ReshadeSimpleHDRShaders 1.05
ReshadeSimpleHDRShaders update version 1.05
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This is a HUGE update with a lot of new features, quality of life edits, a lot of cleanup, bug fixes, and generally speaking more coherency and polish.
I can not stress this enough that so much has changed, it is VERY recommended to reset values to default if you are updating from previous version, and tweak all the values from scratch.
HDRSaturation:
- New Feature - Added a toggle to prevent saturation from increasing image brightness. It's generally not really correct to do that, but I've added it for people who prefer it that way.
- New Feature - Added more luma\chroma barriers to keep colors from clipping high luma low chroma values to much, destroying gradients and making most colors clip too much. It helps the most with Gamut Expansion function.
- General refactor of the whole shader and UI parameters. UI have been separated to basic and advanced categories, making it much easier to tweak it without digging into how the shader works. Default values are fairly well balanced to avoid clipping colors too much. I personally find it as one of the best HDR saturation available at the moment since it does not destroy\oversaturate any gradients, while still achieving BT.2020 colors.
- Changed a bit the way adaptive saturation works, restricting it from increasing brightness of the image by default.
HDRBloom:
- New Feature - Added a procedural dirt generation based on this wonderful shadertoy example.
- New Feature - Along with the above addition, dirt texture can be blended with bloom.
- New Feature - Additional blur pass can have sample amount easily changed with preprocess value.
- Fixed gaussian weights calculation, I used a single sigma value for all sample count tables, which is incorrect.
- Fixed wrong calculation of blur size.
- Reordered some preprocess calculations.
- Added one more downsample\upsample texture to make bloom even smoother.
HDRMotionBlur:
- New Feature - You can now choose between Bezier sampling (more filmic), or old default, linear sampling (more artificial, more "flashy").
- New Feature - Added a UI configurable blur length clamp.
- New Feature - Added a UI configurable sampling pattern (either sample symmetrically in both directions, or lag behind, sort of like a real camera does with it's accumulative blur)
- Added more debug options.
- Fixed Depth texture names when I moved stuff to namespace in the last update, it was causing compilation errors when depth was used.
- Refactored "Fake Gain" function to work better in actual HDR, it was made way back in the SDR era originally.