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Dota 2 ENHANCED (SweetFX Preset)

Nov 6th, 2013
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  1. /*-----------------------------------------------------------.
  2. / Description /
  3. '------------------------------------------------------------/
  4.  
  5. Game: Dota 2
  6. Author: Belkun
  7. SweetFX version: 1.5.1
  8. Description: Dota 2 ENHANCED
  9.  
  10. /*-----------------------------------------------------------.
  11. / Choose effects /
  12. '-----------------------------------------------------------*/
  13.  
  14. // Set to 1 for ON or 0 for OFF
  15. #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  16. #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.
  17. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  18. #define USE_CARTOON 1 //[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_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.
  24. #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)
  25. #define USE_DPX 0 //[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.
  26. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
  27. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
  28. #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  29. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  30. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
  31. #define USE_SEPIA 1 //[0 or 1] Sepia : Sepia tones the image.
  32. #define USE_VIGNETTE 1 //[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.
  33. #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)
  34. #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.
  35. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  36.  
  37. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
  38.  
  39. /*-----------------------------------------------------------.
  40. / SMAA Anti-aliasing settings /
  41. '-----------------------------------------------------------*/
  42.  
  43. #define SMAA_THRESHOLD 0.05 //[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.
  44. #define SMAA_MAX_SEARCH_STEPS 98 //[0 to 98] Determines the radius SMAA will search for aliased edges
  45. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  46. #define SMAA_CORNER_ROUNDING 100 //[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.
  47.  
  48. // -- Advanced SMAA settings --
  49. #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  50. #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.
  51. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  52.  
  53. /*-----------------------------------------------------------.
  54. / FXAA Anti-aliasing settings /
  55. '-----------------------------------------------------------*/
  56. #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
  57. #define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
  58. #define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
  59. #define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
  60.  
  61. /*-----------------------------------------------------------.
  62. / Explosion settings /
  63. '-----------------------------------------------------------*/
  64. #define Explosion_Radius 2.5 //[0.2 to 100.0] Amount of effect you want.
  65.  
  66.  
  67. /*-----------------------------------------------------------.
  68. / Cartoon settings /
  69. '-----------------------------------------------------------*/
  70. #define CartoonPower 0.1 //[0.1 to 10.0] Amount of effect you want.
  71. #define CartoonEdgeSlope 1.5 //[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.
  72.  
  73.  
  74. /*----------------------------------------------------------.
  75. / Advanced CRT settings /
  76. '----------------------------------------------------------*/
  77. #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
  78.  
  79. #define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  80. #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
  81. #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  82. #define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  83. #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  84. #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  85.  
  86. #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
  87. #define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  88. #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  89. #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  90. #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
  91. #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  92. #define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  93. #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  94.  
  95. /*-----------------------------------------------------------.
  96. / Bloom settings /
  97. '-----------------------------------------------------------*/
  98. #define BloomThreshold 27.50 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  99. #define BloomPower 0.450 //[0.000 to 8.000] Strength of the bloom
  100. #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
  101.  
  102. /*-----------------------------------------------------------.
  103. / HDR settings /
  104. '-----------------------------------------------------------*/
  105. #define HDRPower 1.01 //[0.00 to 8.00] Strangely lowering this makes the image brighter
  106. #define radius2 0.80 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  107.  
  108. /*-----------------------------------------------------------.
  109. / LumaSharpen settings /
  110. '-----------------------------------------------------------*/
  111. // -- Sharpening --
  112. #define sharp_strength 1.20 //[0.10 to 3.00] Strength of the sharpening
  113. #define sharp_clamp 0.120 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  114.  
  115. // -- Advanced sharpening settings --
  116. #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  117. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  118. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  119.  
  120. // -- Debug sharpening settings --
  121. #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  122.  
  123. /*----------------------------------------------------------.
  124. / Levels settings /
  125. '----------------------------------------------------------*/
  126.  
  127. #define Levels_black_point 16 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  128. #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  129.  
  130. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
  131.  
  132.  
  133. /*-----------------------------------------------------------.
  134. / TECHNICOLOR settings /
  135. '-----------------------------------------------------------*/
  136. #define TechniAmount 0.4 //[0.00 to 1.00]
  137. #define TechniPower 4.0 //[0.00 to 8.00]
  138. #define redNegativeAmount 0.88 //[0.00 to 1.00]
  139. #define greenNegativeAmount 0.88 //[0.00 to 1.00]
  140. #define blueNegativeAmount 0.88 //[0.00 to 1.00]
  141.  
  142.  
  143. /*-----------------------------------------------------------.
  144. / Cineon DPX settings /
  145. '-----------------------------------------------------------*/
  146. #define Red 8.0 //[1.0 to 15.0]
  147. #define Green 8.0 //[1.0 to 15.0]
  148. #define Blue 8.0 //[1.0 to 15.0]
  149.  
  150. #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.
  151. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  152.  
  153. #define RedC 0.36 //[0.60 to 0.20]
  154. #define GreenC 0.36 //[0.60 to 0.20]
  155. #define BlueC 0.34 //[0.60 to 0.20]
  156.  
  157. #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.
  158.  
  159.  
  160. /*-----------------------------------------------------------.
  161. / Monochrome settings /
  162. '-----------------------------------------------------------*/
  163. #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)
  164.  
  165.  
  166. /*-----------------------------------------------------------.
  167. / Lift Gamma Gain settings /
  168. '-----------------------------------------------------------*/
  169. #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
  170. #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  171. #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  172.  
  173. //Note that a value of 1.000 is a neutral setting that leave the color unchanged.
  174.  
  175. /*-----------------------------------------------------------.
  176. / Tonemap settings /
  177. '-----------------------------------------------------------*/
  178. #define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
  179.  
  180. #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure
  181.  
  182. #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation
  183.  
  184. #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors
  185.  
  186. #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
  187. #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
  188.  
  189.  
  190. /*-----------------------------------------------------------.
  191. / Vibrance settings /
  192. '-----------------------------------------------------------*/
  193. #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.
  194. #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-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
  195.  
  196.  
  197. /*-----------------------------------------------------------.
  198. / Curves settings /
  199. '-----------------------------------------------------------*/
  200. #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)
  201. #define Curves_contrast 0.22 //[-1.00 to 1.00] The amount of contrast you want
  202.  
  203. // -- Advanced curve settings --
  204. #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
  205. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  206. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
  207. //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.
  208. //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.
  209.  
  210. /*-----------------------------------------------------------.
  211. / Sepia settings /
  212. '-----------------------------------------------------------*/
  213. #define ColorTone float3(1.30, 1.20, 1.15) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  214. #define GreyPower 0.00 //[0.00 to 1.00] How much desaturate the image before tinting it
  215. #define SepiaPower 0.30 //[0.00 to 1.00] How much to tint the image
  216.  
  217.  
  218. /*-----------------------------------------------------------.
  219. / Vignette settings /
  220. '-----------------------------------------------------------*/
  221. #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
  222. #define VignetteRatio 0.80 //[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.
  223. #define VignetteRadius 1.10 //[-1.00 to 3.00] lower values = stronger radial effect from center
  224. #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  225. #define VignetteSlope 8 //[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)
  226. #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.
  227.  
  228.  
  229. /*-----------------------------------------------------------.
  230. / Dither settings /
  231. '-----------------------------------------------------------*/
  232. #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  233.  
  234. //Note that the patterns used by Dither, makes an image harder to compress.
  235. //This can make your screenshots and video recordings take up more space.
  236.  
  237.  
  238. /*-----------------------------------------------------------.
  239. / Border settings /
  240. '-----------------------------------------------------------*/
  241. #define border_width float2(1,20) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
  242. #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.
  243.  
  244.  
  245. /*-----------------------------------------------------------.
  246. / Splitscreen settings /
  247. '-----------------------------------------------------------*/
  248. #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, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
  249.  
  250. /*-----------------------------------------------------------.
  251. / Custom settings /
  252. '-----------------------------------------------------------*/
  253. #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
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