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Custom bits SweetFX preset for GTA V

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  1. /*-----------------------------------------------------------.
  2. / Choose effects /
  3. '-----------------------------------------------------------*/
  4. // Effects are listed in the order that they are applied.
  5. // Set to 1 for ON or 0 for OFF
  6. #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
  7. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
  8. #define USE_SMAA 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  9. #define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
  10. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  11. #define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.
  12. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
  13. #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
  14. #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  15. #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  16. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.
  17. #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly.
  18.  
  19. #define USE_NOSTALGIA 0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.
  20. #define USE_LEVELS 1 //[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.
  21. #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)
  22. #define USE_TECHNICOLOR2 0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.
  23. #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.
  24. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
  25. #define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
  26. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
  27. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  28. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  29. #define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves.
  30. #define USE_SEPIA 1 //[0 or 1] Sepia : Sepia tones the image.
  31. #define USE_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
  32. #define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
  33. #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.
  34. #define USE_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.
  35. #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)
  36. #define USE_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.
  37. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. (Only partially working right now)
  38. #define USE_Transition 0 //[0 or 1] Transition : Shows transitions to the regularly scheduled programming
  39.  
  40. /*-----------------------------------------------------------.
  41. / Ascii settings /
  42. '-----------------------------------------------------------*/
  43. #define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
  44. #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.
  45.  
  46. #define Ascii_font 2 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
  47. #define Ascii_font_color float3(255, 255, 255) //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.
  48. #define Ascii_background_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.
  49. #define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)
  50.  
  51. #define Ascii_invert_brightness 0 //[0 or 1]
  52. #define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
  53.  
  54. #define Ascii_ToggleKey RFX_ToggleKey
  55.  
  56. /*-----------------------------------------------------------.
  57. / Transition /
  58. '-----------------------------------------------------------*/
  59. #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
  60. #define Transition_texture "Winners_Dont_Use_Drugs.png" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
  61. #define Transition_texture_width 720 //Image width.
  62. #define Transition_texture_height 480 //Image height.
  63. #define Transition_type ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
  64.  
  65. #define Transition_ToggleKey RFX_ToggleKey
  66.  
  67. /*-----------------------------------------------------------.
  68. / SMAA Anti-aliasing settings /
  69. '-----------------------------------------------------------*/
  70. #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.
  71. #define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges
  72. #define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  73. #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.
  74.  
  75. // -- Advanced SMAA settings --
  76. #define SMAA_EDGE_DETECTION 1 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
  77. #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.
  78. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  79.  
  80. // -- SMAA Predication settings --
  81. #define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
  82. #define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer.
  83. #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication
  84. #define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold.
  85.  
  86. // -- Debug SMAA settings --
  87. #define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this.
  88.  
  89. #define SMAA_ToggleKey RFX_ToggleKey
  90.  
  91. /*-----------------------------------------------------------.
  92. / FXAA Anti-aliasing settings /
  93. '-----------------------------------------------------------*/
  94. #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
  95. #define fxaa_Subpix 0.000 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
  96. #define fxaa_EdgeThreshold 0.166 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
  97. #define fxaa_EdgeThresholdMin 0.000 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.
  98.  
  99. #define FXAA_ToggleKey RFX_ToggleKey
  100.  
  101. /*-----------------------------------------------------------.
  102. / Explosion settings /
  103. '-----------------------------------------------------------*/
  104. #define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.
  105.  
  106. #define Explosion_ToggleKey RFX_ToggleKey
  107.  
  108. /*-----------------------------------------------------------.
  109. / Chromatic Aberration settings /
  110. '-----------------------------------------------------------*/
  111. #define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.
  112. //For a slightly blurred look try fractional values (.5) between two pixels.
  113. #define Chromatic_strength 0.5 //Adjust the strength of the effect.
  114.  
  115. #define CA_ToggleKey RFX_ToggleKey
  116.  
  117. /*-----------------------------------------------------------.
  118. / Cartoon settings /
  119. '-----------------------------------------------------------*/
  120. #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
  121. #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.
  122.  
  123. #define Cartoon_ToggleKey RFX_ToggleKey
  124.  
  125. /*----------------------------------------------------------.
  126. / Advanced CRT settings /
  127. '----------------------------------------------------------*/
  128. #define CRTAmount 0.06 //[0.00 to 1.00] Amount of CRT effect you want
  129.  
  130. #define CRTResolution 1.15 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  131. #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
  132. #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  133. #define CRTBrightness 0.9 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  134. #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  135. #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  136.  
  137. #define CRTCurvature 0 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
  138. #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  139. #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  140. #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  141. #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
  142. #define CRTAngleY 0.00 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  143. #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  144. #define CRTOversample 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  145.  
  146. #define AdvancedCRT_ToggleKey RFX_ToggleKey
  147.  
  148. /*-----------------------------------------------------------.
  149. / Pixel Art CRT /
  150. '-----------------------------------------------------------*/
  151.  
  152. // -- Emulated input resolution --
  153. #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
  154. #define PixelArtCRT_resolution_ratio (1.0/4.0) //
  155. #define PixelArtCRT_fixed_resolution float2(320.0,160.0) //
  156.  
  157. // -- Hardness --
  158. #define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
  159. #define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
  160.  
  161. // -- Display warp --
  162. #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme
  163.  
  164. // -- Type of shadow mask --
  165. #define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
  166.  
  167. // -- Amount of shadow mask --
  168. #define PixelArtCRT_maskDark 0.5 //
  169. #define PixelArtCRT_maskLight 1.5 //
  170.  
  171. // -- Falloff shape --
  172. #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square
  173.  
  174. // -- Amp signal --
  175. #define PixelArtCRT_overdrive 1.25 //
  176.  
  177. #define PixelArt_ToggleKey RFX_ToggleKey
  178.  
  179. /*-----------------------------------------------------------.
  180. / Bloom settings /
  181. '-----------------------------------------------------------*/
  182. #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  183. #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
  184. #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
  185.  
  186. #define Bloom_ToggleKey RFX_ToggleKey
  187.  
  188. /*-----------------------------------------------------------.
  189. / HDR settings /
  190. '-----------------------------------------------------------*/
  191. #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
  192. #define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  193.  
  194. #define HDR_ToggleKey RFX_ToggleKey
  195.  
  196. /*-----------------------------------------------------------.
  197. / LumaSharpen settings /
  198. '-----------------------------------------------------------*/
  199. // -- Sharpening --
  200. #define sharp_strength 0.60 //[0.10 to 3.00] Strength of the sharpening
  201. #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  202.  
  203. // -- Advanced sharpening settings --
  204. #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  205. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  206. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  207.  
  208. // -- Debug sharpening settings --
  209. #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  210.  
  211. #define LumaSharpen_ToggleKey RFX_ToggleKey
  212.  
  213. /*----------------------------------------------------------.
  214. / Shared Shaders settings /
  215. '----------------------------------------------------------*/
  216. //Below you can find all shared shader and their settings
  217. #define SharedShader_ToggleKey RFX_ToggleKey
  218.  
  219. /*----------------------------------------------------------.
  220. / Notalgia settings /
  221. '----------------------------------------------------------*/
  222. //Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done.
  223. //For now it just displays the image with a C64 palette
  224.  
  225. /*----------------------------------------------------------.
  226. / Levels settings /
  227. '----------------------------------------------------------*/
  228. #define Levels_black_point -4 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  229. #define Levels_white_point 255 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  230.  
  231. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
  232.  
  233. // -- Debug settings --
  234. #define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights,
  235. // Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.
  236.  
  237.  
  238. /*-----------------------------------------------------------.
  239. / TECHNICOLOR settings /
  240. '-----------------------------------------------------------*/
  241. #define TechniAmount 0.40 //[0.00 to 1.00]
  242. #define TechniPower 4.00 //[0.00 to 8.00]
  243. #define redNegativeAmount 0.88 //[0.00 to 1.00]
  244. #define greenNegativeAmount 0.88 //[0.00 to 1.00]
  245. #define blueNegativeAmount 0.88 //[0.00 to 1.00]
  246.  
  247. /*-----------------------------------------------------------.
  248. / TECHNICOLOR 2 settings /
  249. '-----------------------------------------------------------*/
  250. #define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
  251. #define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
  252. #define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
  253. #define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
  254. #define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
  255. #define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
  256.  
  257. /*-----------------------------------------------------------.
  258. / Cineon DPX settings /
  259. '-----------------------------------------------------------*/
  260. #define Red 8.0 //[1.0 to 15.0]
  261. #define Green 8.0 //[1.0 to 15.0]
  262. #define Blue 8.0 //[1.0 to 15.0]
  263.  
  264. #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.
  265. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  266.  
  267. #define RedC 0.36 //[0.60 to 0.20]
  268. #define GreenC 0.36 //[0.60 to 0.20]
  269. #define BlueC 0.34 //[0.60 to 0.20]
  270.  
  271. #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.
  272.  
  273.  
  274. /*------------------------------------------------------------.
  275. / Monochrome settings /
  276. '------------------------------------------------------------*/
  277. #define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
  278. #define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.
  279.  
  280.  
  281. /*-----------------------------------------------------------.
  282. / Color Matrix settings /
  283. '-----------------------------------------------------------*/
  284. // Red Green Blue
  285. #define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness
  286. #define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness
  287. #define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you don't wish to change the brightness
  288.  
  289. #define ColorMatrix_strength 1.0 //Adjust the strength
  290.  
  291.  
  292. /*-----------------------------------------------------------.
  293. / Lift Gamma Gain settings /
  294. '-----------------------------------------------------------*/
  295. #define RGB_Lift float3(0.975, 0.975, 0.975) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
  296. #define RGB_Gamma float3(0.925, 0.925, 0.925) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  297. #define RGB_Gain float3(1.075, 1.075, 1.075) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  298.  
