Add mixed-res-crt-hyllian preset

- Only 4x version for now;
- Curvature is broken in this preset. It'll be fixed in future updates.
This commit is contained in:
Hyllian 2024-06-01 13:41:35 -03:00
parent 407a457294
commit d967185915
2 changed files with 99 additions and 0 deletions

View File

@ -0,0 +1,94 @@
shaders = "10"
feedback_pass = "0"
shader0 = "shaders/mixed-res/multiLUT-modified.slang"
scale_type0 = "source"
scale0 = "1.000000"
SamplerLUT1 = "../reshade/shaders/LUT/grade-composite.png"
SamplerLUT1_linear = true
SamplerLUT2 = "../reshade/shaders/LUT/grade-rgb.png"
SamplerLUT2_linear = true
shader1 = "shaders/mixed-res/coder.slang"
scale_type1 = "source"
scale1 = "1.000000"
shader2 = "shaders/mixed-res/hires-tagger.slang"
filter_linear2 = "true"
alias2 = "HiresSource"
scale_type2 = "source"
scale2 = "1.000000"
shader3 = "shaders/mixed-res/blur-gauss-h.slang"
filter_linear3 = true
scale_type3 = source
scale3 = 0.25
shader4 = "shaders/mixed-res/blur-gauss-v.slang"
filter_linear4 = true
alias4 = "BlurSource"
scale_type4 = source
scale4 = 1.0
shader5 = "../denoisers/shaders/bilateral-horizontal.slang"
filter_linear5 = false
wrap_mode5 = "clamp_to_border"
scale_type5 = source
scale5 = 1.0
shader6 = "../denoisers/shaders/bilateral-vertical.slang"
filter_linear6 = false
wrap_mode6 = "clamp_to_border"
scale_type6 = source
scale6 = 1.0
shader7 = "../crt/shaders/hyllian/crt-hyllian-pass0.slang"
filter_linear7 = "false"
wrap_mode7 = "clamp_to_border"
srgb_framebuffer7 = "true"
scale_type_x7 = "viewport"
scale_x7 = "1.000000"
scale_type_y7 = "source"
scale_y7 = "1.000000"
shader8 = "../crt/shaders/hyllian/crt-hyllian-pass1.slang"
filter_linear8 = "false"
wrap_mode8 = "clamp_to_edge"
srgb_framebuffer8 = "true"
scale_type_x8 = "source"
scale_x8 = "1.000000"
scale_type_y8 = "viewport"
scale_y8 = "1.000000"
shader9 = "shaders/mixed-res/output.slang"
filter_linear9 = false
wrap_mode9 = "clamp_to_border"
scale_type9 = "source"
scale9 = "1.000000"
LUT_selector_param = "2.000000"
IR_SCALE = "4.0"
B_TRESH = "0.30"
B_HL = "0.0"
FRANGE = "2.000000"
FBSMOOTH = "0.150000"
FSIGMA = "1.000000"
HFILTER_PROFILE = "1.000000"
BEAM_MIN_WIDTH = "0.860000"
BEAM_MAX_WIDTH = "1.000000"
SCANLINES_STRENGTH = "0.720000"
BRIGHTBOOST = "1.500000"
PHOSPHOR_LAYOUT = "2.000000"
MASK_INTENSITY = "0.650000"
CURVATURE = "0.000000"
WARP_X = "0.000000"
WARP_Y = "0.025000"
CORNER_SIZE = "0.011000"
textures = "SamplerLUT1;SamplerLUT2"

View File

@ -8,13 +8,16 @@ layout(push_constant) uniform Push
uint FrameCount; uint FrameCount;
float B_VIEW; float B_VIEW;
float B_TRESH; float B_TRESH;
float B_HL;
} params; } params;
#pragma parameter B_VIEW "SHOW HIRES DETECTION" 0.0 0.0 1.0 1.0 #pragma parameter B_VIEW "SHOW HIRES DETECTION" 0.0 0.0 1.0 1.0
#pragma parameter B_TRESH "DETECTION THRESHOLD" 0.3 0.0 1.0 0.02 #pragma parameter B_TRESH "DETECTION THRESHOLD" 0.3 0.0 1.0 0.02
#pragma parameter B_HL "HI-LOW MIXER" 1.0 0.0 1.0 0.1
#define B_VIEW params.B_VIEW #define B_VIEW params.B_VIEW
#define B_TRESH params.B_TRESH #define B_TRESH params.B_TRESH
#define B_HL params.B_HL
layout(std140, set = 0, binding = 0) uniform UBO layout(std140, set = 0, binding = 0) uniform UBO
{ {
@ -47,6 +50,8 @@ void main()
vec3 c_hires = texture(HiresSource, vTexCoord).rgb; vec3 c_hires = texture(HiresSource, vTexCoord).rgb;
float tag = texture(BlurSource, vTexCoord).a; float tag = texture(BlurSource, vTexCoord).a;
c_hires = mix(c_lowres, c_hires, clamp(0.5*tag+B_HL, 0.0, 1.0));
vec3 color = mix(c_lowres, mix(c_hires, vec3(0.0, 0.0, dot(c_hires, coder)), B_VIEW), smoothstep(0.0, B_TRESH, tag)); vec3 color = mix(c_lowres, mix(c_hires, vec3(0.0, 0.0, dot(c_hires, coder)), B_VIEW), smoothstep(0.0, B_TRESH, tag));
FragColor = vec4(color, 1.0); FragColor = vec4(color, 1.0);