Advertisement
Guest User

Untitled

a guest
Dec 18th, 2014
555
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 19.22 KB | None | 0 0
  1. /*-----------------------------------------------------------.
  2. / Choose effects /
  3. '-----------------------------------------------------------*/
  4.  
  5. // Set to 1 for ON or 0 for OFF
  6. #define USE_SMAA_ANTIALIASING 0 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  7. #define USE_FXAA_ANTIALIASING 1 // [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.
  8. #define USE_EXPLOSION 0 // [0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  9. #define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
  10. #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)
  11. #define USE_BLOOM 1 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  12. #define USE_HDR 1 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  13. #define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  14. #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.
  15. #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)
  16. #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.
  17. #define USE_MONOCHROME 0 // [0 or 1] Monochrome : Monochrome makes the colors disappear.
  18. #define USE_LIFTGAMMAGAIN 1 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights
  19. #define USE_TONEMAP 1 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  20. #define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  21. #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
  22. #define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image.
  23. #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.
  24. #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)
  25. #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.
  26. #define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  27.  
  28. #define USE_CUSTOM 0 // [0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
  29.  
  30. /*-----------------------------------------------------------.
  31. / SMAA Anti-aliasing settings /
  32. '-----------------------------------------------------------*/
  33.  
  34. #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.
  35. #define SMAA_MAX_SEARCH_STEPS 16 // [0 to 98] Determines the radius SMAA will search for aliased edges
  36. #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  37. #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.
  38.  
  39. // -- Advanced SMAA settings --
  40. #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  41. #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.
  42. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  43.  
  44. /*-----------------------------------------------------------.
  45. / FXAA Anti-aliasing settings /
  46. '-----------------------------------------------------------*/
  47. #define FXAA_QUALITY__PRESET 9 // [1 to 9] Choose the quality preset. 9 is the highest quality.
  48. #define fxaa_Subpix 0.400 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
  49. #define fxaa_EdgeThreshold 0.250 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
  50. #define fxaa_EdgeThresholdMin 0.060 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
  51.  
  52. /*-----------------------------------------------------------.
  53. / Explosion settings /
  54. '-----------------------------------------------------------*/
  55. #define Explosion_Radius 2.5 // [0.2 to 100.0] Amount of effect you want.
  56.  
  57.  
  58. /*-----------------------------------------------------------.
  59. / Cartoon settings /
  60. '-----------------------------------------------------------*/
  61. #define CartoonPower 1.5 // [0.1 to 10.0] Amount of effect you want.
  62. #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.
  63.  
  64.  
  65. /*----------------------------------------------------------.
  66. / Advanced CRT settings /
  67. '----------------------------------------------------------*/
  68. #define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
  69.  
  70. #define CRTResolution 2.0 // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  71. #define CRTgamma 2.0 // [0.0 to 4.0] Gamma of simulated CRT (default 2.2)
  72. #define CRTmonitorgamma 2.0 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  73. #define CRTBrightness 1.2 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  74. #define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  75. #define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  76.  
  77. #define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
  78. #define CRTCurvatureRadius 2.0 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  79. #define CRTCornerSize 0.0100 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  80. #define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  81. #define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
  82. #define CRTAngleY -0.15 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  83. #define CRTOverScan 1.00 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  84. #define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  85.  
  86. /*-----------------------------------------------------------.
  87. / Bloom settings /
  88. '-----------------------------------------------------------*/
  89. #define BloomThreshold 21.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  90. #define BloomPower 2.255 // [0.000 to 8.000] Strength of the bloom
  91. #define BloomWidth 0.37 // [0.0000 to 1.0000] Width of the bloom
  92.  
  93. /*-----------------------------------------------------------.
  94. / HDR settings /
  95. '-----------------------------------------------------------*/
  96. #define HDRPower 0.90 // [0.00 to 8.00] Strangely lowering this makes the image brighter
  97. #define radius2 0.78 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  98.  
  99. /*-----------------------------------------------------------.
  100. / LumaSharpen settings /
  101. '-----------------------------------------------------------*/
  102. // -- Sharpening --
  103. #define sharp_strength 0.335 // [0.10 to 3.00] Strength of the sharpening
  104. #define sharp_clamp 0.485 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  105.  
  106. // -- Advanced sharpening settings --
  107. #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  108. #define offset_bias 0.9 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  109. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  110.  
  111. // -- Debug sharpening settings --
  112. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  113.  
  114. /*----------------------------------------------------------.
  115. / Levels settings /
  116. '----------------------------------------------------------*/
  117.  
  118. #define Levels_black_point -1 // [0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  119. #define Levels_white_point 254 // [0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  120.  
  121. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
  122.  
  123.  
  124. /*-----------------------------------------------------------.
