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ZOA shader settings.txt

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Mar 22nd, 2013
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  1. //////////////////////////////////////////////////////////////////
  2. // Dynamic Shaders 1.1 - Extreme Preset - By Meltac, Kingo64, Sky4CE, JJ Walker
  3. #ifndef SSM_Mount
  4. #define SSM_Mount
  5. //////////////////////////////////////////////////////////////////
  6. //Feature Enable/Disable: Comment a feature (Add the //) to disable, or uncomment (Remove the //) to enable.
  7. //////////////////////////////////////////////////////////////////
  8. // Comments with a '#' are Kingo64's notes
  9. //////////////////////////////////////////////////////////////////
  10.  
  11. //World effects
  12. #define DEPTH_OF_FIELD // Enables Depth Of Field # Blurs objects in the distance
  13. #define PARALLAX_OCCLUSION // Enables Parallax Occlusion Mapping # Makes surfaces look bumpy and 3d at the cost of fps. Worth it
  14. #define SSAO // Enables Screen Space Ambient Occlusion # Looks good if you are stuck on Object Dynamic Lighting
  15. #define SUN_SHAFTS // Enables Sun Shafts (god rays) # Only noticable on Full Dynamic Lighting, looks very nice but causes poor performance on some computers. Also makes the environment much brighter and natural.
  16. //#define USE_SJITTER // Uses shadow jittering, a modern method of smoothing out shadow edges. Applies to flashlight, and to world if SUN_FILTER is enabled.
  17. #define USE_SUNMASK // Enables sun shadow masking # Seems to be the line that produces shadows based on sun orientation. I am not sure if F32 needs or it should avoid it
  18.  
  19. //Screen Space effects
  20. #define USE_MBLUR // Enables Motion Blur # This forces Motion Blur on like -mblur. Adjust the blur amount with MBLUR_COEF later in this script.
  21. #define IMPROVED_MBLUR // Use distance-depending Motion Blur - Adjust START_DIST and FINAL_DIST to your needs.
  22. //#define SKY4CE_MBLUR // # Seems to break Motion Blur and Anti-Aliasing altogether
  23. //#define SATURATION_FILTER // Enables Saturation Filter, giving a grey like appearance to areas which are "unsafe".
  24. #define FORCED_SATURATION_FILTER // Meltac: Forces the above saturation filter in cases in which it does not work.
  25. #define CONTRAST_FILTER // Enables Contrast Filter, giving a grey like appearance to areas which are "unsafe".
  26.  
  27.  
  28. //Other
  29. //#define USE_F32 // Enables Float32 mod. Breaks saturation and contrast filters. # If you are using Panoramic Mod 2.1 FINAL from Argus make sure you have a // at the start of this line
  30. //#define USE_F32_FOG // Enables Float32 style fog. Requires Float32 to be enabled.
  31. #define CUSTOM_SHADOW_RESOLUTION int(4096) // Use a custom shadow size. Default is 1024 (1024x1024).
  32.  
  33.  
  34. //////////////////////////////////////////////////////////////
  35. //Depth Of Field - By Meltac, Sky4ce
  36. //////////////////////////////////////////////////////////////
  37.  
  38. //Basic options:
  39. #define DOF_QUALITY float(12) //Amount of DOF samples. Maximum value is 12.
  40.  
  41. //Distance Options:
  42. #define MINDIST float(15.0) // Minimum distance DOF starts. Default is 0.4. // TWILIGHT KET USES 15
  43. #define MAXDIST float(275) // Distance at which DOF stops rendering. Default is 375
  44. #define MAXCOF float(2.5) // Blur amount - if using DDOF, this should not differ too much from DDOF_MAXCOF (I use same value)
  45.  
  46. //
  47. // Meltac: Near Field DOF, Zoom DOF, and Dynamic DOF
  48. //
  49. // Blur algorithm - Classic blur by Sky4ce (faster), or linear gaussian blur by Meltac (slower but smoother/better quality)
  50. //#define DOF_CLASSIC // Use classic blur algorithm; if disabled, use gaussian blur algorithm (=default).
