Advertisement
Guest User

Untitled

a guest
Jun 24th, 2014
183
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.68 KB | None | 0 0
  1. /*-----------------------------------------------------------.
  2. / Description /
  3. '------------------------------------------------------------/
  4.  
  5. Game: Guild Wars 2
  6. SweetFX version: 1.4
  7. Author: S I X E S - Blackgate
  8. Description: HDR Vibrant, Dark & Gritty Realism
  9.  
  10.  
  11. /*-----------------------------------------------------------.
  12. / Choose effects /
  13. '-----------------------------------------------------------*/
  14.  
  15. // Set to 1 for ON or 0 for OFF
  16. #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  17. #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.
  18. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
  19. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)
  20. #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  21. #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  22. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  23. #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
  24. #define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
  25. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
  26. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
  27. #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  28. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  29. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
  30. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
  31. #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
  32. #define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
  33. #define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
  34. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  35.  
  36.  
  37. /*-----------------------------------------------------------.
  38. / SMAA Anti-aliasing settings /
  39. '-----------------------------------------------------------*/
  40.  
  41. #define SMAA_THRESHOLD 0.10 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
  42. #define SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges
  43. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  44. #define SMAA_CORNER_ROUNDING 25 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
  45.  
  46. // -- Advanced SMAA settings --
  47. #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  48. #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
  49. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  50.  
  51. /*-----------------------------------------------------------.
  52. / FXAA Anti-aliasing settings /
  53. '-----------------------------------------------------------*/
  54. #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
  55. #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
  56. #define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
  57. #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
  58.  
  59.  
  60. /*-----------------------------------------------------------.
  61. / Cartoon settings /
  62. '-----------------------------------------------------------*/
  63. #define CartoonPower 1.0 //[0.1 to 10.0] Amount of effect you want.
  64.  
  65.  
  66. /*-----------------------------------------------------------.
  67. / Advanced CRT settings /
  68. '----------------------------------------------------------*/
  69. #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
  70.  
  71. #define CRTResolution 1.2 //[1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  72. #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4)
  73. #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  74. #define CRTBrightness 1.0 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  75. #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  76. #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  77.  
  78. #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
  79. #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  80. #define CRTCornerSize 0.0010 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  81. #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  82. #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
  83. #define CRTAngleY -0.10 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  84. #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  85. #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  86.  
  87. /*-----------------------------------------------------------.
  88. / Bloom settings /
  89. '-----------------------------------------------------------*/
  90. #define BloomThreshold 25.00 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  91. #define BloomPower 1.000 //[0.000 to 8.000] Strength of the bloom
  92. #define BloomWidth 0.0500 //[0.0000 to 1.0000] Width of the bloom
  93.  
  94.  
  95. /*-----------------------------------------------------------.
  96. / HDR settings /
  97. '-----------------------------------------------------------*/
  98. #define HDRPower 1.20 //[0.00 to 8.00] Strangely lowering this makes the image brighter
  99. #define radius2 0.88 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  100.  
  101. /*-----------------------------------------------------------.
  102. / LumaSharpen settings /
  103. '-----------------------------------------------------------*/
  104. // -- Sharpening --
  105. #define sharp_strength 1.20 //[0.10 to 3.00] Strength of the sharpening
  106. #define sharp_clamp 0.050 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  107.  
  108. // -- Advanced sharpening settings --
  109. #define pattern 4 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  110. #define offset_bias 1.5 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  111. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  112.  
  113. // -- Debug sharpening settings --
  114. #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  115.  
  116.  
  117. /*-----------------------------------------------------------.
  118. / TECHNICOLOR settings /
  119. '-----------------------------------------------------------*/
  120. #define TechniAmount 0.4 //[0.00 to 1.00]
  121. #define TechniPower 4.0 //[0.00 to 8.00]
  122. #define redNegativeAmount 0.88 //[0.00 to 1.00]
  123. #define greenNegativeAmount 0.88 //[0.00 to 1.00]
  124. #define blueNegativeAmount 0.88 //[0.00 to 1.00]
  125.  
  126.  
  127. /*-----------------------------------------------------------.
  128. / Cineon DPX settings /
  129. '-----------------------------------------------------------*/
  130. #define Red 15.0 //[1.0 to 15.0]
  131. #define Green 15.0 //[1.0 to 15.0]
  132. #define Blue 15.0 //[1.0 to 15.0]
  133.  
  134. #define ColorGamma 2.2 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
  135. #define DPXSaturation 1.30 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  136.  
  137. #define RedC 0.36 //[0.60 to 0.20]
  138. #define GreenC 0.36 //[0.60 to 0.20]
  139. #define BlueC 0.36 //[0.60 to 0.20]
  140.  
  141. #define Blend 0.10 //[0.00 to 1.00] How strong the effect should be.
  142.  
  143.  
  144. /*-----------------------------------------------------------.
  145. / Monochrome settings /
  146. '-----------------------------------------------------------*/
  147. #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
  148.  
  149.  
  150. /*-----------------------------------------------------------.
  151. / Lift Gamma Gain settings /
  152. '-----------------------------------------------------------*/
  153. #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
  154. #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  155. #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  156.  
  157.  
  158. /*-----------------------------------------------------------.
  159. / Tonemap settings /
  160. '-----------------------------------------------------------*/
  161. #define Gamma 1.0 //[0.000 to 2.000] Adjust midtones
  162.  
  163. #define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure
  164.  
  165. #define Saturation 0.00 //[-1.000 to 1.000] Adjust saturation
  166.  
  167. #define Bleach 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors
  168.  
  169. #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
  170. #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  171.  
  172.  
  173. /*-----------------------------------------------------------.
  174. / Vibrance settings /
  175. '-----------------------------------------------------------*/
  176. #define Vibrance 0.02 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  177.  
  178.  
  179. /*-----------------------------------------------------------.
  180. / Curves settings /
  181. '-----------------------------------------------------------*/
  182. #define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
  183. #define Curves_contrast 0.25 //[-1.00 to 1.00] The amount of contrast you want
  184.  
  185. // -- Advanced curve settings --
  186. #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
  187. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  188. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
  189. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
  190. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
  191.  
  192. /*-----------------------------------------------------------.
  193. / Sepia settings /
  194. '-----------------------------------------------------------*/
  195. #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  196. #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
  197. #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image
  198.  
  199.  
  200. /*-----------------------------------------------------------.
  201. / Vignette settings /
  202. '-----------------------------------------------------------*/
  203. #define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
  204. #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
  205. #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  206. #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
  207. #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect.
  208.  
  209.  
  210. /*-----------------------------------------------------------.
  211. / Dither settings /
  212. '-----------------------------------------------------------*/
  213. #define dither_method 1 //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
  214.  
  215. //Note that the patterns used by Dither, makes an image harder to compress.
  216. //This can make your screenshots and video recordings take up more space.
  217.  
  218.  
  219. /*-----------------------------------------------------------.
  220. / Border settings /
  221. '-----------------------------------------------------------*/
  222. //No settings yet, beyond switching it on or off in the top section.
  223.  
  224.  
  225. /*-----------------------------------------------------------.
  226. / Splitscreen settings /
  227. '-----------------------------------------------------------*/
  228. #define splitscreen_mode 1 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement