
DolphinFX is a post-processing suite for the OpenGL backend. If you're interested in that sort of thing, the description is below.
Current effects include:
To Install:
Extract DolphinFX to your Dolphin-> \Sys\Shaders folder. Then enable the shader in the OpenGL graphics options->enhancements->post-processing effect->DolphinFX.
Config Settings:
Backend->OpenGL->Configuration->Enhancements->Post-Processing Effect: select DolphinFX.
Then click of the 'config' button next to it. You can enable, and disable each effect independently from each other. Or disable/enable them all at once in the general tab. There are various options for each individual effect, that can all be adjusted in real-time, during gameplay. So, play around with the settings.
Link: DolphinFX 2.0
You can keep track of latest changes at GitHub
Current effects include:
- HQ FXAA 3.11
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- Bicubic Interpolation Scaling
- Lanzcos Interpolation Scaling
- Bilinear Texture Filtering
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- High Quality Blended Bloom
- HDR Scene Tone Mapping
- Colour Correction
- Gamma Correction Curve
- Filmic Cross Processing
- Local Contrast Enhancement
- Texture Unsharp Mask
- Pixel Vibrance Adjustment
- Px Cel Shading
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- Scanline Emulation
- Film Grain
- Vignette
- Subpixel Dithering
To Install:
Extract DolphinFX to your Dolphin-> \Sys\Shaders folder. Then enable the shader in the OpenGL graphics options->enhancements->post-processing effect->DolphinFX.
Config Settings:
Backend->OpenGL->Configuration->Enhancements->Post-Processing Effect: select DolphinFX.
Then click of the 'config' button next to it. You can enable, and disable each effect independently from each other. Or disable/enable them all at once in the general tab. There are various options for each individual effect, that can all be adjusted in real-time, during gameplay. So, play around with the settings.
Link: DolphinFX 2.0
You can keep track of latest changes at GitHub
Code:
Version History
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Updated to 2.00 - 14/11/2014
Too many changes to effectively list :p
Rewrote most effect logic.
Various additions, improvements, and optimizations.
Added support for the latest Dolphin builds, PP FW updates, and GUI functionality.
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Updated to 1.50 - 12/01/2014
FXAA: Improved Lod coverage.
FXAA: Fxaa should now produce no visible blurring whatsoever.
FXAA: Removed Fxaa debug option.
Texture Filtering: Added Bilinear filtering to the list of texture filtering options, for use.
BiCubic Filtering: Improved filtering quality
BiCubic Filtering: Added a strength param as an option, to adjust the overall level of texture filtering.
BiCubic Filtering: Added a cubic interpolation type to the interpolation options. Options are now (lightest, to strongest): CatMullRom, Bell, BSpline, Triangular, Cubic.
Blended Bloom: Some small improvements to the bloom blending output.
Blended Bloom: Added an option to directly control the level of blending to use in the bloom (BlendPower).
Gamma Correction: Implemented a new gamma correction curve to replace the pow function previously used, which I think yields nicer, more accurate results.
Colour Correction: Implemented a new curve for the pre tone mapping colour correction.
Scene Tonemapping: Rewrote alot of the tonemapping code.
Scene Tonemapping: Improved some colour conversion operations.
Scene Tonemapping: Added RGB colour curve options, for Red, Green, and Blue respectively.
Scene Tonemapping: Added filmic tonemapping operations, and a Filmic Tonemapping type, as a tonemap type to choose. The two types are now - Natural(default), and Filmic(cinematic style)
Contrast: Slightly Improved contrast curve type 1.
Texture Sharpening: Updated the texture sharpening. Fixed an oversight bug, and improved sharpen quality
Texture Sharpening: Added a new bicubic based sharpening type with highly improved edge detection. It's a little bit slower than the original though.
Cel Shading: Changed the cel edge thickness option from a bool, to float, to allow arbitrary edge thickness values.
Cel Shading: Improved some colour conversion operations.
Scanlines: Improved the scanlines output a bit.
Effects: Added Post-Complement Colour Grading, as an effect to choose.
Effects: Added Vignette as an effect to choose.
Effects: Added Subpixel Dithering as an effect to choose.
Generic: Overall general coding cleanup, and improvements
Generic: Updated effect options & descriptions.
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Updated to 1.40 - 14/12/2013
FXAA has now been completed.
