2 hours, 57 minutes ago
Color Correction
Preset description:
Color Correction Shader for 35MM
Download link for the preset istself for easier installation:
https://www.dropbox.com/s/q9a7ld8zjrgfq3g/35mm-colorcorrection.rar?dl=0
35MM Color Correction Shader
Shader was made in version 2.0.1
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///**CA**///
//------////
#define USE_CA 1 //[CA] //-Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the
colors.
//>Chromatic Aberration settings<\\
#define Chromatic_shift float2(2.5,-0.5) //[-100.0:100.0] //-Distance (X,Y) in pixels to shift the color components.
For a slightly blurred look try fractional values (.5) between two pixels.
#define Chromatic_strength 0.24 //[0.0:1.0] //-Adjust the strength of the effect.
#define CA_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0"
deactivates the timeout feature.
#define CA_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
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///**LUMASHARPEN**///
//---------------////
#define USE_LUMASHARPEN 1 //[LumaSharpen] //-LumaSharpen : Sharpens the image.
//>LumaSharpen settings<\\
#define sharp_strength 0.30 //[0.10:3.00] //-Strength of the sharpening
#define sharp_clamp 0.035 //[0.000:1.000] //-Limits maximum amount of sharpening a pixel recieves - Default is
0.035
//>Advanced sharpening settings<\\
#define pattern 1 //[1|2|3|4] //-Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 //[0.0:6.0] //-Offset bias adjusts the radius of the sampling pattern. I designed the pattern
for offset_bias 1.0, but feel free to experiment.
//>Debug sharpening settings<\\
#define show_sharpen 0 //[0:1] //-Visualize the strength of the sharpen (multiplied by 4 to see it better)
#define LumaSharpen_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
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///**LEVELS**///
//----------////
#define USE_LEVELS 1 //[Shared] //-Levels : Sets a new black and white point. This increases contrast but
causes clipping. Use Curves instead if you want to avoid that.
//>Levels settings<\\
#define Levels_black_point 12 //[0:255] //-The black point is the new black - literally. Everything darker than this
will become completely black. Default is 16.0
#define Levels_white_point 235 //[0:255] //-The new white point. Everything brighter than this becomes completely
white. Default is 235.0
//>Debug settings<\\
#define Levels_highlight_clipping 0 //[0:1] //-Colors between the two points will stretched, which increases
contrast, but details above and below the points are lost (this is called clipping). Highlight the pixels that clip. Red
= Some detail is lost in the highlights, Yellow = All detail is lost in the highlights, Blue = Some detail is lost in the
shadows, Cyan = All detail is lost in the shadows.
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///**VIBRANCE**///
//------------////
#define USE_VIBRANCE 1 //[Shared] //-Vibrance : Intelligently saturates (or desaturates if you use negative
values) the pixels depending on their original saturation.
//>Vibrance settings<\\
#define Vibrance 0.30 //[-1.00:1.00] //-Intelligently saturates (or desaturates if you use negative values) the pixels
depending on their original saturation.
#define Vibrance_RGB_balance float3(1.00,1.00,1.00) //[-10.00:10.00] //-A per channel multiplier to the Vibrance
strength so you can give more boost to certain colors over others. X = Red, Y = Green, Z = Blue
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///**CURVES**///
//----------////
#define USE_CURVES 1 //[Shared] //-Curves : Contrast adjustments using S-curves.
//>Curves settings<\\
#define Curves_mode 0 //[0|1|2] //-Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and
Chroma. Default is 0 (Luma)
#define Curves_contrast 0.45 //[-1.00:1.00] //-The amount of contrast you want
//>Advanced curve settings<\\
#define Curves_formula 5 //[1|2|3|4|5|6|7|8|9|10|11] //-The contrast s-curve you want to use. 1 = Sine, 2 = Abs split,
3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep, 7 = Abs add, 8
= Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. 11 = Polynomial split. Note that Technicolor Cinestyle is
practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors. I
prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and
it's the fastest formula.
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