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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 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
  7. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm
  8.  
  9. working on fixing that.
  10. #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively
  11.  
  12. high performance cost)
  13. #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high
  14.  
  15. performance cost)
  16. #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor
  17.  
  18. three-strip color process (Techicolor Process 4)
  19. #define USE_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon -
  20.  
  21. basically it's another movie-like look similar to technicolor.
  22. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
  23.  
  24. (avoids clipping)
  25. #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  26. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the
  27.  
  28. 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
  32.  
  33. a camera lens. May cause banding artifacts.
  34. #define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display.
  35.  
  36. This lessens banding artifacts (mostly caused by Vignette)
  37. #define USE_SPLITSCREEN 1 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  38.  
  39.  
  40. /*-----------------------------------------------------------.
  41. / SMAA Anti-aliasing settings /
  42. '-----------------------------------------------------------*/
  43.  
  44. #define SMAA_THRESHOLD 0.12 // [0.05 to 0.20] Edge detection threshold
  45. #define SMAA_MAX_SEARCH_STEPS 98 // [0 to 98] Determines the radius SMAA will search for aliased edges
  46. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  47. #define SMAA_CORNER_ROUNDING 100 // [0 to 100] Determines the percent of antialiasing to apply to corners.
  48.  
  49. // -- Advanced SMAA settings --
  50. #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses
  51.  
  52. luma edge detection (faster)
  53. #define SMAA_DIRECTX9_LINEAR_BLEND 1 // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to
  54.  
  55. be 1 - If not, leave it at 0.
  56.  
  57.  
  58. /*-----------------------------------------------------------.
  59. / LumaSharpen settings /
  60. '-----------------------------------------------------------*/
  61. // -- Sharpening --
  62. #define sharp_strength 0.60 // [0.10 to 3.00] Strength of the sharpening
  63. #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  64.  
  65. // -- Advanced sharpening settings --
  66. #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  67. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  68. // I designed the pattern for offset_bias 1.0, but feel free to experiment.
  69.  
  70. // -- Debug sharpening settings --
  71. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  72.  
  73.  
  74. /*-----------------------------------------------------------.
  75. / Bloom settings /
  76. '-----------------------------------------------------------*/
  77. #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  78. #define BloomPower 1.446 //[0.0000 to 8.0000] Strength of the bloom
  79. #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
  80.  
  81.  
  82. /*-----------------------------------------------------------.
  83. / HDR settings /
  84. '-----------------------------------------------------------*/
  85. #define HDRPower 1.30 //[0.0 to 8.0] Strangely lowering this makes the image brighter
  86. #define radius2 0.87 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
  87.  
  88.  
  89. /*-----------------------------------------------------------.
  90. / TECHNICOLOR settings /
  91. '-----------------------------------------------------------*/
  92. #define TechniAmount 0.11 //[0.0 to 1.0]
  93. #define TechniPower 2.8 //[0.0 to 8.0]
  94. #define redNegativeAmount 0.88 //[0.0 to 1.0]
  95. #define greenNegativeAmount 0.88 //[0.0 to 1.0]
  96. #define blueNegativeAmount 0.88 //[0.0 to 1.0]
  97.  
  98.  
  99. /*-----------------------------------------------------------.
  100. / Cineon DPX settings /
  101. '-----------------------------------------------------------*/
  102. #define Red 8.0 //[1.0 to 15.0]
  103. #define Green 8.0 //[1.0 to 15.0]
  104. #define Blue 8.0 //[1.0 to 15.0]
  105.  
  106. #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is
  107.  
  108. neutral.
  109. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  110.  
  111. #define RedC 0.36 //[0.6 to 0.2]
  112. #define GreenC 0.36 //[0.6 to 0.2]
  113. #define BlueC 0.34 //[0.6 to 0.2]
  114.  
  115. #define Blend 0.2 //[0.0 to 0.1] How strong the effect should be.
  116.  
  117.  
  118. /*-----------------------------------------------------------.
  119. / Lift Gamma Gain settings /
  120. '-----------------------------------------------------------*/
  121. #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
  122. #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  123. #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  124.  
  125.  
  126. /*-----------------------------------------------------------.
  127. / Tonemap settings /
  128. '-----------------------------------------------------------*/
  129. #define Gamma 1.0 //[0.00 to 2.00] Adjust midtones
  130.  
  131. #define Exposure 0.00 //[-1.00 to 1.00] Adjust exposure
  132.  
  133. #define Saturation 0.00 //[-1.00 to 1.00] Adjust saturation
  134.  
  135. #define Bleach 0.00 //[0.00 to 1.00] Brightens the shadows and fades the colors
  136.  
  137. #define Defog 0.000 //[0.00 to 1.00] How much of the color tint to remove
  138. #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is
  139.  
  140. blue
  141.  
  142.  
  143. /*-----------------------------------------------------------.
  144. / Vibrance settings /
  145. '-----------------------------------------------------------*/
  146. #define Vibrance 0.20 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels
  147.  
  148. depending on their original saturation.
  149.  
  150.  
  151. /*-----------------------------------------------------------.
  152. / Curves settings /
  153. '-----------------------------------------------------------*/
  154. #define Curves_contrast 0.30 //[-1.0 to 1.0] The amount of contrast you want
  155.  
  156. // -- Advanced curve settings --
  157. #define Curves_formula 7 //[1|2|3|4|5|6|7] The constrast s-curve you want to use.
  158.  
  159.  
  160. /*-----------------------------------------------------------.
  161. / Sepia settings /
  162. '-----------------------------------------------------------*/
  163. #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
  164. #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it
  165. #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image
  166.  
  167.  
  168.  
  169. /*-----------------------------------------------------------.
  170. / Vignette settings /
  171. '-----------------------------------------------------------*/
  172. #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
  173. #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  174. #define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd
  175.  
  176. numbers cause a larger fps drop than even numbers)
  177. #define VignetteCenter float2(0.500, 0.500) //[0.00 to 1.00] Center of effect.
  178.  
  179.  
  180. /*-----------------------------------------------------------.
  181. / Dither settings /
  182. '-----------------------------------------------------------*/
  183. //No settings yet, beyond switching it on or off in the top section.
  184.  
  185. //Note that the checkerboard pattern used by Dither, makes an image harder to compress.
  186. //This can make your screenshots and video recordings take up more space.
  187.  
  188.  
  189. /*-----------------------------------------------------------.
  190. / Splitscreen settings /
  191. '-----------------------------------------------------------*/
  192. #define splitscreen_mode 2 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled
  193.  
  194. split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
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