  299. //Note that a value of 1.000 is a neutral setting that leave the color unchanged.
  300.  
  301. /*-----------------------------------------------------------.
  302. / Tonemap settings /
  303. '-----------------------------------------------------------*/
  304. #define Gamma 1.075 //[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.
  305.  
  306. #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure
  307.  
  308. #define Saturation -0.075 //[-1.000 to 1.000] Adjust saturation
  309.  
  310. #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors
  311.  
  312. #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
  313. #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
  314.  
  315.  
  316. /*-----------------------------------------------------------.
  317. / Vibrance settings /
  318. '-----------------------------------------------------------*/
  319. #define Vibrance 0.55 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  320. #define Vibrance_RGB_balance float3(2.90, 0.75, 0.25) //[-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
  321.  
  322.  
  323. /*-----------------------------------------------------------.
  324. / Curves settings /
  325. '-----------------------------------------------------------*/
  326. #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)
  327. #define Curves_contrast 0.65 //[-1.00 to 1.00] The amount of contrast you want
  328.  
  329. // -- Advanced curve settings --
  330. #define Curves_formula 5 //[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want to use.
  331. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  332. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. 11 = Polynomial split.
  333. //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.
  334. //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.
  335.  
  336.  
  337. /*-----------------------------------------------------------.
  338. / Sepia settings /
  339. '-----------------------------------------------------------*/
  340. #define ColorTone float3(0.78, 0.86, 0.93) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  341. #define GreyPower 0.12 //[0.00 to 1.00] How much desaturate the image before tinting it
  342. #define SepiaPower 0.35 //[0.00 to 1.00] How much to tint the image
  343.  
  344.  
  345. /*-----------------------------------------------------------.
  346. / FilmicPass settings /
  347. '-----------------------------------------------------------*/
  348. #define Strenght 0.85 //[0.05 to 1.5] Strength of the color curve altering
  349. #define BaseGamma 1.0 //[0.7 to 2.0] Gamma Curve
  350. #define Fade 0.4 //[0.0 to 0.6] Decreases contrast to imitate faded image
  351. #define Contrast 1.0 //[0.5 to 2.0] Contrast.
  352. #define FSaturation -0.15
  353. #define FBleach 0.00 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
  354. #define FRedCurve 1.0
  355. #define FGreenCurve 1.0
  356. #define FBlueCurve 1.0
  357. #define BaseCurve 1.5
  358. #define EffectGammaR 1.0
  359. #define EffectGammaG 1.0
  360. #define EffectGammaB 1.0
  361. #define EffectGamma 0.65
  362. #define Linearization 0.5 //[0.5 to 2.0] Linearizes the color curve
  363. #define LumCoeff float3(0.212656, 0.715158, 0.072186)
  364.  
  365. /*-----------------------------------------------------------.
  366. / ReinhardLinear settings /
  367. '-----------------------------------------------------------*/
  368. #define ReinhardLinearWhitepoint 3.0
  369. #define ReinhardLinearPoint 0.15
  370. #define ReinhardLinearSlope 2.25 //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.
  371.  
  372.  
  373. /*-----------------------------------------------------------.
  374. / Daltonize settings /
  375. '-----------------------------------------------------------*/
  376. #define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (missing blue spectrum)
  377.  
  378.  
  379. /*-----------------------------------------------------------.
  380. / Film Grain settings /
  381. '-----------------------------------------------------------*/
  382. #define FilmGrain_intensity 0.50 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
  383. #define FilmGrain_variance 0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
  384. #define FilmGrain_SNR 6 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.
  385.  
  386. // -- Advanced Film Grain settings --
  387. #define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)
  388.  
  389. //A sideeffect of the Film Grain effect is that it also dithers the screen.
  390. //You don't need both the Film Grain and the Dither effect enabled at the same time.
  391.  
  392.  
  393. /*-----------------------------------------------------------.
  394. / Vignette settings /
  395. '-----------------------------------------------------------*/
  396. #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
  397. #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.
  398. #define VignetteRadius 2.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
  399. #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  400. #define VignetteSlope 2 //[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)
  401. #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.
  402.  
  403.  
  404. /*-----------------------------------------------------------.
  405. / Dither settings /
  406. '-----------------------------------------------------------*/
  407. #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  408.  
  409. //Note that the patterns used by Dither, makes an image harder to compress.
  410. //This can make your screenshots and video recordings take up more space.
  411.  
  412.  
  413. /*-----------------------------------------------------------.
  414. / Border settings /
  415. '-----------------------------------------------------------*/
  416. #define border_width float2(0,1) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
  417. #define border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
  418. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
  419. #define border_color float3(180, 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.
  420.  
  421.  
  422. /*-----------------------------------------------------------.
  423. / Splitscreen settings /
  424. '-----------------------------------------------------------*/
  425. #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
  426.  
  427. /*-----------------------------------------------------------.
  428. / Custom settings /
  429. '-----------------------------------------------------------*/
  430. #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
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