  125. / TECHNICOLOR settings /
  126. '-----------------------------------------------------------*/
  127. #define TechniAmount 0.2 // [0.00 to 1.00]
  128. #define TechniPower 2.0 // [0.00 to 8.00]
  129. #define redNegativeAmount 0.88 // [0.00 to 1.00]
  130. #define greenNegativeAmount 0.88 // [0.00 to 1.00]
  131. #define blueNegativeAmount 0.88 // [0.00 to 1.00]
  132.  
  133.  
  134. /*-----------------------------------------------------------.
  135. / Cineon DPX settings /
  136. '-----------------------------------------------------------*/
  137. #define Red 8.0 // [1.0 to 15.0]
  138. #define Green 8.0 // [1.0 to 15.0]
  139. #define Blue 8.0 // [1.0 to 15.0]
  140.  
  141. #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.
  142. #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  143.  
  144. #define RedC 0.36 // [0.60 to 0.20]
  145. #define GreenC 0.36 // [0.60 to 0.20]
  146. #define BlueC 0.34 // [0.60 to 0.20]
  147.  
  148. #define Blend 0.2 // [0.00 to 1.00] How strong the effect should be.
  149.  
  150.  
  151. /*-----------------------------------------------------------.
  152. / Monochrome settings /
  153. '-----------------------------------------------------------*/
  154. #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)
  155.  
  156.  
  157. /*-----------------------------------------------------------.
  158. / Lift Gamma Gain settings /
  159. '-----------------------------------------------------------*/
  160. #define RGB_Lift float3(0.998, 1.002, 1.003) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
  161. #define RGB_Gamma float3(0.994, 0.995, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
  162. #define RGB_Gain float3(1.000, 0.998, 1.001) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
  163.  
  164. //Note that a value of 1.000 is a neutral setting that leave the color unchanged.
  165.  
  166. /*-----------------------------------------------------------.
  167. / Tonemap settings /
  168. '-----------------------------------------------------------*/
  169. #define Gamma 1.001 // [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.
  170.  
  171. #define Exposure 0.100 // [-1.000 to 1.000] Adjust exposure
  172.  
  173. #define Saturation 0.120 // [-1.000 to 1.000] Adjust saturation
  174.  
  175. #define Bleach -0.050 // [0.000 to 1.000] Brightens the shadows and fades the colors
  176.  
  177. #define Defog 0.100 // [0.000 to 1.000] How much of the color tint to remove
  178. #define FogColor float3(0.03, 0.20, -0.02) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  179.  
  180.  
  181. /*-----------------------------------------------------------.
  182. / Vibrance settings /
  183. '-----------------------------------------------------------*/
  184. #define Vibrance 0.27 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  185. #define Vibrance_RGB_balance float3(0.50, -0.20, 0.55) // [-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
  186.  
  187.  
  188. /*-----------------------------------------------------------.
  189. / Curves settings /
  190. '-----------------------------------------------------------*/
  191. #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)
  192. #define Curves_contrast 0.36 // [-1.00 to 1.00] The amount of contrast you want
  193.  
  194. // -- Advanced curve settings --
  195. #define Curves_formula 8 // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
  196. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  197. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
  198. //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.
  199. //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.
  200.  
  201. /*-----------------------------------------------------------.
  202. / Sepia settings /
  203. '-----------------------------------------------------------*/
  204. #define ColorTone float3(1.30, 1.15, 1.40) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  205. #define GreyPower 0.12 // [0.00 to 1.00] How much desaturate the image before tinting it
  206. #define SepiaPower 0.50 // [0.00 to 1.00] How much to tint the image
  207.  
  208.  
  209. /*-----------------------------------------------------------.
  210. / Vignette settings /
  211. '-----------------------------------------------------------*/
  212. #define VignetteType 1 // [1|2|3] 1 = Original, 2 = New, 3 = TV style
  213. #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.
  214. #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
  215. #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  216. #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)
  217. #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.
  218.  
  219.  
  220. /*-----------------------------------------------------------.
  221. / Dither settings /
  222. '-----------------------------------------------------------*/
  223. #define dither_method 1 // [1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  224.  
  225. //Note that the patterns used by Dither, makes an image harder to compress.
  226. //This can make your screenshots and video recordings take up more space.
  227.  
  228.  
  229. /*-----------------------------------------------------------.
  230. / Border settings /
  231. '-----------------------------------------------------------*/
  232. #define border_width float2(1,20) // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
  233. #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.
  234.  
  235.  
  236. /*-----------------------------------------------------------.
  237. / Splitscreen settings /
  238. '-----------------------------------------------------------*/
  239. #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
  240.  
  241. /*-----------------------------------------------------------.
  242. / Custom settings /
  243. '-----------------------------------------------------------*/
  244. #define custom_strength 1.0 // [0.00 to 1.00] Adjust the strength of the effect
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement