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BioShock 2 SweetFX 1.4 settings

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Oct 7th, 2013
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  1. /*******************************************
  2. *
  3. * This file has been generated by RadeonPro
  4. * from a user defined profile
  5. *
  6. * http://www.radeonpro.info
  7. *
  8. *******************************************/
  9.  
  10. #define USE_SMAA_ANTIALIASING 1
  11. #define USE_LUMASHARPEN 0
  12. #define USE_BLOOM 0
  13. #define USE_HDR 0
  14. #define USE_TECHNICOLOR 0
  15. #define USE_DPX 0
  16. #define USE_LIFTGAMMAGAIN 0
  17. #define USE_TONEMAP 1
  18. #define USE_VIBRANCE 1
  19. #define USE_CURVES 1
  20. #define USE_SEPIA 0
  21. #define USE_VIGNETTE 0
  22. #define USE_DITHER 1
  23. #define USE_SPLITSCREEN 0
  24. #define USE_CARTOON 0
  25. #define USE_ADVANCED_CRT 0
  26. #define USE_MONOCHROME 0
  27.  
  28. /*
  29. LumaSharpen settings
  30. */
  31.  
  32. #define sharp_strength 0.50 // [0.10 to 3.00] Strength of the sharpening
  33. #define sharp_clamp 0.064 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  34. #define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  35. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  36. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  37.  
  38. /*
  39. Bloom settings
  40. */
  41.  
  42. #define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  43. #define BloomPower 1.446 // [0.000 to 8.000] Strength of the bloom
  44. #define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom
  45.  
  46. /*
  47. HDR settings
  48. */
  49.  
  50. #define HDRPower 1.30 // [0.00 to 8.00] Strangely lowering this makes the image brighter
  51. #define radius2 0.87 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  52.  
  53. /*
  54. Technicolor settings
  55. */
  56.  
  57. #define TechniAmount 0.11 // [0.00 to 1.00]
  58. #define TechniPower 2.8 // [0.00 to 8.00]
  59. #define redNegativeAmount 0.88 // [0.00 to 1.00]
  60. #define greenNegativeAmount 0.88 // [0.00 to 1.00]
  61. #define blueNegativeAmount 0.88 // [0.00 to 1.00]
  62.  
  63. /*
  64. Cineon DPX settings
  65. */
  66.  
  67. #define Red 8.0 // [1.0 to 15.0]
  68. #define Green 8.0 // [1.0 to 15.0]
  69. #define Blue 8.0 // [1.0 to 15.0]
  70. #define ColorGamma 2.5 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
  71. #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  72. #define RedC 0.36 // [0.60 to 0.20]
  73. #define GreenC 0.36 // [0.60 to 0.20]
  74. #define BlueC 0.34 // [0.60 to 0.20]
  75. #define Blend 0.2 // [0.00 to 1.00] How strong the effect should be.
  76.  
  77. /*
  78. Lift Gamma Gain settings
  79. */
  80.  
  81. #define RGB_Lift float3(1.000,1.000,1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
  82. #define RGB_Gamma float3(1.000,1.000,1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
  83. #define RGB_Gain float3(1.000,1.000,1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
  84.  
  85. /*
  86. Tonemap settings
  87. */
  88.  
  89. #define Gamma 1.0 // [0.000 to 2.000] Adjust midtones
  90. #define Exposure 0.00 // [-1.000 to 1.000] Adjust exposure
  91. #define Saturation 0.29 // [-1.000 to 1.000] Adjust saturation
  92. #define Bleach 0.00 // [0.000 to 1.000] Brightens the shadows and fades the colors
  93. #define Defog 0.113 // [0.000 to 1.000] How much of the color tint to remove
  94. #define FogColor float3(0.00,0.00,0.00) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  95.  
  96. /*
  97. Vibrance settings
  98. */
  99.  
  100. #define Vibrance 0.15 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  101.  
  102. /*
  103. Curves settings
  104. */
  105.  
  106. #define Curves_contrast 0.49 // [-1.00 to 1.00] The amount of contrast you want
  107. #define Curves_formula 7 // [1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
  108.  
  109. /*
  110. Sepia settings
  111. */
  112.  
  113. #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
  114. #define GreyPower 0.11 // [0.00 to 1.00] How much desaturate the image before tinting it
  115. #define SepiaPower 0.58 // [0.00 to 1.00] How much to tint the image
  116.  
  117. /*
  118. Vignette settings
  119. */
  120.  
  121. #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
  122. #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  123. #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)
  124. #define VignetteCenter float2(0.500,0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect.
  125.  
  126. /*
  127. Dither settings
  128. */
  129.  
  130.  
  131. /*
  132. Splitscreen settings
  133. */
  134.  
  135. #define splitscreen_mode 3 // [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
  136.  
  137. /*
  138. Cartoon settings
  139. */
  140.  
  141. #define CartoonPower 1.0 // [0.1 to 10.0] Amount of effect you want.
  142.  
  143. /*
  144. Advanced CRT settings
  145. */
  146.  
  147. #define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
  148. #define CRTResolution 1.2 // [1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  149. #define CRTgamma 2.4 // [0.0 to 4.0] Gamma of simulated CRT (default 2.4)
  150. #define CRTmonitorgamma 2.2 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  151. #define CRTBrightness 1.0 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  152. #define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  153. #define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  154. #define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
  155. #define CRTCurvatureRadius 1.5 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  156. #define CRTCornerSize 0.0010 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  157. #define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  158. #define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
  159. #define CRTAngleY -0.10 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  160. #define CRTOverScan 1.01 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  161. #define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  162.  
  163. /*
  164. Monochrome settings
  165. */
  166.  
  167. #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)
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