)
|
||||||
|
|
||||||
shaders = "12"
|
shaders = "13"
|
||||||
|
|
||||||
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
|
# Set an identifier, filename, and sampling traits for the phosphor mask texture.
|
||||||
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
|
# Load an aperture grille, slot mask, and an EDP shadow mask, and load a small
|
||||||
# non-mipmapped version and a large mipmapped version.
|
# non-mipmapped version and a large mipmapped version.
|
||||||
# TODO: Test masks in other directories.
|
# TODO: Test masks in other directories.
|
||||||
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large"
|
textures = "mask_grille_texture_small;mask_grille_texture_large;mask_slot_texture_small;mask_slot_texture_large;mask_shadow_texture_small;mask_shadow_texture_large;SamplerLUT"
|
||||||
mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
|
mask_grille_texture_small = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"
|
||||||
mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
|
mask_grille_texture_large = "../crt/shaders/crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"
|
||||||
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
|
mask_slot_texture_small = "../crt/shaders/crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"
|
||||||
|
@ -47,34 +47,39 @@ mask_slot_texture_small_mipmap = "false" # Mipmapping causes artifacts with m
|
||||||
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
mask_slot_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||||
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
mask_shadow_texture_small_mipmap = "false" # Mipmapping causes artifacts with manually resized masks without tex2Dlod
|
||||||
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
mask_shadow_texture_large_mipmap = "true" # Essential for hardware-resized masks
|
||||||
|
SamplerLUT = "../reshade/shaders/LUT/Kurozumi_64_D65_Rec601.png"
|
||||||
|
SamplerLUT_linear = true
|
||||||
|
|
||||||
|
# Pass0: LUT to correct screen colors.
|
||||||
|
# Digital Displays different color coordinates for primaries than CRTs (Rec709 vs Rec601).
|
||||||
|
shader0 = "../reshade/shaders/LUT/LUT.slang"
|
||||||
|
|
||||||
# Pass0: Linearize the input based on CRT gamma and bob interlaced fields.
|
# Pass1: Linearize the input based on CRT gamma and bob interlaced fields.
|
||||||
# (Bobbing ensures we can immediately blur without getting artifacts.)
|
# (Bobbing ensures we can immediately blur without getting artifacts.)
|
||||||
shader0 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
|
shader1 = "../crt/shaders/crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.slang"
|
||||||
alias0 = "ORIG_LINEARIZED"
|
alias1 = "ORIG_LINEARIZED"
|
||||||
filter_linear0 = "false"
|
filter_linear1 = "false"
|
||||||
scale_type0 = "source"
|
scale_type1 = "source"
|
||||||
scale0 = "1.0"
|
scale1 = "1.0"
|
||||||
srgb_framebuffer0 = "true"
|
srgb_framebuffer1 = "true"
|
||||||
|
|
||||||
# Pass1: Resample interlaced (and misconverged) scanlines vertically.
|
# Pass2: Resample interlaced (and misconverged) scanlines vertically.
|
||||||
# Separating vertical/horizontal scanline sampling is faster: It lets us
|
# Separating vertical/horizontal scanline sampling is faster: It lets us
|
||||||
# consider more scanlines while calculating weights for fewer pixels, and
|
# consider more scanlines while calculating weights for fewer pixels, and
|
||||||
# it reduces our samples from vertical*horizontal to vertical+horizontal.
|
# it reduces our samples from vertical*horizontal to vertical+horizontal.
|
||||||
# This has to come right after ORIG_LINEARIZED, because there's no
|
# This has to come right after ORIG_LINEARIZED, because there's no
|
||||||
# "original_source" scale_type we can use later.
|
# "original_source" scale_type we can use later.
|
||||||
shader1 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
|
shader2 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-vertical-interlacing.slang"
|
||||||
alias1 = "VERTICAL_SCANLINES"
|
alias2 = "VERTICAL_SCANLINES"
|
||||||
filter_linear1 = "true"
|
filter_linear2 = "true"
|
||||||
scale_type_x1 = "source"
|
scale_type_x2 = "source"
|
||||||
scale_x1 = "1.0"
|
scale_x2 = "1.0"
|
||||||
scale_type_y1 = "viewport"
|
scale_type_y2 = "viewport"
|
||||||
scale_y1 = "1.0"
|
scale_y2 = "1.0"
|
||||||
#float_framebuffer1 = "true"
|
#float_framebuffer2 = "true"
|
||||||
srgb_framebuffer1 = "true"
|
srgb_framebuffer2 = "true"
|
||||||
|
|
||||||
# Pass2: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
|
# Pass3: Do a small resize blur of ORIG_LINEARIZED at an absolute size, and
|
||||||
# account for convergence offsets. We want to blur a predictable portion of the
|
# account for convergence offsets. We want to blur a predictable portion of the
|
||||||
# screen to match the phosphor bloom, and absolute scale works best for
|
# screen to match the phosphor bloom, and absolute scale works best for
|
||||||
# reliable results with a fixed-size bloom. Picking a scale is tricky:
|
# reliable results with a fixed-size bloom. Picking a scale is tricky:
|
||||||
|
@ -84,36 +89,36 @@ srgb_framebuffer1 = "true"
|
||||||
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
|
# b.) 320x240 works well for the "real bloom" version: It's 1-1.5% faster, and
|
||||||
# the only noticeable visual difference is a larger halation spread (which
|
# the only noticeable visual difference is a larger halation spread (which
|
||||||
# may be a good thing for people who like to crank it up).
|
# may be a good thing for people who like to crank it up).
|
||||||
# Note the 4:3 aspect ratio assumes the input has cropped geom_overscan (so it's
|
# Note the 4:4 aspect ratio assumes the input has cropped geom_overscan (so it's
|
||||||
# *intended* for an ~4:3 aspect ratio).
|
# *intended* for an ~4:4 aspect ratio).
|
||||||
shader2 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
|
shader3 = "../crt/shaders/crt-royale/src/crt-royale-bloom-approx.slang"
|
||||||
alias2 = "BLOOM_APPROX"
|
alias3 = "BLOOM_APPROX"
|
||||||
filter_linear2 = "true"
|
filter_linear3 = "true"
|
||||||
scale_type2 = "absolute"
|
scale_type3 = "absolute"
|
||||||
scale_x2 = "320"
|
scale_x3 = "320"
|
||||||
scale_y2 = "240"
|
scale_y3 = "240"
|
||||||
srgb_framebuffer2 = "true"
|
srgb_framebuffer3 = "true"
|
||||||
|
|
||||||
# Pass3: Vertically blur the input for halation and refractive diffusion.
|
# Pass4: Vertically blur the input for halation and refractive diffusion.
|
||||||
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
|
# Base this on BLOOM_APPROX: This blur should be small and fast, and blurring
|
||||||
# a constant portion of the screen is probably physically correct if the
|
# a constant portion of the screen is probably physically correct if the
|
||||||
# viewport resolution is proportional to the simulated CRT size.
|
# viewport resolution is proportional to the simulated CRT size.
|
||||||
shader3 = "../blurs/blur5fast-vertical.slang"
|
shader4 = "../blurs/blur5fast-vertical.slang"
|
||||||
filter_linear3 = "true"
|
|
||||||
scale_type3 = "source"
|
|
||||||
scale3 = "1.0"
|
|
||||||
srgb_framebuffer3 = "true"
