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  1. /*-----------------------------------------------------------.
  2. / Description /
  3. '------------------------------------------------------------/
  4.  
  5. Preset: Razed's High-End Preset v1.2
  6. Game: Grand Theft Auto V
  7. Author: Razed ([email protected])
  8. SweetFX/Injector Version: 2.0 Preview 8 by CeeJay.dk
  9. Reshade Version: 0.18.3 by Crosire
  10.  
  11.  
  12. • SMAA
  13. • FXAA
  14. • HDR
  15. • LUMASHARPEN
  16. • LEVELS
  17. • TONEMAP
  18. • CURVES
  19. • DPX
  20. • TONEMAP
  21. • VIBRANCE
  22. • CURVES
  23. • VIGNETTE
  24. • DITHER
  25.  
  26.  
  27.  
  28. Updates in v1.2
  29.  
  30.  
  31. • Includes my "settings.xml" file for high-end computers
  32. • Increased Vibrance from 0.58 to 0.66
  33. • Updated for ReShade 0.18.3 beta - includes tons of fixes
  34. • Uses dxgi.dll now instead of d3d11.dll
  35. • Enabled automatically at the start - no more slowdown on loading screens
  36.  
  37.  
  38. /*-----------------------------------------------------------.
  39. / Choose effects /
  40. '-----------------------------------------------------------*/
  41.  
  42. // Effects are listed in the order that they are applied.
  43. // Set to 1 for ON or 0 for OFF
  44.  
  45. #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
  46. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
  47. #define USE_SMAA 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  48. #define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
  49. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  50. #define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.
  51. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
  52. #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
  53. #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  54. #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  55. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.
  56. #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly.
  57.  
  58. #define USE_PALETTE 0 //[0 or 1] Palette : Matches the color to a constrained palette.
  59. #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.
  60. #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)
  61. #define USE_DPX 1 //[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.
  62. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
  63. #define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
  64. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
  65. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  66. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  67. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
  68. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
  69. #define USE_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
  70. #define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
  71. #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.
  72. #define USE_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.
  73. #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)
  74. #define USE_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.
  75. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. (Only partially working right now)
  76. #define USE_Transition 0 //[0 or 1] Transition : Shows transitions to the regularly scheduled programming
  77.  
  78.  
  79. /*-----------------------------------------------------------.
  80. / Ascii settings /
  81. '-----------------------------------------------------------*/
  82.  
  83. #define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
  84. #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.
  85.  
  86. #define Ascii_font 2 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
  87. #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.
  88. #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.
  89. #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)
  90.  
  91. #define Ascii_invert_brightness 0 //[0 or 1]
  92. #define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
  93.  
  94. #define Ascii_ToggleKey RFX_ToggleKey
  95.  
  96.  
  97. /*-----------------------------------------------------------.
  98. / Transition /
  99. '-----------------------------------------------------------*/
  100.  
  101. #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
  102. #define Transition_texture "Test_Image.png" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
  103. #define Transition_texture_width 720 //Image width.
  104. #define Transition_texture_height 480 //Image height.
  105. #define Transition_type ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
  106.  
  107. #define Transition_ToggleKey RFX_ToggleKey
  108.  
  109.  
  110. /*-----------------------------------------------------------.
  111. / SMAA Anti-aliasing settings /
  112. '-----------------------------------------------------------*/
  113. #define SMAA_THRESHOLD 0.08 //[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.
  114. #define SMAA_MAX_SEARCH_STEPS 25 //[0 to 98] Determines the radius SMAA will search for aliased edges
  115. #define SMAA_MAX_SEARCH_STEPS_DIAG 12 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  116. #define SMAA_CORNER_ROUNDING 25 //[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.
  117.  
  118. // -- Advanced SMAA settings --
  119. #define SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
  120. #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.
  121. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  122.  
  123. // -- SMAA Predication settings --
  124. #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.
  125. #define SMAA_PREDICATION_THRESHOLD 0.09 // Threshold to be used in the depth buffer.
  126. #define SMAA_PREDICATION_SCALE 1.0 // How much to scale the global threshold used for luma or color edge detection when using predication
  127. #define SMAA_PREDICATION_STRENGTH 20.4 // How much to locally decrease the threshold.
  128.  
  129. // -- Debug SMAA settings --
  130. #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.
  131.  
  132.  
  133. /*-----------------------------------------------------------.
  134. / FXAA Anti-aliasing settings /
  135. '-----------------------------------------------------------*/
  136.  
  137. #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
  138. #define fxaa_Subpix 0.210 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
  139. #define fxaa_EdgeThreshold 0.100 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
  140. #define fxaa_EdgeThresholdMin 0.001 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.
  141.  
  142.  
  143. /*-----------------------------------------------------------.
  144. / Explosion settings /
  145. '-----------------------------------------------------------*/
  146.  
  147. #define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.
  148.  
  149. #define Explosion_ToggleKey RFX_ToggleKey
  150.  
  151.  
  152. /*-----------------------------------------------------------.
  153. / Chromatic Aberration settings /
  154. '-----------------------------------------------------------*/
  155. #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.
  156. //For a slightly blurred look try fractional values (.5) between two pixels.
  157. #define Chromatic_strength 0.5 //Adjust the strength of the effect.
  158.  
  159. #define CA_ToggleKey RFX_ToggleKey
  160.  
  161.  
  162. /*-----------------------------------------------------------.
  163. / Cartoon settings /
  164. '-----------------------------------------------------------*/
  165. #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
  166. #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.
  167.  
  168. #define Cartoon_ToggleKey RFX_ToggleKey
  169.  
  170.  
  171. /*----------------------------------------------------------.
  172. / Advanced CRT settings /
  173. '----------------------------------------------------------*/
  174. #define CRTAmount 0.07 //[0.00 to 1.00] Amount of CRT effect you want
  175.  
  176. #define CRTResolution 1.15 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  177. #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
  178. #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  179. #define CRTBrightness 0.9 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  180. #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  181. #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  182.  
  183. #define CRTCurvature 0 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
  184. #define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  185. #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  186. #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  187. #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
  188. #define CRTAngleY 0.00 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  189. #define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  190. #define CRTOversample 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  191.  
  192. #define AdvancedCRT_ToggleKey RFX_ToggleKey
  193.  
  194.  
  195. /*-----------------------------------------------------------.
  196. / Pixel Art CRT /
  197. '-----------------------------------------------------------*/
  198. // -- Emulated input resolution --
  199. #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
  200. #define PixelArtCRT_resolution_ratio (1.0/4.0) //
  201. #define PixelArtCRT_fixed_resolution float2(320.0,160.0) //
  202.  
  203. // -- Hardness --
  204. #define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
  205. #define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
  206.  
  207. // -- Display warp --
  208. #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme
  209.  
  210. // -- Type of shadow mask --
  211. #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
  212.  
  213. // -- Amount of shadow mask --
  214. #define PixelArtCRT_maskDark 0.5 //
  215. #define PixelArtCRT_maskLight 1.5 //
  216.  
  217. // -- Falloff shape --
  218. #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square
  219.  
  220. // -- Amp signal --
  221. #define PixelArtCRT_overdrive 1.25 //
  222.  
  223. #define PixelArt_ToggleKey RFX_ToggleKey
  224.  
  225.  
  226. /*-----------------------------------------------------------.
  227. / Bloom settings /
  228. '-----------------------------------------------------------*/
  229. #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  230. #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
  231. #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
  232.  
  233. #define Bloom_ToggleKey RFX_ToggleKey
  234.  
  235.  
  236. /*-----------------------------------------------------------.
  237. / HDR settings /
  238. '-----------------------------------------------------------*/
  239. #define HDRPower 1.87 //[0.00 to 8.00] Strangely lowering this makes the image brighter
  240. #define radius2 0.97 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  241.  
  242. #define HDR_ToggleKey RFX_ToggleKey
  243.  
  244.  
  245. /*-----------------------------------------------------------.
  246. / LumaSharpen settings /
  247. '-----------------------------------------------------------*/
  248. // -- Sharpening --
  249. #define sharp_strength 0.4 //[0.10 to 3.00] Strength of the sharpening
  250. #define sharp_clamp 0.038 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  251.  
