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  1. /*-----------------------------------------------------------.
  2. / Choose effects /
  3. '-----------------------------------------------------------*/
  4.  
  5. // Set to 1 for ON or 0 for OFF
  6. #define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  7. #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
  8. #define USE_CA 0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
  9. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  10. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
  11. #define USE_LEVELS 0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
  12. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
  13. #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  14. #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  15. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  16. #define USE_GAUSSIAN 0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
  17. #define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect
  18. #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)
  19. #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.
  20. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
  21. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
  22. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  23. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  24. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
  25. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
  26. #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.
  27. #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
  28. #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.
  29. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  30.  
  31. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
  32.  
  33. /*-----------------------------------------------------------.
  34. / SMAA Anti-aliasing settings /
  35. '-----------------------------------------------------------*/
  36.  
  37. #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.
  38. #define SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges
  39. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  40. #define SMAA_CORNER_ROUNDING 0 //[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.
  41.  
  42. // -- Advanced SMAA settings --
  43. #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  44. #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.
  45. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  46.  
  47.  
  48. /*-----------------------------------------------------------.
  49. / FXAA Anti-aliasing settings /
  50. '-----------------------------------------------------------*/
  51. #define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
  52. #define fxaa_Subpix 0.1 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
  53. #define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
  54. #define fxaa_EdgeThresholdMin 0.3 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
  55.  
  56. /*-----------------------------------------------------------.
  57. / Chromatic aberration /
  58. '-----------------------------------------------------------*/
  59. #define outfocus 0.016 //[0.00 to 1.000] How strong the effect should be.
  60.  
  61.  
  62. /*-----------------------------------------------------------.
  63. / Explosion settings /
  64. '-----------------------------------------------------------*/
  65. #define Explosion_Radius 1.0 //[0.2 to 100.0] Amount of effect you want.
  66.  
  67.  
  68. /*-----------------------------------------------------------.
  69. / Cartoon settings /
  70. '-----------------------------------------------------------*/
  71. #define CartoonPower 0.05 //[0.1 to 10.0] Amount of effect you want.
  72. #define CartoonEdgeSlope 6.0 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
  73.  
  74.  
  75. /*----------------------------------------------------------.
  76. / Levels settings /
  77. '----------------------------------------------------------*/
  78.  
  79. #define Levels_black_point 10 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  80. #define Levels_white_point 255 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  81.  
  82. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
  83.  
  84.  
  85. /*----------------------------------------------------------.
  86. / Advanced CRT settings /
  87. '----------------------------------------------------------*/
  88. #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
  89.  
  90. #define CRTResolution 1.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  91. #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
  92. #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  93. #define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  94. #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  95. #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  96.  
  97. #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
  98. #define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  99. #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  100. #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  101. #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
  102. #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  103. #define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  104. #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  105.  
  106.  
  107. /*-----------------------------------------------------------.
  108. / Bloom settings /
  109. '-----------------------------------------------------------*/
  110. #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  111. #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
  112. #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
  113.  
  114.  
  115. /*-----------------------------------------------------------.
  116. / HDR settings /
  117. '-----------------------------------------------------------*/
  118. #define HDRPower 1.20 //[0.00 to 8.00] Strangely lowering this makes the image brighter
  119. #define radius2 0.75 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  120.  
  121.  
  122. /*-----------------------------------------------------------.
  123. / LumaSharpen settings /
  124. '-----------------------------------------------------------*/
  125. // -- Sharpening --
  126. #define sharp_strength 0.50 //[0.10 to 3.00] Strength of the sharpening
  127. #define sharp_clamp 0.35 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  128.  
  129. // -- Advanced sharpening settings --
  130. #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  131. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  132. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  133.  
  134. // -- Debug sharpening settings --
  135. #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  136.  
  137.  
  138. /*-----------------------------------------------------------.
  139. / Gaussian Blur settings /
  140. '-----------------------------------------------------------*/
  141. #define GaussEffect 2 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
  142. #define GaussQuality 3 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
  143. #define GaussSigma 2 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
  144. #define GaussBloomWarmth 1 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
  145. #define GaussThreshold 0.73 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
  146. #define GaussExposure 31.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
  147. #define GaussStrength 0.013 //[0.00 to 1.00] Amount of effect blended into the final image
  148.  
  149.  
  150. /*-----------------------------------------------------------.
  151. / Film grain settings /
  152. '-----------------------------------------------------------*/
  153. #define FilmGrainIntensity 0.45 //[0.00 to 1.00] Intensity of grain. Default is 0.46
  154. #define FilmGrainExposure 42 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
  155. #define FilmGrainSize 6 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)
  156.  
  157.  
  158. /*-----------------------------------------------------------.
  159. / TECHNICOLOR settings /
  160. '-----------------------------------------------------------*/
  161. #define TechniAmount 0.46 //[0.00 to 1.00]
  162. #define TechniPower 4.0 //[0.00 to 8.00]
  163. #define redNegativeAmount 0.74 //[0.00 to 1.00]
  164. #define greenNegativeAmount 0.83 //[0.00 to 1.00]
  165. #define blueNegativeAmount 0.9 //[0.00 to 1.00]
  166.  
