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Update Overwatch.fxh
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+Disney Epic Mickey: Rebrushed - Demo
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BlueSkyDefender committed Sep 25, 2024
1 parent 28a8848 commit 00cb2e6
Showing 1 changed file with 104 additions and 1 deletion.
105 changes: 104 additions & 1 deletion Shaders/Overwatch.fxh
Original file line number Diff line number Diff line change
Expand Up @@ -30790,7 +30790,110 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning
//#define DL_W 0.5 //SM Perspective Limit - Do Not use any more
#define DM_X 7 //SM HQ Tune Power - Will be made global
#define NFM 1
#define PEW 1
#define PEW 1
#elif (App == 0xC7A2E4E4) //Epic Mickey Recolored
//#define DS_Z 3 // Set View Mode
#define DA_W 1 // Set Linerzation
//#define DB_X 1 // Flip
#define DA_X 0.025 // ZPD
//#define DF_Y 0.025 // Seperation
#define DA_Y 150 // Near Plane Adjustment
//#define DA_Z -.500 // Linerzation Offset
#define DS_Y 2 // Linerzation Offset Effects only distance if true
#define DB_Z 0.025 // Auto Depth Protection
#define DE_X 1 // ZPD Boundary
#define DE_Y 0.75 // Set ZPD Boundary Level Zero
#define DE_Z 0.375 // Speed that Boundary is Enforced
//#define AFD 1 // Alternate Frame Detection - May be phased out
//#define DG_W 0.25 // Shift Boundary Out of screen 0.5 and or In screen -0.5
#define OIL 3 //Set How many Levels We use for RE_Fix 0 | 1 | 2 | 3
#define OIF float4(0.50,0.375,0.25,0.125) //Fix enables if Value is > 0.0
#define DI_W float4(0.5,1.0,2.5,5.0)
//#define CWH 3 //ZPD Weapon Hand Consideration For Masking 0 is Off | 1 Is Full | 2 Half Right screen Mask And Not to be used with Weapon Profiles.
//#define WBA 2.0 //ZPD Weapon Boundary Alt Adjust power for CWH
//#define FTM 4 // Fast Trigger Mode If this enabled then Level 1 and > switches instantly.
#define WND 0.25 //Weapon Near Pushes depth in and adjust perspective to match.
//#define DG_Z 0.050 // Min Weapon Hands That are apart of world with Auto and Trim
//#define DS_X float3(0.025,0,1) // Min Weapon bit only triggers when a OIL Level is set and set here on .y
//#define DE_W 0.250 // Auto
//#define DI_Z 0.050 // Trim
//#define DF_W float4(0.0001,0.000,0.0,0.0125)// Edge & Scale
#define DAA_W 2 //Warp/Halo Masking Type
//#define EDU 1 //Elevate Detectors Up effects ZPD
//#define TMD 1

#define BMT 1 // ZPD and World Scale Balance // I need to phase this out.
#define DF_Z 0.0//0.050 // Set the Balance
//#define DAO 1 // Turn On or Off De-Artifact Options For now DAO if set to 1 it's also applys to Hoz
#define DL_Y 0.5 // De-Artifact Only works on some View Modes and causes performance degredation
//#define DL_Z -0.5 // Compat Power
//#define DJ_X 0.050 // Range Smoothing

//Lock Out Menu Detectors
#define LMD 1 //Off 0 | 1 | 2
#define ISD 0 //Off 0 | 1 //Include Stencils
//Lock Out Menu One
#define DCC_X float4( 0.088 , 0.090 , 0.0825, 0.145) //Pos A = XY Any & B = ZW Lock
#define DCC_Y float2( 0.930 , 0.930 ) //Pos C = XY
#define DCC_Z float4( 0.0, 29.0, 0.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z.
//Lock Out Menu Two
#define DMM_X float4( 0.8835, 0.956 , 0.982 , 0.954) //Pos A = XY Any & B = ZW Lock
#define DMM_Y float2( 0.500 , 0.004 ) //Pos C = XY
#define DMM_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z.

//Simple Menu Detection
#define SMD 4 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6
#define DW_X float4( 0.543 , 0.080 , 0.987 , 0.500) //Pos A = XY Any & B = ZW Lock
#define DW_Y float2( 0.543 , 0.941 ) //Pos C = XY
#define DW_Z float4( 29.0, 0.0, 29.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z.

#define DT_X float4( 0.543 , 0.080 , 0.980 , 0.635) //Pos A = XY Any & B = ZW Lock
#define DT_Y float2( 0.543 , 0.941 ) //Pos C = XY
#define DW_W float4( 29.0, 0.0, 29.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z.

#define DAA_X float4( 0.080 , 0.185 , 0.268 , 0.577) //Pos A = XY Any & B = ZW Lock
#define DAA_Y float2( 0.930 , 0.930 ) //Pos C = XY
#define DAA_Z float4( 1.0, 30.0, 0.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z.

#define DBB_X float4( 0.319 , 0.105 , 0.236 , 0.110) //Pos A = XY Any & B = ZW Lock
#define DBB_Y float2( 0.930 , 0.930 ) //Pos C = XY
#define DBB_Z float4( 28.0, 28.0, 0.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z.

#define DHH_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock
#define DHH_Y float2( 0.500 , 0.500 ) //Pos C = XY
#define DHH_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z.

#define DII_X float4( 0.500 , 0.500 , 0.500 , 0.500) //Pos A = XY Any & B = ZW Lock
#define DII_Y float2( 0.500 , 0.500 ) //Pos C = XY
#define DII_Z float4( 1000.0, 1000.0, 1000.0, 1000.0) //Menu Detection Type for A = X, B = Y, & C = Z. The Last Value is a Wild Card amount W is for X and Z.


//#define LBM 1 //Letter Box Masking With size Adust for Top and Bottom and 2 is Left and Right
//#define DI_X 0.879

//#define LBC 1 //Letter Box Correction Offsets With X & Y
//#define LBR 1
//#define LBE 1
//#define DH_Z 0.0
//#define DH_W -0.255
//#define DH_Y 1.320

//Smooth Mode
//#define SMS 1 //SM Separation Limit - Do Not use any more
#define DL_X 0.9 //SM Tune Limit
//#define DL_W 0.5 //SM Perspective Limit - Do Not use any more
#define DM_X 6 //SM HQ Tune Power - Will be made global
//#define DM_Y 1 //SM HQ VRS Limit
//#define HQT 1 //SM HQ Trigger
//#define FMM 1 //Filter Mode - Need to add this back in the new shader.
//#define NDW 1
//#define PEW 1
//#define NFM 1
//#define DSW 1
//#define DRS 1
//#define DAA 1
//#define FOV 1
//#define ARW 1
#else
#define NPW 1 //No Profile
#endif
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