  252. // -- Advanced sharpening settings --
  253. #define pattern 1 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  254. #define offset_bias 1.3 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  255. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  256.  
  257. // -- Debug sharpening settings --
  258. #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  259.  
  260. #define LumaSharpen_ToggleKey RFX_ToggleKey
  261.  
  262.  
  263. /*----------------------------------------------------------.
  264. / Shared Shaders settings /
  265. '----------------------------------------------------------*/
  266. //Below you can find all shared shader and their settings
  267. #define SharedShader_ToggleKey RFX_ToggleKey
  268.  
  269. /*----------------------------------------------------------.
  270. / Levels settings /
  271. '----------------------------------------------------------*/
  272. #define Levels_black_point 10 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  273. #define Levels_white_point 260 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  274.  
  275. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
  276.  
  277. // -- Debug settings --
  278. #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,
  279. // Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.
  280.  
  281.  
  282. /*-----------------------------------------------------------.
  283. / TECHNICOLOR settings /
  284. '-----------------------------------------------------------*/
  285. #define TechniAmount 0.40 //[0.00 to 1.00]
  286. #define TechniPower 4.00 //[0.00 to 8.00]
  287. #define redNegativeAmount 0.88 //[0.00 to 1.00]
  288. #define greenNegativeAmount 0.88 //[0.00 to 1.00]
  289. #define blueNegativeAmount 0.88 //[0.00 to 1.00]
  290.  
  291.  
  292. /*-----------------------------------------------------------.
  293. / Cineon DPX settings /
  294. '-----------------------------------------------------------*/
  295. #define Red 9.0 //[1.0 to 15.0]
  296. #define Green 9.0 //[1.0 to 15.0]
  297. #define Blue 9.0 //[1.0 to 15.0]
  298.  
  299. #define ColorGamma 1.9 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
  300. #define DPXSaturation 1.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  301.  
  302. #define RedC 0.38 //[0.60 to 0.20]
  303. #define GreenC 0.48 //[0.60 to 0.20]
  304. #define BlueC 0.38 //[0.60 to 0.20]
  305.  
  306. #define Blend 0.06 //[0.00 to 1.00] How strong the effect should bed be
  307.  
  308.  
  309.  
  310. /*------------------------------------------------------------.
  311. / Monochrome settings /
  312. '------------------------------------------------------------*/
  313. #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)
  314. #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.
  315.  
  316.  
  317. /*-----------------------------------------------------------.
  318. / Color Matrix settings /
  319. '-----------------------------------------------------------*/
  320. // Red Green Blue
  321. #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
  322. #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
  323. #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
  324.  
  325. #define ColorMatrix_strength 1.0 //Adjust the strength
  326.  
  327.  
  328. /*-----------------------------------------------------------.
  329. / Lift Gamma Gain settings /
  330. '-----------------------------------------------------------*/
  331. #define RGB_Lift float3(1.006, 1.003, 0.982) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
  332. #define RGB_Gamma float3(1.008, 1.002, 1.022) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  333. #define RGB_Gain float3(1.004, 1.003, 1.010) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  334.  
  335.  
  336. //Note that a value of 1.000 is a neutral setting that leave the color unchanged.
  337.  
  338.  
  339. /*-----------------------------------------------------------.
  340. / Tonemap settings /
  341. '-----------------------------------------------------------*/
  342. #define Gamma 0.65 //[0.000 to 2.000] Adjust midtones
  343. #define Exposure -0.1 //[-1.000 to 1.000] Adjust exposure
  344. #define Saturation 0.010 //[-1.000 to 1.000] Adjust saturation
  345. #define Bleach -0.10 //[0.000 to 1.000] Brightens the shadows and fades the colors
  346. #define Defog 1.0 //[0.000 to 1.000] How much of the color tint to remove
  347.  
  348. #define FogColor float3(0.000, 0.00, 0.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  349.  
  350.  
  351. /*-----------------------------------------------------------.
  352. / Vibrance settings /
  353. '-----------------------------------------------------------*/
  354. #define Vibrance 0.52 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  355. #define Vibrance_RGB_balance float3(0.74, 1.00, 1.04) //[-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
  356.  