  167.  
  168. /*-----------------------------------------------------------.
  169. / Cineon DPX settings /
  170. '-----------------------------------------------------------*/
  171. #define Red 9.0 //[1.0 to 15.0]
  172. #define Green 9.0 //[1.0 to 15.0]
  173. #define Blue 9.0 //[1.0 to 15.0]
  174.  
  175. #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.
  176. #define DPXSaturation 2.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  177.  
  178. #define RedC 0.34 //[0.60 to 0.20]
  179. #define GreenC 0.34 //[0.60 to 0.20]
  180. #define BlueC 0.34 //[0.60 to 0.20]
  181.  
  182. #define Blend 0.02 //[0.00 to 1.00] How strong the effect should be
  183.  
  184.  
  185. /*-----------------------------------------------------------.
  186. / Monochrome settings /
  187. '-----------------------------------------------------------*/
  188. #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)
  189.  
  190.  
  191. /*-----------------------------------------------------------.
  192. / Lift Gamma Gain settings /
  193. '-----------------------------------------------------------*/
  194. #define RGB_Lift float3(1, 1, 1) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
  195. #define RGB_Gamma float3(1, 1, 1) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  196. #define RGB_Gain float3(1.2, 1.2, 1.2) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  197.  
  198. /*-----------------------------------------------------------.
  199. / Tonemap settings /
  200. '-----------------------------------------------------------*/
  201. #define Gamma 1 //[0.000 to 2.000] Adjust midtones
  202. #define Exposure 0.1 //[-1.000 to 1.000] Adjust exposure
  203. #define Saturation 0.05 //[-1.000 to 1.000] Adjust saturation
  204. #define Bleach 0.0 //[0.000 to 1.000] Brightens the shadows and fades the colors
  205. #define Defog 0.0 //[0.000 to 1.000] How much of the color tint to remove
  206. #define FogColor float3(0.00, 0.20, 0.20) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  207.  
  208.  
  209. /*-----------------------------------------------------------.
  210. / Vibrance settings /
  211. '-----------------------------------------------------------*/
  212. #define Vibrance .10 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  213. #define Vibrance_RGB_balance float3(1.00, 1.00, 0.80) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
  214.  
  215.  
  216. /*-----------------------------------------------------------.
  217. / Curves settings /
  218. '-----------------------------------------------------------*/
  219. #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)
  220. #define Curves_contrast 0.2 //[-1.00 to 1.00] The amount of contrast you want
  221.  
  222. // -- Advanced curve settings --
  223. #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
  224. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  225. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
  226. //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.
  227. //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.
  228.  
  229.  
  230. /*-----------------------------------------------------------.
  231. / Sepia settings /
  232. '-----------------------------------------------------------*/
  233. #define ColorTone float3(1.1, 1.0, 1.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  234. #define GreyPower 0.40 //[0.00 to 1.00] How much desaturate the image before tinting it
  235. #define SepiaPower 0.40 //[0.00 to 1.00] How much to tint the image
  236.  
  237.  
  238. /*-----------------------------------------------------------.
  239. / Vignette settings /
  240. '-----------------------------------------------------------*/
  241. #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
  242. #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.
  243. #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
  244. #define VignetteAmount -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  245. #define VignetteSlope 6 //[2 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)
  246. #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
  247.  
  248.  
  249. /*-----------------------------------------------------------.
  250. / Dither settings /
  251. '-----------------------------------------------------------*/
  252. #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  253.  
  254. //Note that the patterns used by Dither, makes an image harder to compress.
  255. //This can make your screenshots and video recordings take up more space.
  256.  
  257.  
  258. /*-----------------------------------------------------------.
  259. / Border settings /
  260. '-----------------------------------------------------------*/
  261. #define border_width float2(1,1) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
  262. #define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
  263.  
  264. /*-----------------------------------------------------------.
  265. / Splitscreen settings /
  266. '-----------------------------------------------------------*/
  267. #define splitscreen_mode 1 //[1|2|3|4|5|6] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split,
  268. // 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
  269.  
  270. /*-----------------------------------------------------------.
  271. / Key settings /
  272. '-----------------------------------------------------------*/
  273. // This is the section where you can define your own key mapping
  274. // See the following URL to find out what keycode a key has:
  275. // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
  276.  
  277. // key_toggle_sweetfx = 145
  278. // key_screenshot = 44
  279. // key_reload_sweetfx = 19
  280.  
  281.  
  282. /*-----------------------------------------------------------.
  283. / Misc settings /
  284. '-----------------------------------------------------------*/
  285. // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
  286. // If the external wrapper is already named d3d9.dll, rename it into
  287. // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
  288.  
  289. // external_d3d9_wrapper = none
  290. // external_dxgi_wrapper = none
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