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Update Overwatch.fxh
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+Hellblade 2
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BlueSkyDefender committed May 22, 2024
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Showing 1 changed file with 82 additions and 2 deletions.
84 changes: 82 additions & 2 deletions Shaders/Overwatch.fxh
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
////----------------------------------------//
///SuperDepth3D Overwatch Automation Header///
//----------------------------------------////
#define OVERWATCH "Overwatch v3.8.4\n"
#define OVERWATCH "Overwatch v3.8.5\n"
//---------------------------------------OVERWATCH---------------------------------------//
// If you are reading this stop. Go away and never look back. From this point on if you //
// still think it's is worth looking at this..... Then no one can save you or your soul. //
Expand Down Expand Up @@ -27725,7 +27725,7 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning
//#define DE_W 0.50 // Auto
#define DI_Z 0.050 // Trim
#define DF_W float4(0.0001,0.0005,0.0,0.05)// Edge & Scale
#define DAA_W 2 //Warp/Halo Masking Type
//#define DAA_W 2 //Warp/Halo Masking Type
//#define EDU 1 //Elevate Detectors Up effects ZPD
//#define TMD 1

Expand Down Expand Up @@ -27764,6 +27764,86 @@ static const int Not_Compatible_Warning_D = 0; //Not Compatible Warning
#define NDW 1
#define PEW 1
//#define FOV 1
#elif (App == 0x22A11E54 ) //Hellblade 2
//#define DS_Z 2 // Set View Mode
#define DA_W 1 // Set Linerzation
//#define DB_X 1 // Flip
#define DA_X 0.025 // ZPD
//#define DF_Y 0.035 // Seperation
#define DA_Y 200.0 // Near Plane Adjustment
//#define DA_Z .000 // Linerzation Offset
#define DS_Y 2 // Linerzation Offset Effects only distance if true
#define DB_Z 0.05 // Auto Depth Protection
#define DE_X 2 // ZPD Boundary
#define DE_Y 0.750 // 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 if 1 then it's float2(0,0) for OIF and DI_W
#define OIF float4(0.625,0.5,0.375,0.25)// Fix enables if Value is > 0.0
#define DI_W float4(0.5,1.0,1.25,2.5) // Like Shift Boundary DG_W But 0 to inf
//#define CWH 4 //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 1.5 //Weapon Near Pushes depth in and adjust perspective to match.
//#define DG_Z 0.030 // 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 0.50 // Auto
//#define DI_Z 0.050 // Trim
//#define DF_W float4(0.0001,0.0005,0.0,0.05)// Edge & Scale
//#define DAA_W 2 //Warp/Halo Masking Type
//#define EDU 1 //Elevate Detectors Up effects ZPD
//#define TMD 1

//Simple Menu Detection
#define SMD 1 //Off 0 | 1 | 2 | 3 | 4 | 5 | 6
#define DW_X float4( 0.500 , 0.002 , 0.500 , 0.120) //Pos A = XY Any & B = ZW Lock
#define DW_Y float2( 0.569 , 0.081 ) //Pos C = XY
#define DW_Z float4( 7.0, 0.0, 23.0, 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 BMT 1 // ZPD and World Scale Balance // I need to phase this out.
#define DF_Z 0.25 // 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 -0.25 // Compat Power
//#define DJ_X 0.050 // Range Smoothing

//#define WSM 6 // Weapon Setting Mode
//#define DB_W 19 // Weapon Profile
//#define AWZ 1 // Anti-Weapon Hand Z-Fighting -1 is shifted to the right a little bit and 1 is center
//#define WBS 0 //Weapon Boundary Switch 0 | 1
////#define DF_X float2(0.125,0.250) // ZPD Weapon Boundarys Level 1 and Level 2
///#define DJ_W 0.125 // Weapon Depth Limit Location 1
///#define DS_W 0.5 // Weapon Depth Limit Location 2
//#define WFB 0.0 // ZPD Weapon Elevaton for 1 and 2 scales from [0 - 1]
//#define DT_W float2(0.015,0.03)//WH scale and cutoff
//#define WHM 1 //Weapon Hand Masking lets you use DT_Z
//#define DT_Z 0.1 //WH Masking Power from -1 to 1
//#define LHA //Lower Height Adjustment [0.5]to[0.575]
//#define FRM 0 //Foveated Rendring mode Toggle
//#define ASA 0

#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

//Smooth Mode
//#define SMS 3 //SM Separation Limit - Do Not use any more
#define DL_X 0.75 //SM Tune Limit
//#define DL_W 0.5 //SM Perspective Limit - Do Not use any more
#define DM_X 5 //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 FOV 1
#else
#define NPW 1 //No Profile
#endif
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