what shader can just rise brigtness? like nvidia
- ZergShadow
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- kaicooper
Tonemap
filmicpass
etc
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- ZergShadow
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- TreyM
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- ZergShadow
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TreyM wrote: The contrast in the NVidia control panel is likely just a simple curve in a sine shape.
shader curves just lower brightness in playerunknownbattleground
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- crosire
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- ZergShadow
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crosire wrote: You do realize the curve has >settings< that you need to modify in order for it to go into the shape you want it to be... There is no "tick-the-checkbox-and-you're-done" effect. Curves >is< the effect that would help to achieve the goal because it does exactly what you want >if< you configure it correctly. And no, effects do >not< behave differently in different games, so that's no excuse.
itried different filters and different values and its just adjust brightness with some color difference. contrast in nvidia panel do another thing. ineed that black area become more black and bright areare become more bright,
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- Martigen
Use the Levels shader.ZergShadow wrote:
crosire wrote: You do realize the curve has >settings< that you need to modify in order for it to go into the shape you want it to be... There is no "tick-the-checkbox-and-you're-done" effect. Curves >is< the effect that would help to achieve the goal because it does exactly what you want >if< you configure it correctly. And no, effects do >not< behave differently in different games, so that's no excuse.
itried different filters and different values and its just adjust brightness with some color difference. contrast in nvidia panel do another thing. ineed that black area become more black and bright areare become more bright,
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- ZergShadow
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Martigen wrote:
Use the Levels shader.ZergShadow wrote:
crosire wrote: You do realize the curve has >settings< that you need to modify in order for it to go into the shape you want it to be... There is no "tick-the-checkbox-and-you're-done" effect. Curves >is< the effect that would help to achieve the goal because it does exactly what you want >if< you configure it correctly. And no, effects do >not< behave differently in different games, so that's no excuse.
itried different filters and different values and its just adjust brightness with some color difference. contrast in nvidia panel do another thing. ineed that black area become more black and bright areare become more bright,
same only brightness
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- FierySwordswoman
crosire wrote: *Helpful info about curves
Martigen wrote: Use the Levels shader.
ZergShadow wrote: same only brightness
I'm starting to think you're either a troll or don't know what contrast is in the first place.
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- ZergShadow
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FierySwordswoman wrote:
crosire wrote: *Helpful info about curves
Martigen wrote: Use the Levels shader.
ZergShadow wrote: same only brightness
I'm starting to think you're either a troll or don't know what contrast is in the first place.
i need the same thing as in nvidia control panel contrast
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- FierySwordswoman
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- Ioxa
I think contrast adjusts black levels...ZergShadow wrote:
FierySwordswoman wrote:
crosire wrote: *Helpful info about curves
Martigen wrote: Use the Levels shader.
ZergShadow wrote: same only brightness
I'm starting to think you're either a troll or don't know what contrast is in the first place.
i need the same thing as in nvidia control panel contrast
Use the levels shader as Martigen suggested.
Set the WhitePoint to 255. You can set it lower but it will make the image really bright.
Set the BlackPoint to a negative value. Try something like -20 just to get an idea of what the shader is doing.
This works to brighten the image in PUBG, I just tested it.
Now please put this thread out of its misery.
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- FierySwordswoman
Contrast is really just the difference between the highlights and shadows of an image, so you can increase the values *closer to* black and *closer to* white, but not to the point of clipping.
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- Ioxa
Maybe the contrast setting in the Nvidia control panel does something different.
I also thought he wanted to make the entire image brighter but reading back through the posts it seems like he was complaining about the image only getting brighter.
On a side note to OP, I see you had another post asking about running two versions of clarity.fx. There is a shader posted here called clarity2, I intend on eventually replacing clarity.fx with this new version, but for now I made sure that the two could run at the same time with no issues. The settings may work a little different but you should be able to get the same results with it.
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- ZergShadow
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FierySwordswoman wrote: You don't really have to crush your black/white range to increase the contrast.
Contrast is really just the difference between the highlights and shadows of an image, so you can increase the values *closer to* black and *closer to* white, but not to the point of clipping.
levels do nothing with brigtest and blackest points....its just cut off them......
Its so sad....I downloaded photoshop and spent a lot of time to adjust this lut but it works not like nvidia control panel(
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- Insomnia
////-----------//
///***CEOG***//
//-----------////
//Preprocessor
#define ceog_min 0.00 // [0.00:1.00] //-min value
#define ceog_max 1.00 // [0.00:1.00] //-max value
uniform float ceog_ctr <
ui_type = "drag";
ui_min = -100.0; ui_max = 100.0;
ui_step = 0.01;
ui_tooltip = "Contrast";
ui_label = "Contrast";
> = 0.0;
uniform float ceog_e <
ui_type = "drag";
ui_min = -20.0; ui_max = 20.0;
ui_step = 0.01;
ui_tooltip = "Exposure";
ui_label = "Exposure";
> = 0.0;
uniform float ceog_o <
ui_type = "drag";
ui_min = -1.0; ui_max = 1.0;
ui_step = 0.005;
ui_tooltip = "Offset";
ui_label = "Offset";
> = 0.00;
uniform float ceog_g <
ui_type = "drag";
ui_min = 0.0; ui_max = 10.0;
ui_step = 0.01;
ui_tooltip = "Gamma";
ui_label = "Gamma";
> = 1.0;
uniform float Saturation <
ui_type = "drag";
ui_min = -1.0; ui_max = 1.0;
ui_tooltip = "Adjust saturation";
> = 0.0;
#include "ReShade.fxh"
float3 CEOGPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
float mn=min(color.r, min(color.g, color.b));
float mx=max(color.r, max(color.g, color.b));
if(mn >= ceog_min && mx <= ceog_max)
{
float ctr=ceog_ctr;
float3 color_tmp=color.rgb;
ctr=(ctr < 0.0) ? max(ctr/100.0, -100.0) : min(ctr, 100.0);
color.rgb=(color.rgb-0.5)*max(ctr+1.0, 0.0)+0.5;
color.rgb=pow(saturate(color.rgb*pow(2, ceog_e)+ceog_o), 1/ceog_g);
float3 middlegray = dot(color, (1.0 / 3.0));
float3 diffcolor = color - middlegray;
color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
if(ceog_min > 0 && ceog_max < 1)
{
float dlt=(ceog_max-ceog_min)*0.25;
if(mn <= (ceog_min+dlt)) color.rgb=lerp(color_tmp, color.rgb, (mn-ceog_min)/dlt);
else if(mx >= (ceog_max-dlt)) color.rgb=lerp(color_tmp, color.rgb, (ceog_max-mx)/dlt);
}
}
return color;
}
technique CEOG
{
pass
{
VertexShader = PostProcessVS;
PixelShader = CEOGPass;
}
}
It has contrast, exposure, gamma, offset, and a saturation effect I stole from ReShade's original Tonemap shader.
The original shader is made by 2B3.
Copy the code text and paste it in to an empty text file, then save it as 2B3_CEOG.fx and place it in your reshade-shaders\Shaders folder.
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- TreyM
ZergShadow wrote:
TreyM wrote: The contrast in the NVidia control panel is likely just a simple curve in a sine shape.
shader curves just lower brightness in playerunknownbattleground
No it doesn't bc I've used it on that game myself. A perfect sine curve will increase contrast while leaving the overall midrange brightness affected the least.
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