Skip to content

Commit

Permalink
Updated README.md
Browse files Browse the repository at this point in the history
  • Loading branch information
mysteryx93 committed Jan 13, 2016
1 parent ac99922 commit 29a9f3b
Showing 1 changed file with 11 additions and 61 deletions.
72 changes: 11 additions & 61 deletions README.md
@@ -1,4 +1,4 @@
# AviSynth Shader v1.3.4
# AviSynth Shader v1.3.5

<a href="https://github.com/mysteryx93/AviSynthShader/releases">Download here >></a>

Expand All @@ -19,141 +19,91 @@ The following example will run Diff1 and Diff2 on the clip before returning a Me
## Syntax:

#### ConvertToShader(Input, Precision, lsb)

Converts a YV12, YV24 or RGB32 clip into a wider frame containing UINT16 or half-float data. Clips must be converted in such a way before running any shader.

16-bit-per-channel half-float data isn't natively supported by AviSynth. It is stored in a RGB32 container with a Width that is twice larger. When using Clip.Width, you must divine by 2 to get the accurate width.

Arguments:

Precision: 1 to convert into BYTE, 2 to convert into UINT16, 3 to convert into half-float. Default=2

lsb: Whether to convert from DitherTools' Stack16 format. Only YV12 and YV24 are supported. Default=false

#### ConvertFromShader(Input, Precision, Format, lsb)

Convert a half-float clip into a standard YV12, YV24 or RGB32 clip.

Arguments:

Precision: 1 to convert into BYTE, 2 to convert into UINT16, 3 to convert into half-float. Default=2

Format: The video format to convert to. Valid formats are YV12, YV24 and RGB32. Default=YV12.

lsb: Whether to convert to DitherTools' Stack16 format. Only YV12 and YV24 are supported. Default=false

#### Shader(Input, Path, EntryPoint, ShaderModel, Param1-Param9, Clip1-Clip9, Output, Width, Height)

Runs a HLSL pixel shader on specified clip. You can either run a compiled .cso file or compile a .hlsl file.

Arguments:

Input: The first input clip.

Path: The path to the HLSL pixel shader file to run. If not specified, Clip1 will be copied to Output.

EntryPoint: If compiling HLSL source code, specified the code entry point.

ShaderModel: If compiling HLSL source code, specified the shader model. Usually PS_2_0 or PS_3_0

Param0-Param8: Sets each of the shader parameters.
Ex: "float4 p4 : register(c4);" will be set with Param4="1,1,1,1f"

End each value with 'f'(float), 'i'(int) or 'b'(bool) to specify its type.
Param0 corresponds to c0, Param1 corresponds to c1, etc.
If setting float or int, you can set a vector or 2, 3 or 4 elements by separating the values with ','.

Clip1-Clip9: The index of the clips to set into this shader. Input clips are defined when calling ExecuteShader. Clip1 sets 's0' within the shader, while clip2-clip9 set 's1' to 's8'. The order is important.
Default for clip1 is 1, for clip2-clip9 is 0 which means no source clip.

Output: The clip index where to write the output of this shader, between 1 and 9. Default is 1 which means it will be the output of ExecuteShader. If set to another value, you can use it as the input of another shader. The last shader in the chain must have output=1.

Width, Height: The size of the output texture. Default = same as input texture.

#### ExecuteShader(cmd, Clip1-Clip9, Clip1Precision-Clip9Precision, Precision, OutputPrecision)

Executes the chain of commands on specified input clips.

Arguments:

cmd: A clip containing the commands returned by calling Shader.

Clip1-Clip9: The clips on which to run the shaders.

Clip1Precision-Clip9Precision: 1 if input clips is BYTE, 2 if UINT16, 3 if half-float. Default=2 or the value of the previous clip

Precision: 1 to execute with 8-bit precision, 2 to execute with 16-bit precision, 3 to execute with half-float precision. Default=2

OutputPrecision: 1 to get an output clip with BYTE, 2 for UINT16, 3 for half-float. Default=2


#### function SuperResXBR(Input, Passes, Strength, Softness, xbrEdgeStrength, xbrSharpness, MatrixIn, MatrixOut, FormatOut, Convert, ConvertYuv, lsb_in, lsb_out, WidthOut, HeightOut, b, c)

#### SuperResXBR(Input, Passes, Str, Soft, XbrStr, XbrSharp, MatrixIn, MatrixOut, FormatOut, Convert, ConvertYuv, lsb_in, lsb_out, fWidth, fHeight, b, c)
Enhances upscaling quality, combining Super-xBR and SuperRes to run in the same command chain, reducing memory transfers and increasing performance.

