(Wii/NGC) DolphinFX v1.50 - 模擬器

Andy avatar
By Andy
at 2014-01-13T13:02

Table of Contents

2014.01.13

DolphinFX is a WIP shader suite for Dolphin's OpenGL backend.

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Current effects include:

- HQ FXAA (Fast Approximate Anti Aliasing)
- NFAA (Normal Filter Anti Aliasing)
- High Pass Bloom
- Per-Channel Gamma Correction
- Scene Tone Mapping
- RGB Colour Correction
- S-Curve Contrast Enhancement
- Texture Sharpening
- Toon Shader
- Bicubic & Bilinear Filtering
- You can enable, or disable each effect from inside the shader file.
- Everything is customizable. Settings are clearly sectioned, and labeled
. Use the documentation comments for instructions on each option.

To Install:

- Extract DolphinFX to your Dolphin-> \Sys\Shaders folder. Then enable
the shader in the OpenGL graphics
options->enhancements->post-processing effect->DolphinFX.

To Edit Settings:

- Open DolphinFX.glsl in a text editor. I recommend Notepad++. It will
look crazy messy if you use regular notepad to edit. You could also
use an IDE to edit it, if you like. You can enable, disable, and
customize various options for each effect. The default setup is
neutral. Which tries to enhance the game's visuals without changing
the overall tone & feel of it. If you're not happy with the default
setup, there are plenty of settings to customize everything to your
liking.

DolphinFX v1.50 changelog:

- FXAA: Improved Lod coverage.
- FXAA: Fxaa should now produce no visible blurring whatsoever.
- FXAA: Removed Fxaa debug option.
- Texture Filtering: Added Bilinear filtering to the list of texture
filtering options, for use.
- BiCubic Filtering: Improved filtering quality
- BiCubic Filtering: Added a strength param as an option, to adjust
the overall level of texture filtering.
- BiCubic Filtering: Added a cubic interpolation type to the
interpolation options. Options are now (lightest, to strongest):
CatMullRom, Bell, BSpline,
- Triangular, Cubic.
- Blended Bloom: Some small improvements to the bloom blending output.
- Blended Bloom: Added an option to directly control the level of
blending to use in the bloom (BlendPower).
- Gamma Correction: Implemented a new gamma correction curve to replace
the pow function previously used, which I think yields nicer, more
accurate results.
- Colour Correction: Implemented a new curve for the pre tone mapping
colour correction.
- Scene Tonemapping: Rewrote alot of the tonemapping code.
- Scene Tonemapping: Improved some colour conversion operations.
- Scene Tonemapping: Added RGB colour curve options, for Red, Green,
and Blue respectively.
- Scene Tonemapping: Added filmic tonemapping operations, and a Filmic
- Tonemapping type, as a tonemap type to choose. The two types are now -
Natural(default), and Filmic(cinematic style)
- Contrast: Slightly Improved contrast curve type 1.
- Texture Sharpening: Updated the texture sharpening. Fixed an oversight
bug, and improved sharpen quality
- Texture Sharpening: Added a new bicubic based sharpening type with
highly improved edge detection. It's a little bit slower than the
original though.
- Cel Shading: Changed the cel edge thickness option from a bool, to
float, to allow arbitrary edge thickness values.
- Cel Shading: Improved some colour conversion operations.
- Scanlines: Improved the scanlines output a bit.
- Effects: Added Post-Complement Colour Grading, as an effect to choose.
- Effects: Added Vignette as an effect to choose.
- Effects: Added Subpixel Dithering as an effect to choose.
- Generic: Overall general coding cleanup, and improvements
- Generic: Updated effect options & descriptions.
______________________________________________________________________________

下載、來源:
https://forums.dolphin-emu.org/Thread-dolphinfx-shader-suite-for-the-ogl-
backend
    http://ppt.cc/6CUy

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http://perryt0517.wordpress.com/

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