diff --git a/Shaders/Overwatch.fxh b/Shaders/Overwatch.fxh index db9bb7e..c8bf13c 100644 --- a/Shaders/Overwatch.fxh +++ b/Shaders/Overwatch.fxh @@ -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