  51. //#define DOF_CLASSIC_ZOOM // Same as above but for zoom mode
  52. #define DOF_CORRECTION float (2.0) // Factor to equalize the amount of gaussian to classic blur. Default is 2.0.
  53.  
  54. // Oversampling for better quality (not really improving much, but making game startup slower - use at your own risk)
  55. #define DOF_OVERSAMPLING int(1) // oversampling ratio. Default is 1.
  56.  
  57. // Near Field DOF (see also Dynamic DOF, because the effects are interfering!)
  58. #define MAXNEAR float(0.5) // Distance at which Near Field DOF starts. Default is 0.7. Larger values will blur your weapon more, and not only its near part.
  59. #define MINNEAR float(0.2) // Distance at which Near Field DOF stops. Default is 0.0
  60. #define MAXCOF_NEAR float(7.0) // Near Field blur amount. Interferes heavily with DDOF. Default is value 7.0 without, 15.0 with DDOF.
  61.  
  62. // Zoom DOF
  63. //#define ZOOM_PERIBLUR // Enable/disable peripheral blur in zoom/aim mode.
  64. #define ZOOM_DDOF // Enable/disable dynamic DOF in zoom/aim mode.
  65. #define ZOOM_CENTER float2(0.500001f,0.497f) // Screen center measuring point for zoom DOF calculation. Modify this value if center is blurred while zooming.
  66. #define ZOOM_FOV float (75.5) // Field of View (FOV) angle at which zoom/aim mode is considered to be active. Do not change this value by default.
  67. #define ZOOM_MINDIST float(25.0) // Minimum distance (radius) from screen center where DOF starts.
  68. #define ZOOM_MAXDIST float(260.0) // Distance radius from screen center at which DOF stops rendering (beyond that value - full blur).
  69. #define ZOOM_MAXCOF float(70.0) // Blur amount at the screen border while zooming.
  70. #define ZOOM_FACTOR float(10.0) // The stepness of the blur amount raising from center to border. Good values are 10-12.
  71. #define ZOOM_BARRIER float (20.0) // (DEBUG) Distance from the screen center at which blurring starts, in relative pixels.
  72.  
  73. // Dynamic DOF (caution: interferes with near field DOF)
  74. #define DDOF // Enable/disable Dynamic DOF (blurring coefficient is DDOF_MAXCOF)
  75. #define DDOF_CENTER float2(0.500001f,0.500001f) // Screen center measuring point for dynamic DOF calculation. Do not change this value by default.
  76. #define DDOF_MINDIST_ADD float(0.7) // Added to focus distance, at this distance begins blurring
  77. #define DDOF_MAXDIST_FACTOR float(4.0) // Mindist * factor = maxdist
  78. #define DDOF_MINDIST float(1.5) // Minimum focus distance where DDOF starts rendering. Was 1.5 or 3.5
  79. #define DDOF_MAXDIST float(7.0) // Focus distance at which DDOF start to fade/decrease blur.
  80. #define DDOF_MAXBARRIER float(15.0) // Focus distance at which DDOF stops rendering. Beyond this focus distance, no DDOF, only regular (distance) DOF
  81. #define DDOF_MINBARRIER float (4.0) // Focus distance that makes the upper barrier for near field DDOF.
  82. #define DDOF_MAXCOF float(3.5) // DDOF distance blur factor - good balanced is value 2.0 - 5.0 - see also MAXCOF
  83. #define DDOF_MAXCOF_NEAR float (2.5) // DDOF near field blur factor
  84.  
  85. // Debug only - do not use in production environment
  86. //#define DDOF_DEBUG
  87.  
  88.  
  89. //////////////////////////////////////////////////////////////
  90. //Adaptive Nightvision Scopes - By Meltac
  91. //////////////////////////////////////////////////////////////
  92.  
  93. // Basic options:
  94. #define NV // Enables adaptive night vision
  95. #define NV_RADIUS float(0.5) // Radius of the night vision effect (1.0 = entire screen, use 0.5 for vanilla, 0.21 for gnomus scopes)
  96. #define NV_SCREENRATIO float(0.625) // Screen Ratio; use 0.75 for 4:3 (normalscreen) and 0.625 for 16:10 (widescreen) resolution
  97. #define NV_FULLSCREEN // Enables/disables night vision in fullscreen mode (e.g. when using binoculars)
  98.  