|
|
||||||
|
|
||||||
# Pass4: Horizontally blur the input for halation and refractive diffusion.
|
|
||||||
# Note: Using a one-pass 9x9 blur is about 1% slower.
|
|
||||||
shader4 = "../blurs/blur5fast-horizontal.slang"
|
|
||||||
alias4 = "HALATION_BLUR"
|
|
||||||
filter_linear4 = "true"
|
filter_linear4 = "true"
|
||||||
scale_type4 = "source"
|
scale_type4 = "source"
|
||||||
scale4 = "1.0"
|
scale4 = "1.0"
|
||||||
srgb_framebuffer4 = "true"
|
srgb_framebuffer4 = "true"
|
||||||
|
|
||||||
# Pass5: Lanczos-resize the phosphor mask vertically. Set the absolute
|
# Pass5: Horizontally blur the input for halation and refractive diffusion.
|
||||||
|
# Note: Using a one-pass 9x10 blur is about 1% slower.
|
||||||
|
shader5 = "../blurs/blur5fast-horizontal.slang"
|
||||||
|
alias5 = "HALATION_BLUR"
|
||||||
|
filter_linear5 = "true"
|
||||||
|
scale_type5 = "source"
|
||||||
|
scale5 = "1.0"
|
||||||
|
srgb_framebuffer5 = "true"
|
||||||
|
|
||||||
|
# Pass6: Lanczos-resize the phosphor mask vertically. Set the absolute
|
||||||
# scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
|
# scale_x5 == mask_texture_small_size.x (see IMPORTANT above). Larger scales
|
||||||
# will blur, and smaller scales could get nasty. The vertical size must be
|
# will blur, and smaller scales could get nasty. The vertical size must be
|
||||||
# based on the viewport size and calculated carefully to avoid artifacts later.
|
# based on the viewport size and calculated carefully to avoid artifacts later.
|
||||||
|
@ -121,7 +126,7 @@ srgb_framebuffer4 = "true"
|
||||||
# Since curvature is computed after the scanline masking pass:
|
# Since curvature is computed after the scanline masking pass:
|
||||||
# num_resized_mask_tiles = 2.0;
|
# num_resized_mask_tiles = 2.0;
|
||||||
# If curvature were computed in the scanline masking pass (it's not):
|
# If curvature were computed in the scanline masking pass (it's not):
|
||||||
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.5 + 1.0);
|
# max_mask_texel_border = ~3.0 * (1/3.0 + 4.0*sqrt(2.0) + 0.6 + 1.0);
|
||||||
# max_mask_tile_border = max_mask_texel_border/
|
# max_mask_tile_border = max_mask_texel_border/
|
||||||
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
|
# (min_resized_phosphor_triad_size * mask_triads_per_tile);
|
||||||
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
|
# num_resized_mask_tiles = max(2.0, 1.0 + max_mask_tile_border * 2.0);
|
||||||
|
@ -131,7 +136,7 @@ srgb_framebuffer4 = "true"