  357.  
  358. /*-----------------------------------------------------------.
  359. / Curves settings /
  360. '-----------------------------------------------------------*/
  361. #define Curves_mode 2 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
  362. #define Curves_contrast -0.50 //[-1.00 to 1.00] The amount of contrast you want
  363.  
  364. // -- Advanced curve settings --
  365. #define Curves_formula 9 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
  366. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  367. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
  368. //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.
  369. //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.
  370.  
  371.  
  372. /*-----------------------------------------------------------.
  373. / Sepia settings /
  374. '-----------------------------------------------------------*/
  375. #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  376. #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
  377. #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image
  378.  
  379.  
  380. /*-----------------------------------------------------------.
  381. / FilmicPass settings /
  382. '-----------------------------------------------------------*/
  383. #define Strenght 0.10 //[0.05 to 1.5] Strength of the color curve altering
  384. #define BaseGamma 1.0 //[0.7 to 2.0] Gamma Curve
  385. #define Fade 0.0 //[0.0 to 0.6] Decreases contrast to imitate faded image
  386. #define Contrast 0.8 //[0.5 to 2.0] Contrast.
  387. #define FSaturation 0.00
  388. #define FBleach 0.00 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
  389. #define FRedCurve 1.0
  390. #define FGreenCurve 1.0
  391. #define FBlueCurve 1.0
  392. #define BaseCurve 1.5
  393. #define EffectGammaR 1.0
  394. #define EffectGammaG 1.0
  395. #define EffectGammaB 1.0
  396. #define EffectGamma 0.68
  397. #define Linearization 0.6 //[0.5 to 2.0] Linearizes the color curve
  398. #define LumCoeff float3(0.212656, 0.715158, 0.072186)
  399.  
  400.  
  401. /*-----------------------------------------------------------.
  402. / ReinhardLinear settings /
  403. '-----------------------------------------------------------*/
  404. #define ReinhardLinearWhitepoint 3.0
  405. #define ReinhardLinearPoint 0.15
  406. #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.
  407.  
  408.  
  409. /*-----------------------------------------------------------.
  410. / Daltonize settings /
  411. '-----------------------------------------------------------*/
  412. #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)
  413.  
  414.  
  415. /*-----------------------------------------------------------.
  416. / Film Grain settings /
  417. '-----------------------------------------------------------*/
  418. #define FilmGrain_intensity 0.48 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
  419. #define FilmGrain_variance 0.26 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
  420. #define FilmGrain_SNR 8 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.
  421.  
  422. // -- Advanced Film Grain settings --
  423. #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)
  424.  
  425. //A sideeffect of the Film Grain effect is that it also dithers the screen.
  426. //You don't need both the Film Grain and the Dither effect enabled at the same time.
  427.  
  428.  
  429. /*-----------------------------------------------------------.
  430. / Vignette settings /
  431. '-----------------------------------------------------------*/
  432. #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
  433. #define VignetteRatio 1.60 //[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.
  434. #define VignetteRadius 3.60 //[-1.00 to 3.00] lower values = stronger radial effect from center
  435. #define VignetteAmount -0.20 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  436. #define VignetteSlope 1.01 //[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)
  437. #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.
  438.  
  439.  
  440. /*-----------------------------------------------------------.
  441. / Dither settings /
  442. '-----------------------------------------------------------*/
  443. #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  444.  
  445. //Note that the patterns used by Dither, makes an image harder to compress.
  446. //This can make your screenshots and video recordings take up more space.
  447.  
  448.  
  449. /*-----------------------------------------------------------.
  450. / Border settings /
  451. '-----------------------------------------------------------*/
  452. #define border_width float2(0,100) //[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
  453. #define border_ratio float(1920.0 / 1080.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
  454. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
  455. #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.
  456.  
  457.  
  458. /*-----------------------------------------------------------.
  459. / Splitscreen settings /
  460. '-----------------------------------------------------------*/
  461. #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
  462.  
  463.  
  464. /*-----------------------------------------------------------.
  465. / Custom settings /
  466. '-----------------------------------------------------------*/
  467. #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
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