  99. // Adaptive light amplification options:
  100. #define NV_AMP float(4.0) // Light amplification factor. Good values are 2.0 to 4.0
  101. #define NV_RED float(0.1) // Red color bias
  102. #define NV_CONTRAST float(0.9) // Contrast
  103. #define NV_BRIGHTNESS float(0.10) // Base brightness
  104. #define NV_MINBRIGHT float(0.8) // Minimal brightness correction for light adaption
  105. #define NV_MAXBRIGHT float(2.5) // Maximal brightness correction for light adaption. Balanced: 2.5, High > 3.0
  106.  
  107. // Additional scope zoom options:
  108. //#define NV_ZOOM float(1.5) // Additional zoom/magnification when using scope. Lowers resolution. A good balanced value is 1.5. Comment this value out if you don't want additional scope zoom.
  109. #define NV_BIAS float(0.25) // Zoom bias applied towards periphery of zoomed scope. Set 0 for no bias.
  110.  
  111.  
  112. /////////////////////////////////////////////////////////////////////////////////////////////////////
  113. //Anti-Aliasing (does not really work well, use at your own risk; at the moment, non-zoom mode only)
  114. /////////////////////////////////////////////////////////////////////////////////////////////////////
  115.  
  116. // Basic options:
  117. //#define AA // Enables Anti-Aliasing
  118. #define AA_KERNEL float(0.7) // PS: 0.5
  119.  
  120. #define AA_BARRIER_X float(0.900000)
  121. #define AA_BARRIER_Y float(0.500000)
  122. #define AA_BARRIER_Z float(0.000000)
  123.  
  124. #define AA_WEIGHTS_X float(0.250000)
  125. #define AA_WEIGHTS_Y float(0.250000)
  126. #define AA_WEIGHTS_Z float(0.000000)
  127.  
  128.  
  129. //////////////////////////////////////////////////////////////
  130. //Parallax Occlusion Mapping
  131. //////////////////////////////////////////////////////////////
  132.  
  133. //Basic Options:
  134. #define MAX_SAMPLES int(40) //Maximum amount of samples done to a texture.
  135. #define MIN_SAMPLES int(4) //Minimum amount of samples done to a texture.
  136. #define PARALLAX_OFFSET float(0.015) //Height of surface per sample.
  137. #define FINAL_INTERSECTION_LOOPS int(5) //Amount of additional samples to increase accuracy.
  138.  
  139. //Performance Options:
  140. //#define PARALLAX_FADE //Parllax textures fade back to regular normals with distance; increases FPS and fixes anisotropic filtering. #Disabling this strangely gave me a much higher FPS.
  141. #define START_FADE float(0.0003) //Distance the fading starts
  142. #define STOP_FADE float(0.0004) //Distance the fading stops, and the texture returns to just using normals.
  143.  
  144. //Other Options:
  145. //#define USE_TEXTURE_PACK //Uses height maps built into texture files, rather than self generating them. Requires special textures (81mb) # Put a // at the start of this line if you are running low on RAM or get 'Out of Memory' errors. Also it may cause other problems such as disabling the feature altogether
  146. //#define CORRECT_PERSPECTIVE //WARNING!!! artifacts will appear if defined
  147. #define CONTRAST_COEF_Q1 float(0.6) //Amount of contrast in calculations.
  148. #define CONTRAST_COEF_Q2 float(1) //Amount of contrast in calculations.
  149. #define BRIGHTNESS_COEF float(0.25) //Amount of brightness in calculations.
  150.  
  151. //////////////////////////////////////////////////////////////
  152. //Screen Space Ambient Occlusion
  153. //////////////////////////////////////////////////////////////
  154.  