Arguments are the same as SuperRes and Super-xBR

WidthOut, HeightOut: Allows downscaling output with Bicubic before reading back from GPU

fWidth, fHeight: Allows downscaling output with Bicubic before reading back from GPU
b, c: b and c parameters of Bicubic resize. Default is b=0, c=.75


#### SuperRes(Input, Passes, Strength, Softness, UpscaleCommand, MatrixIn, MatrixOut, FormatOut, Convert, ConvertYuv, lsb_in, lsb_upscale, lsb_out)

#### SuperRes(Input, Passes, Str, Soft, Upscale, MatrixIn, MatrixOut, FormatOut, Convert, ConvertYuv, lsb_in, lsb_upscale, lsb_out)
Enhances upscaling quality.

Arguments:

Passes: How many SuperRes passes to run. Default=1.

Strength: How agressively we want to run SuperRes, between 0 and 1. Default=1.

Softness: How much smoothness we want to add, between 0 and 1. Default=0.

UpscaleCommand: An upscaling command that must contain offset-correction. Ex: """nnedi3_rpow2(2, cshift="Spline16Resize")"""

Str: How agressively we want to run SuperRes, between 0 and 1. Default=1.
Soft: How much smoothness we want to add, between 0 and 1. Default=0.
Upscale: An upscaling command that must contain offset-correction. Ex: """nnedi3_rpow2(2, cshift="Spline16Resize")"""
MatrixIn/MatrixOut: The input and output color matrix (601 or 709). This can be used for color matrix conversion. Default="709" for both

FormatOut: The output format. Default = same as input.

Convert: Whether to call ConvertToShader and ConvertFromShader within the shader. Default=true

ConvertYuv: Whether do YUV-RGB color conversion. Default=true unless Convert=true and source is RGB

lsb_in, lsb_upscale, lsb_out: Whether the input, result of UpscaleCommand and output are to be converted to/from DitherTools' Stack16 format. Default=false
lsb_in, lsb_upscale, lsb_out: Whether the input, result of Upscale and output are to be converted to/from DitherTools' Stack16 format. Default=false


#### Super-xBR(Input, EdgeStrength, Sharpness, ThirdPass, FormatOut, Convert, lsb_in, lsb_out)

#### Super-xBR(Input, Str, Sharp, FormatOut, Convert, lsb_in, lsb_out)
Doubles the size of the image. Produces a sharp result, but with severe ringing.

Arguments:

EdgeStrength: Value between 0 and 5 specifying the strength. Default=1.

Sharpness: Value between 0 and 1.5 specifying the weight. Default=1.

ThirdPass: Whether to run a 3rd pass. Default=true.

Str: Value between 0 and 5 specifying the strength. Default=1.
Sharp: Value between 0 and 1.5 specifying the weight. Default=1.
FormatOut: The output format. Default = same as input.

Convert: Whether to call ConvertToShader and ConvertFromShader within the shader. Default=true

lsb_in, lsb_out: Whether the input and output are to be converted to/from DitherTools' Stack16 format. Default=false


#### ColorMatrixShader(input, MatrixIn, MatrixOut, FormatOut)

Converts the color matrix with 16 bit depth to avoid banding. Source can be YV12, YV24, RGB24 or RGB32.

Arguments:

MatrixIn/MatrixOut: The input and output color matrix (601 or 709). Default="709" for both

FormatOut: The output format. Default = same as input.



Shiandow provides many other HLSL shaders available here that can be integrated into AviSynth.

https://github.com/zachsaw/MPDN_Extensions/tree/master/Extensions/RenderScripts

0 comments on commit 29a9f3b

Please sign in to comment.