|
36 | 36 | // Survival of the Wild Preset (Colder) 13 |
37 | 37 | // Godot's Mexican Preset 14 |
38 | 38 | // BSOD Gaming Preset 15 |
| 39 | + // Hexaae's Clear Preset 16 |
39 | 40 |
|
40 | 41 | //########################################################## |
41 | 42 |
|
@@ -1197,6 +1198,74 @@ float DPX_Strength = 0.20; |
1197 | 1198 | float DPX_Saturation = 3.0; |
1198 | 1199 | float Colorfulness = 2.5; |
1199 | 1200 | float DPX_Strength = 0.20; |
| 1201 | + |
| 1202 | +#elif (Preset == 16) // Hexaae's Clear Preset |
| 1203 | + |
| 1204 | + #define adjust_bloom 1 |
| 1205 | + const float bloomFactor = 0.613; |
| 1206 | + #define HDRpassing 1 |
| 1207 | + const float HDRPower = 1.53; |
| 1208 | + const float radius1 = 0.86; |
| 1209 | + const float radius2 = 0.84; |
| 1210 | + #define lumapassing 0 |
| 1211 | + const float sharp_strength = 0.45; |
| 1212 | + const float sharp_clamp = 0.085; |
| 1213 | + const float offset_bias = 1.0; |
| 1214 | + #define Tone_map 0 |
| 1215 | + const float Exposure = 1.17; |
| 1216 | + const float Bleach = 0.4; |
| 1217 | + const float Gamma = 0.9; |
| 1218 | + const float defog = 0.00; |
| 1219 | + vec3 FogColor = vec3(1.0, 1.0, 1.0); |
| 1220 | + const float sat = -0.002; |
| 1221 | + const float crushContrast = 0.000; |
| 1222 | + #define post_process 0 |
| 1223 | + const float satFactor = 0.020; |
| 1224 | + #define blacknwhitepass 1 |
| 1225 | + const int BlackPoint = 0; |
| 1226 | + const int WhitePoint = 255; |
| 1227 | + #define lggpass 0 |
| 1228 | + vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); |
| 1229 | + vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); |
| 1230 | + vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); |
| 1231 | + #define vibpass 0 |
| 1232 | + const float Vibrance = 0.150; |
| 1233 | + vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); |
| 1234 | + #define Tech 0 |
| 1235 | + const float Power = 8.0; |
| 1236 | + vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); |
| 1237 | + float Strength = 0.3; |
| 1238 | + #define Techine 0 |
| 1239 | + float Technicolor2_Red_Strength = 0.05; |
| 1240 | + float Technicolor2_Green_Strength = 0.02; |
| 1241 | + float Technicolor2_Blue_Strength = 0.12; |
| 1242 | + float Technicolor2_Brightness = 0.4; |
| 1243 | + float Technicolor2_Strength = 3.0; |
| 1244 | + float Technicolor2_Saturation = 1.0; |
| 1245 | + #define cmatrix 0 |
| 1246 | + vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000); |
| 1247 | + vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); |
| 1248 | + vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); |
| 1249 | + float CM_Strength = 1.0; |
| 1250 | + #define CurvesPss 0 |
| 1251 | + const float Contrast = 0.65; |
| 1252 | + #define Filmicpass 0 |
| 1253 | + const float Filmic_Strength = 0.60; |
| 1254 | + const float Filmic_Contrast = 1.03; |
| 1255 | + const float Fade = 0.0; |
| 1256 | + const float Linearization = 1.0; |
| 1257 | + const float Filmic_Bleach = 0.0; |
| 1258 | + const float Saturation = -0.25; |
| 1259 | + const float BaseCurve = 1.5; |
| 1260 | + const float BaseGamma = 1.0; |
| 1261 | + const float EffectGamma = 0.68; |
| 1262 | + #define dpxpass 0 |
| 1263 | + vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); |
| 1264 | + vec3 RGB_C = vec3(0.36, 0.36, 0.34); |
| 1265 | + float DPX_Contrast = 0.1; |
| 1266 | + float DPX_Saturation = 3.0; |
| 1267 | + float Colorfulness = 2.5; |
| 1268 | + float DPX_Strength = 0.20; |
1200 | 1269 |
|
1201 | 1270 | #endif |
1202 | 1271 |
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