  155. //Basic options:
  156. #define SSAO_QUALITY int(2) //Amount of SSAO samples. Use 2 for low quality and 3 for high quality. 0 and 1 are invalid. #The only noticable difference is the framerate :P
  157. #define SSAO_TEX_CONT //Increase texture contrast for diffuse lighting # This line makes SSAO much darker. If it is too dark add a // to the start of the line or increase the value on the line below.
  158. #define CONT_COEF float(0.3) //Brightness increase amount
  159.  
  160. //Only for testing.
  161. #define FADE_DIST float(4)
  162. #define FADE_COEF float(0.2)
  163.  
  164. //////////////////////////////////////////////////////////////
  165. //Sun Shafts
  166. //////////////////////////////////////////////////////////////
  167.  
  168. //Basic options:
  169. #define RAY_SAMPLES int(12) //Amount of sun ray samples. The higher this is, the better the quality and the lower your framerate.
  170. #define SS_INTENSITY float(1.5) // intesity of sun shafts
  171.  
  172. //Only for testing.
  173. #define SS_CONTRAST float(4) //Amount of contrast during sunray calculation.
  174. // #define SS_FARNEARLERP // # Seemed to give me more FPS but caused massive sun errors. Leave it disabled.
  175.  
  176. //////////////////////////////////////////////////////////////
  177. //Motion Blur
  178. //////////////////////////////////////////////////////////////
  179.  
  180. //Basic options:
  181. #define MBLUR_SAMPLES int(20) // Quality(Intesity)
  182.  
  183. //Details:
  184. #define SCALE_X float(-0.03) // Velocity ratio X
  185. #define SCALE_Y float(0.03) // Velocity ratio Y
  186. #define START_DIST float(1.0) // Interpolation start distance
  187. #define FINAL_DIST float(300.0) // Interpolation end distance
  188. #define VEL_START float(0.001) //Velocity softening at start distance - default is 0.009, but I consider this value too high
  189. #define VEL_FIN float(0.02) //Velocity softening at end distance
  190. #define IMB_CLAMP float(0.01) //Motion Blur Ratio Clamp
  191.  
  192. // Meltac: Use this instead of the "r2_mblur" setting in the console to define the motion blur amount
  193. //#define MBLUR_COEF float2(1.0,0.0)
  194.  
  195. //////////////////////////////////////////////////////////////
  196. //Saturation and Contrast
  197. //////////////////////////////////////////////////////////////
  198.  
  199. //Basic options:
  200. #define COLOR_SATURATION float(0.80) //Level of Grey. 0 is all grey (Black and White), 1 is no Grey (Why have this enabled?)
  201. #define COLOR_SAT_SUN_COEF float(0.60) //How much influence sun lighting has on the saturation.
  202. #define CONTRAST_FILTER_COEF float(0.40) //Level of full screen contrast.
  203.  
  204. //////////////////////////////////////////////////////////////
  205. //Float32 v2.0
  206. //////////////////////////////////////////////////////////////
  207.  
  208. //Basic options:
  209. #define CT_int 1.25f //Cook Tolerance of the sun.
  210. #define CT_int_in 1.25f //Cook Tolerance of indoor lighting.
  211. #define BLOOM_val 0.6h //Bloom brightness - Increases HDR brightness of the sky
  212. #define HDR_int 10.h //HDR cutoff - Total HDR brightness
  213.  
  214. //RADEON COMPATIBILITY MODE - For those who can not use Fetch4 or have issues! Not needed on most modern GPUs.
  215. //#define NO_F4
  216.  
  217. //////////////////////////////
  218. //Forced Settings - Debug
  219. //////////////////////////////
  220.  
  221. // #define USE_GAMMA_22
  222. // #define USE_SUNFILTER
  223. // #define USE_HWSMAP
  224. // #define USE_HWSMAP_PCF // nVidia GF3+, R600+
  225. // #define USE_BRANCHING
  226. // #define USE_VTF // VertexTextureFetch
  227. // #define FP16_FILTER
  228. // #define FP16_BLEND
  229. // #define USE_PARALLAX
  230. // #define USE_TDETAIL
  231. // #define USE_LM_HEMI
  232. // #define USE_DISTORT
  233. // #define DBG_TMAPPING
  234.  
  235. #endif
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