SCAC
- BlueGary
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github:
HopeVillage233/SCAC
release: Release 0.04 · HopeVillage233/SCAC
This is my first shader.So there may be many shortcomings.
I hope it can help you achieve perfectly restored and calibrated images with accurate details.
The following is the readme.SCAC -Screen Colour Automatic CalibrationSCAC (Screen Colour Automatic Calibration) is a ReShade shader for automatic screen color calibration, optimizing game display quality.FeaturesCore FeaturesTexture Usage
This email address is being protected from spambots. You need JavaScript enabled to view it. )Contact
release: Release 0.04 · HopeVillage233/SCAC
This is my first shader.So there may be many shortcomings.
I hope it can help you achieve perfectly restored and calibrated images with accurate details.
The following is the readme.SCAC -Screen Colour Automatic CalibrationSCAC (Screen Colour Automatic Calibration) is a ReShade shader for automatic screen color calibration, optimizing game display quality.FeaturesCore Features
- Automatic Color Calibration: Real-time screen analysis with automatic black and white level adjustment
- Screen Calibration Tools: Provides black and white level calibration patterns for manual calibration
- UI Filtering: Intelligently excludes UI elements from luminance statistics
- History Smoothing: Multiple history smoothing algorithms to prevent flickering
- Custom Sampling Area: Supports full-screen or custom area sampling
- HDR/scRGB Support: Compatible with high dynamic range displays
- Debug View: Visualizes all reduction textures and historical data
- Real-time Statistics: Displays current frame's minimum/maximum luminance values
- Ensure ReShade is installed
- Copy the file to ReShade's Shaders directory
SCAC.fx
- Enable ReShade in-game and add the SCAC effect
- Enable Auto Calibration: Turn on "Enable Auto calibration" in the "Auto calibration" category
- Adjust Limiters:
- Min White Limiter: Prevents overly bright dim scenes (recommended: 0.95)
- Max Black Limiter: Avoids calibrating grey as black (recommended: 0.10)
- Black Level Calibration:
- Select "Black Level Calibration" mode
- Adjust the "Black Level" slider until the rectangle area becomes pure black
- White Level Calibration:
- Select "White Level Calibration" mode
- Adjust the "White Level" slider until the rectangle area becomes pure white
- Enable UI Filter: Excludes UI elements from luminance statistics
- Show Filter Effect: Visualizes filtered pixels (red=too bright, blue=too dark)
- Adjust Filter Thresholds: Modify dark and light filter thresholds based on UI brightness
- Sampling Area: Choose full-screen or custom area sampling
- History Smoothing Algorithm:
- Off: No history smoothing
- Preserve (Min/Max): Preserves historical extremes
- Average (17-frame mean): 17-frame average smoothing
- Debug View: Enables display of all reduction textures and historical data
- Luminance Calculation: Uses formula to calculate pixel luminance
max(max(r,g),b)
- Multi-level Reduction: Reduces 1024x1024 sampling to 1x1 statistics through 5 stages of 4x4 reduction
- History Buffer: Uses 4x4 texture as a 16-frame circular buffer
- Color Calibration: Maps original image to screen displayable range
1024x1024 → 256x256 → 64x64 → 16x16 → 4x4 → 1x1- TextureMip0-5: Multi-level reduction textures
- TextureMip4_History: 16-frame history buffer
- Calibration View: Select calibration mode (Off/Black Level Calibration/White Level Calibration)
- Black Level: Black level calibration value
- White Level: White level calibration value
- Enable Auto calibration: Enable/disable automatic calibration
- Min White Limiter: Limits detected maximum raw brightness
- Max Black Limiter: Limits detected raw minimum brightness
- Enable UI Filter: Enable/disable UI filtering
- Show Filter Effect: Display filtered pixels
- UI Filter Black Level: Threshold for filtering overly dark UI pixels
- UI Filter White Level: Threshold for filtering overly light UI pixels
- Show Sampling Border: Display sampling area border
- Sampling Area: Select sampling area (Full Screen/Custom Area)
- Custom Area Center: Center position of custom sampling area
- Custom Area Size: Size of custom sampling area
- History Smoothing Algorithm: Select history smoothing algorithm
- Enable Debug View: Display all reduction textures
- Added brightness extreme smoothing system
- Added UI filtering functionality
- Adjusted UI interface
- Initial version created
- Author: 灰灰蓝
- Email:
This email address is being protected from spambots. You need JavaScript enabled to view it. - WeChat: Rs200215
- This shader aims to improve game visuals, but results may vary depending on the game and display
- It's recommended to use calibration mode for manual calibration before enabling auto calibration
- For HDR content, white level limits may need adjustment
- If screen flickering occurs, try adjusting the history smoothing algorithm
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- Derjyn
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Can't access the repo, and can't access the user associated with it either. With all the malware that ends up on GH, and usually funneled through popular domains/apps/etc... I get paranoid when I see this sort of thing - was the user and repo banned due to bad activities? You posted this within the last couple of days, so doubtful it went stale suddenly.
Bad link, maybe? A lot of typos in your post, so hopefully that's all it is! I was curious to check it out, so hoping this gets squared away.
Last edit: 3 weeks 17 hours ago by Derjyn.
The following user(s) said Thank You: BlueGary
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- BlueGary
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It seems that my GitHub account has been smappy... Since I don't have a phone number outside of China, my repositories can now only be accessed by me. I will try to lift the ban and first try publishing on Google.
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- BlueGary
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Last edit: 2 weeks 4 days ago by BlueGary.
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