|
||||||
# to relate them to vertical resolution. The widest we expect is:
|
# to relate them to vertical resolution. The widest we expect is:
|
||||||
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
|
# geom_max_aspect_ratio = 4.0/3.0 # Note: Shader passes need to know this!
|
||||||
# The fewer triads we tile across the screen, the larger each triad will be as a
|
# The fewer triads we tile across the screen, the larger each triad will be as a
|
||||||
# fraction of the viewport size, and the larger scale_y5 must be to draw a full
|
# fraction of the viewport size, and the larger scale_y6 must be to draw a full
|
||||||
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
|
# num_resized_mask_tiles. Therefore, we must decide the smallest number of
|
||||||
# triads we'll guarantee can be displayed on screen. We'll set this according
|
# triads we'll guarantee can be displayed on screen. We'll set this according
|
||||||
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
|
# to 3-pixel triads at 768p resolution (the lowest anyone's likely to use):
|
||||||
|
@ -139,94 +144,94 @@ srgb_framebuffer4 = "true"
|
||||||
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
|
# Now calculate the viewport scale that ensures we can draw resized_mask_tiles:
|
||||||
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
|
# min_scale_x = resized_mask_tiles * mask_triads_per_tile /
|
||||||
# min_allowed_viewport_triads
|
# min_allowed_viewport_triads
|
||||||
# scale_y5 = geom_max_aspect_ratio * min_scale_x
|
# scale_y6 = geom_max_aspect_ratio * min_scale_x
|
||||||
# # Some code might depend on equal scales:
|
# # Some code might depend on equal scales:
|
||||||
# scale_x6 = scale_y5
|
# scale_x7 = scale_y5
|
||||||
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
|
# Given our default geom_max_aspect_ratio and min_allowed_viewport_triads:
|
||||||
# scale_y5 = 4.0/3.0 * 2.0/(341.33333 / 8.0) = 0.0625
|
# scale_y6 = 4.0/3.0 * 2.0/(341.33334 / 8.0) = 0.0625
|
||||||
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
|
# IMPORTANT: The scales MUST be calculated in this way. If you wish to change
|
||||||
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
|
# geom_max_aspect_ratio, update that constant in user-cgp-constants.h!
|
||||||
shader5 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
|
shader6 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-vertical.slang"
|
||||||
filter_linear5 = "true"
|
filter_linear6 = "true"
|
||||||
scale_type_x5 = "absolute"
|
scale_type_x6 = "absolute"
|
||||||
scale_x5 = "64"
|
scale_x6 = "64"
|
||||||
scale_type_y5 = "viewport"
|
scale_type_y6 = "viewport"
|
||||||
scale_y5 = "0.0625" # Safe for >= 341.333 horizontal triads at viewport size
|
scale_y6 = "0.0625" # Safe for >= 341.334 horizontal triads at viewport size
|
||||||
#srgb_framebuffer5 = "false" # mask_texture is already assumed linear
|
|
||||||
|
|
||||||
# Pass6: Lanczos-resize the phosphor mask horizontally. scale_x6 = scale_y5.
|
|
||||||
# TODO: Check again if the shaders actually require equal scales.
|
|
||||||
shader6 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
|
|
||||||
alias6 = "MASK_RESIZE"
|
|
||||||
filter_linear6 = "false"
|
|
||||||
scale_type_x6 = "viewport"
|
|
||||||
scale_x6 = "0.0625"
|
|
||||||
scale_type_y6 = "source"
|
|
||||||
scale_y6 = "1.0"
|
|
||||||
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
|
#srgb_framebuffer6 = "false" # mask_texture is already assumed linear
|
||||||
|
|
||||||
# Pass7: Resample (misconverged) scanlines horizontally, apply halation, and
|
# Pass7: Lanczos-resize the phosphor mask horizontally. scale_x7 = scale_y5.
|
||||||
# apply the phosphor mask.
|
# TODO: Check again if the shaders actually require equal scales.
|
||||||
shader7 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
|
shader7 = "../crt/shaders/crt-royale/src/crt-royale-mask-resize-horizontal.slang"
|
||||||
alias7 = "MASKED_SCANLINES"
|
alias7 = "MASK_RESIZE"
|
||||||
filter_linear7 = "true" # This could just as easily be nearest neighbor.
|
filter_linear7 = "false"
|
||||||
scale_type7 = "viewport"
|
scale_type_x7 = "viewport"
|
||||||
scale7 = "1.0"
|
scale_x7 = "0.0625"
|
||||||
#float_framebuffer7 = "true"
|
scale_type_y7 = "source"
|
||||||
srgb_framebuffer7 = "true"
|
scale_y7 = "1.0"
|
||||||
|
#srgb_framebuffer7 = "false" # mask_texture is already assumed linear
|
||||||
|
|
||||||
# Pass 8: Compute a brightpass. This will require reading the final mask.
|
# Pass8: Resample (misconverged) scanlines horizontally, apply halation, and
|
||||||
shader8 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
|
# apply the phosphor mask.
|
||||||
alias8 = "BRIGHTPASS"
|
shader8 = "../crt/shaders/crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.slang"
|
||||||
|
alias8 = "MASKED_SCANLINES"
|
||||||
filter_linear8 = "true" # This could just as easily be nearest neighbor.
