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- //GP65CJ042 DEPTH OF FIELD
- #define NOT_BLURRING_SKY_MODE 0 //[0 or 1] Prevents the DOF of blurring the sky. Probably doesn't work on 0.076 due to SA's stupid depth calculation
- #define DEPTH_OF_FIELD_QULITY 7 //[0 to 7] 0: only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps.
- #define AUTO_FOCUS 1 //[0 or 1] Enables automatic focal plane detection, for focussing FocusPoint is used.
- #define TILT_SHIFT 0 //[0 or 1] Enables Tilt shifting. Google it!
- #define POLYGONAL_BOKEH 0 //[0 or 1] Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape.
- #define POLYGON_NUM 9 //[3 to 9] Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc.
- #define FocusPoint float2(0.5, 0.5); //[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower.
- #define FocusSampleRange 1.00 //[0.0 to 10.0] Autofocus samples 4 additional points around FocusPoint and averages focal plane. This value controls search radius of these 4 points.
- #define NearBlurCurve 100.00 //[0.0 to X] Blur curve of objects closer to camera than focal plane. Raise for less blur. Set to insane values for no blur.
- #define FarBlurCurve 1.00 //[0.0 to X] Blur curve of objects beyond focal plane. Raise for less blur. Set to insane values for no blur.
- #define DepthClip 150.0 //[10.0 to 1000.0] After this distance depth if max, no matter how far something really is.
- #define ManualFocusDepth 3.0 //[0.0 to 1000.0] Manual focus distance rougly in meters. Active only when AUTO_FOCUS 0.
- #define TiltShiftAngle 30.0 //[0.0 to 360.0] Angle of autofocus. I highly recommend to google that effect if you wanna know what it does.
- #define BokehBias 20.00 //[0.0 to 20.0] Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge.
- #define BokehBiasCurve 3 //[0.0 to 3.0] Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge.
- #define BokehBrightnessThreshold 0.5 //[0.6 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc.
- #define BokehBrightnessMultipiler 2.00 //[0.0 to 2.0] Amount of brightening for pixels brighter than BokehBrightnessThreshold.
- #define RadiusSacleMultipiler 1.00 //[0.5 to 10.0] Overall blur multiplier, higher results in more blur. Do not set too high, otherwise the single taps will be visible. If that happens, raise quality.
- #define BokehPostBlur 0.5 //[0.5 to 3.0] Radius in pixels for post gaussian blur after bokeh blur to smoothen shape.
- #define ChromaticAberrationAmount 0.4 //[0.00 to 0.4] Amount of color shifting applied on blurred areas.
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