-FXAA: now has accurate alpha calculations, the algorithm is now based on full alpha-based luma detection. Previously It would only output correctly in Dolphin, using the green component as luma.
-FXAA: added early exit pathing. [luma edge detection, and fullscreen anti aliasing].
-FXAA: due to the above alpha changes, subpixel detection is improved, you are now accurately able to use 0.0 FxaaSubpixMax to achieve a completely edge-only based anti aliasing, with no visible blurring whatsoever.
NFAA: updated & improved NFAA texture tapping, and samples, the settings have slightly altered because of this. (I'm considering just removing NFAA tbh. It's a bit redundant, and inferior to the HQ FXAA in general)
Gaussian Filtering: texture taps have been improved and slightly reworked, with slightly improved offsetting also.
Blended Bloom: slightly improved the bloom blend output.
-Blended Bloom: reworked BloomMixType 3. Mixing coefficients are now based on alpha values instead of the r component. produces better results.
-Blended Bloom: improved the blending power of the bloom glow, it now produces nicer results. new options are [0 or 1].
-Blended Bloom: added the option BloomLift, which adds the option of extra y axis offsetting to the bloom blend. Can increase the prominence of light reflecting on objects.
Texture Sharpening: Updated, and slighly improved the 9-tap sampling, and bias.
-Texture Sharpening: removed the option to use color for edge calculations. It wasn't working as well as I thought, and was inferior to luma detection.
Cel Shading: Toon shading has been completely rewritten, and is now called Cel Shading (not 100% accurate, as I don't have lighting, and depth info, but it's the best I can do with the limitations I have.). Using RGB & YUV luminance calculations with rounded blending of color components.
-Cel Shading: Improved Cel edge calculations, and output.
-Cel Shading: new options are as follows: EdgeStrength, EdgeFilter, EdgeThickness, PaletteType, UseYuvLuma, LumaConversion, ColorRounding. See in-shader documentation commenting for info on each.
Scanlines: updated, and improved scanlines a bit, also reworked, and added some new options.
Fixed some luminance, & clamping issues with various effects.
Removed the f suffix on floating point values.
Reordered the pseudo pass order of the main, for better merging of effects.
Various other small coding improvements.
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Updated to 1.30 - 30/11/2013
-Added a simple Scanline effect, as requested. For those who like that effect in 2D/sprite oriented games, etc.
-Slightly improved FXAA's edge detection, for better coverage. Also a small increase in performance.
-Slightly improved Gaussian filtering, & NFAA's Bilinear filtering.
-Texture Sharpening: added the option to use Luminance, or color based edge detection.
-Improved Bloom's output blend slightly.
-Updated options commenting a bit, again. Also included small postfix on AA, to indicate if the technique is better for 2D, or 3D.
-Various small coding improvements overall.
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Updated to 1.25 - 27/11/2013
-Added Gaussian-based fullscreen filtering, for testing.
-Added Pixel Vibrance adjustment.
-Small updates/improvements to existing effects.
-Various small coding improvements.
-Updated options section layout, and document commenting.
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Updated to 1.20 - 21/11/2013
-Replaced the LQ console FXAA with a superior high quality FXAA adapted from Timothy Lottes FXAA 3.11.
-Added FXAA quality preset options (lowQ, mediumQ, highQ, ultraQ) respectively. Making it easier for people to change the settings based on what they want.
-Some code cleaning & improvements.
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Updated to 1.15 - 20/11/2013
-Updated BiCubic FS filtering (I wasn't happy with the previous version, so I've changed it) - Added 4 different interpolation types: CatMullRom, BSpline, Triangular, Bell.
-Updated the two optional tone mapping types I added yesterday in the previous version. Again, because I didn't like the implementation. New types are: Natural, Cinematic, Vivid.
-Changed Bloom's blend power back to a default 1, and lowered Texture Sharpening's sharpening clamp to compensate.
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Updated to 1.10 - 19/11/2013
-Added Bicubic FS filtering effect.
-Added embedded Bilinear filtering options to both FXAA, & NFAA. disabled by default, can be enabled via options.
-Improved luminance calculations a bit.
-Improved tonemap calculations.
-Added 3 tone options (neutral, cool, warm).
-Small general coding improvements.
-Changed the default bloom BlendPower to 2, up from 1. Helpful feedback is appreciated.
-Removed forced extensions.
-Added Bicubic filter options.