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本帖最后由 上游之月 于 2025-9-8 11:22 编辑
转自n网:https://www.nexusmods.com/cronosthenewdawn/mods/13
Shader replacement fixing the black floor raise prevalent in the game, especially noticeable on OLED screens and in HDR.
着色器更换修复了游戏中普遍存在的黑色地板凸起,在 OLED 屏幕和 HDR 中尤其明显。
Bloober Team strikes again, with the exact same ambiguous choices they've made in Silent Hill 2 Remake.
Bloober Team 再次出击,做出了与他们在《寂静岭 2 重制版》中做出的完全相同的模棱两可的选择 。
The game has intentional, extreme black floor raise in many areas, if not everywhere. The root cause of this is the Shadow Color Offset in color grading settings. The setting simply adds a value to the final color of the pixel - meaning that any sort of positive offset will raise the black floor, causing any pixels that were zero, or close to zero, to be all raised up.
游戏在许多区域(如果不是所有地方)都有故意的、极端的黑色地板抬高。造成这种情况的根本原因是颜色分级设置中的阴影颜色偏移。该设置只是为像素的最终颜色添加一个值 - 这意味着任何类型的正偏移都会升高黑色地板,导致任何零或接近零的像素全部升高。
The offset value is usually small, but the result is very noticeable - and undesirable - on any OLED screen, whether in HDR or not, and result in an uniform haze all over your screen.
偏移值通常很小,但在任何 OLED 屏幕上,无论是否采用 HDR,结果都非常明显且不受欢迎,并导致整个屏幕出现均匀的雾霾。
This ReShade addon replaces the original shader containing the color grading function with a modified one that no longer uses the Shadow Color Offset value to straight up add an offset to shadows.
此 ReShade 插件将包含颜色分级功能的原始着色器替换为修改后的着色器,该着色器不再使用阴影颜色偏移值直接向阴影添加偏移。
We must keep in mind that the devs used the offset for a reason - likely because they considered those scenes to be too dark and wanted to brighten it up a bit.
我们必须记住,开发人员使用偏移量是有原因的——可能是因为他们认为这些场景太暗了,并想让它变亮一点。
The mod instead uses some color math wizardry by Pumbo that is beyond me, and it results in a similarly brighter image, but without the hazy uniform raise that we dislike to see on OLED.
相反,该模组使用了一些我无法理解的 Pumbo 的彩色数学魔法,它产生了类似更亮的图像,但没有我们不喜欢在 OLED 上看到的朦胧均匀的凸起。
The mod requires ReShade to replace the original shaders. It is not a post-process shader that lowers the black floor back down with a static value - the actual raise varies between areas, and some probably don't have any raise at all. It replaces the original shader with a modified one, fixing the root cause and preserving the original intent with a more OLED-friendly way. It does not crush blacks or make it harder to see things - if anything, it recovers the detail that was previously lost in the raised black floor. This could not have been done with a post process.
该模组需要 ReShade 来替换原始着色器。它不是一个使用静态值将黑色地板降低的后期处理着色器 - 实际的升高因区域而异,有些区域可能根本没有任何升高。它用修改后的着色器替换了原始着色器 ,以更友好的 OLED 方式解决根本原因并保留原始意图。它不会压碎黑色或使事物更难看清 - 如果有的话,它恢复了以前在凸起的黑色地板中丢失的细节。这是无法通过后期处理完成的。
The black floor now reaches pure 0. This mod fixes the additional, intentional raise done by the devs, without changing the mood of the game, given that the color of the "fog" is retained. You can now actually get scared and enjoy good contrast.
黑色地板现在达到纯 0。鉴于“雾”的颜色被保留,这个模组修复了开发人员所做的额外的、有意的提升 ,而不会改变游戏的情绪。您现在实际上可以感到害怕并享受良好的对比度。
Most importantly, the visibility of the levels is not impacted by this, given that adding a layer of fixed fog does not improve visibility, it simply makes everything murky (not the good kind of murky though, given that it's flat)..
最重要的是,关卡的可见性不受此影响 ,因为添加一层固定雾不会提高可见性,它只会使一切都变得浑浊(尽管不是那种好的浑浊,因为它是平坦的)。
Please keep in mind the comparison screenshots are tonemapped from HDR, and they're also pretty horribly compressed by Nexus which causes terrible color banding, so they're not really representative of the actual look - and will also look too dark with 2.2 gamma in SDR. The game in SDR will look brighter than these screenshots.
请记住,比较屏幕截图是从 HDR 调度的,而且它们也被 Nexus 压缩得非常糟糕,这会导致可怕的色带,因此它们并不能真正代表实际外观 - 并且在 SDR 中使用 2.2 gamma 也会显得太暗。SDR 中的游戏看起来会比这些屏幕截图更亮。
The mod works both in HDR and SDR, and fixes the issue in both modes. You'll see a much bigger difference on an OLED screen, however.
该模组适用于 HDR 和 SDR,并在两种模式下都解决了该问题。然而,您会在 OLED 屏幕上看到更大的差异。
The addon, unlike the one I made for Silent Hill 2, does not include a fix for the UI shaders causing the game to ghost horribly with DLSS Frame Generation, because it's already been merged into Unreal Engine 5.5.
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