|
filter_linear8 = "true" # This could just as easily be nearest neighbor.
|
||||||
scale_type8 = "viewport"
|
scale_type8 = "viewport"
|
||||||
scale8 = "1.0"
|
scale8 = "1.0"
|
||||||
|
#float_framebuffer8 = "true"
|
||||||
srgb_framebuffer8 = "true"
|
srgb_framebuffer8 = "true"
|
||||||
|
|
||||||
# Pass 9: Blur the brightpass vertically
|
# Pass 9: Compute a brightpass. This will require reading the final mask.
|
||||||
shader9 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
|
shader9 = "../crt/shaders/crt-royale/src/crt-royale-brightpass.slang"
|
||||||
|
alias9 = "BRIGHTPASS"
|
||||||
filter_linear9 = "true" # This could just as easily be nearest neighbor.
|
filter_linear9 = "true" # This could just as easily be nearest neighbor.
|
||||||
scale_type9 = "source"
|
scale_type9 = "viewport"
|
||||||
scale9 = "1.0"
|
scale9 = "1.0"
|
||||||
srgb_framebuffer9 = "true"
|
srgb_framebuffer9 = "true"
|
||||||
|
|
||||||
# Pass 10: Blur the brightpass horizontally and combine it with the dimpass:
|
# Pass 10: Blur the brightpass vertically
|
||||||
shader10 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
|
shader10 = "../crt/shaders/crt-royale/src/crt-royale-bloom-vertical.slang"
|
||||||
filter_linear10 = "true"
|
filter_linear10 = "true" # This could just as easily be nearest neighbor.
|
||||||
scale_type10 = "source"
|
scale_type10 = "source"
|
||||||
scale10 = "1.0"
|
scale10 = "1.0"
|
||||||
srgb_framebuffer10 = "true"
|
srgb_framebuffer10 = "true"
|
||||||
|
|
||||||
# Pass 11: Compute curvature/AA:
|
# Pass 11: Blur the brightpass horizontally and combine it with the dimpass:
|
||||||
shader11 = "../crt/shaders/crt-royale/src/crt-royale-geometry-aa-last-pass.slang"
|
shader11 = "../crt/shaders/crt-royale/src/crt-royale-bloom-horizontal-reconstitute.slang"
|
||||||
filter_linear11 = "true"
|
filter_linear11 = "true"
|
||||||
scale_type11 = "viewport"
|
scale_type11 = "source"
|
||||||
mipmap_input11 = "true"
|
scale11 = "1.0"
|
||||||
texture_wrap_mode11 = "clamp_to_edge"
|
srgb_framebuffer11 = "true"
|
||||||
|
|
||||||
parameters = "crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_bff;interlace_1080i"
|
# Pass 12: Compute curvature/AA:
|
||||||
|
shader12 = "../crt/shaders/crt-royale/src/crt-royale-last-pass-no-geom.slang"
|
||||||
|
filter_linear12 = "true"
|
||||||
|
scale_type12 = "viewport"
|
||||||
|
mipmap_input12 = "true"
|
||||||
|
texture_wrap_mode12 = "clamp_to_edge"
|
||||||
|
|
||||||
|
parameters = "crt_gamma;lcd_gamma;levels_contrast;halation_weight;diffusion_weight;bloom_underestimate_levels;bloom_excess;beam_min_sigma;beam_max_sigma;beam_spot_power;beam_min_shape;beam_max_shape;beam_shape_power;beam_horiz_filter;beam_horiz_sigma;beam_horiz_linear_rgb_weight;convergence_offset_x_r;convergence_offset_x_g;convergence_offset_x_b;convergence_offset_y_r;convergence_offset_y_g;convergence_offset_y_b;mask_type;mask_sample_mode_desired;mask_specify_num_triads;mask_triad_size_desired;mask_num_triads_desired;aa_subpixel_r_offset_x_runtime;aa_subpixel_r_offset_y_runtime;aa_cubic_c;aa_gauss_sigma;geom_mode_runtime;geom_radius;geom_view_dist;geom_tilt_angle_x;geom_tilt_angle_y;geom_aspect_ratio_x;geom_aspect_ratio_y;geom_overscan_x;geom_overscan_y;border_size;border_darkness;border_compress;interlace_bff;interlace_1080i;LUT_Size"
|
||||||
crt_gamma = "2.400000"
|
crt_gamma = "2.400000"
|
||||||
lcd_gamma = "2.400000"
|
lcd_gamma = "2.400000"
|
||||||
levels_contrast = "0.740000"
|
levels_contrast = "0.740000"
|
||||||
halation_weight = "0.004600"
|
halation_weight = "0.004400"
|
||||||
diffusion_weight = "0.001000"
|
diffusion_weight = "0.001200"
|
||||||
bloom_underestimate_levels = "0.800000"
|
bloom_underestimate_levels = "0.800000"
|
||||||
bloom_excess = "0.000000"
|
bloom_excess = "0.010000"
|
||||||
beam_min_sigma = "0.020000"
|
beam_min_sigma = "0.020000"
|
||||||
beam_max_sigma = "0.200000"
|
beam_max_sigma = "0.160000"
|
||||||
beam_spot_power = "0.370000"
|
beam_spot_power = "0.380000"
|
||||||
beam_min_shape = "2.000000"
|
beam_min_shape = "2.000000"
|
||||||
beam_max_shape = "4.000000"
|
beam_max_shape = "4.000000"
|
||||||
beam_shape_power = "0.250000"
|
beam_shape_power = "0.250000"
|
||||||
beam_horiz_filter = "0.000000"
|
beam_horiz_filter = "1.000000"
|
||||||
beam_horiz_sigma = "0.545000"
|
beam_horiz_sigma = "0.320000"
|
||||||
beam_horiz_linear_rgb_weight = "1.000000"
|
beam_horiz_linear_rgb_weight = "1.000000"
|
||||||
convergence_offset_x_r = "-0.050000"
|
convergence_offset_x_r = "-0.050000"
|
||||||
convergence_offset_x_g = "0.000000"
|
convergence_offset_x_g = "0.000000"
|
||||||
convergence_offset_x_b = "0.000000"
|
convergence_offset_x_b = "0.000000"
|
||||||
convergence_offset_y_r = "0.100000"
|
convergence_offset_y_r = "0.050000"
|
||||||
convergence_offset_y_g = "-0.050000"
|
convergence_offset_y_g = "-0.050000"
|
||||||
convergence_offset_y_b = "0.100000"
|
convergence_offset_y_b = "0.050000"
|
||||||
mask_type = "0.000000"
|
mask_type = "0.000000"
|
||||||
mask_sample_mode_desired = "0.000000"
|
mask_sample_mode_desired = "0.000000"
|
||||||
mask_specify_num_triads = "0.000000"
|
mask_specify_num_triads = "0.000000"
|
||||||
|
@ -250,3 +255,4 @@ border_darkness = "0.000000"
|
||||||
border_compress = "2.500000"
|
border_compress = "2.500000"
|
||||||
interlace_bff = "0.000000"
|
interlace_bff = "0.000000"
|
||||||
interlace_1080i = "0.000000"
|
interlace_1080i = "0.000000"
|
||||||
|
LUT_Size = "64.0"
|
||||||
|
|
BIN
reshade/shaders/LUT/Kurozumi_64_D65_Rec601.png
Normal file
BIN
reshade/shaders/LUT/Kurozumi_64_D65_Rec601.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 47 KiB |
Loading…
Reference in a new issue