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  1. /*===========================================//
  2. // Description //
  3. //===========================================//
  4.  
  5. Game: Mad Max
  6. Author: K-putt
  7. SweetFX/Injector version: v2.0 Preview 8 by CeeJay.dk / ReShade 1.0.0
  8. Description:
  9.  
  10.  
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  22.  
  23.  
  24. K-putt'e Mad Hardy Config
  25.  
  26. • SMAA
  27. • LEVELS
  28. • LUMASHARPEN
  29. • LIFTGAMMAGAIN
  30. • VIBRANCE
  31. • TONEMAP
  32. • CURVES
  33.  
  34. //===========================================//
  35. // Optional //
  36. //===========================================//
  37.  
  38.  
  39.  
  40. //===========================================//
  41. // Updates //
  42. //===========================================//
  43.  
  44.  
  45.  
  46. //===========================================//
  47. // Miscellaneous //
  48. //===========================================//
  49.  
  50. • You'll need this version to get the same results as me.
  51. • (v2.0 Preview 8 by CeeJay.dk | ReShade 1.0.0)
  52.  
  53. • DOWNLOAD HERE
  54. • sfx.thelazy.net - http://goo.gl/Pl0csS
  55.  
  56. • For questions or requests visit the forum - http://sfx.thelazy.net/forum/
  57. • For ReShade support visit the official ReShade forum - http://reshade.me/forum/index
  58. • Or visit the official SweetFX subreddit - http://www.reddit.com/r/sweetfx
  59.  
  60. • While you're at it.. why aren't you following me on Twitter or FlickR yet?
  61. • Twitter - https://twitter.com/Kputt
  62. • FlickR - https://www.flickr.com/photos/k_putt/
  63.  
  64.  
  65. //============================================//
  66. // Choose //
  67. // Effects //
  68. //============================================*/
  69.  
  70. // Effects are listed in the order that they are applied.
  71. // Set to 1 for ON or 0 for OFF
  72.  
  73. #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  74. #define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
  75.  
  76. #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
  77. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
  78. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  79. #define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.
  80. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
  81. #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
  82. #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  83. #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  84. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.
  85. #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)
  86.  
  87. #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.
  88. #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.
  89. #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)
  90. #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.
  91. #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.
  92. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
  93. #define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
  94. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
  95. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  96. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  97. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
  98. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
  99. #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.
  100. #define USE_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.
  101. #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)
  102. #define USE_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.
  103. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  104.  
  105. #define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming
  106.  
  107. #define USE_DISPLAY_DEPTH 0 //[0 or 1] Display Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game
  108.  
  109. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
  110.  
  111. //===========================================//
  112. // Ascii //
  113. // Settings //
  114. //===========================================//
  115. #define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
  116. #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.
  117.  
  118. #define Ascii_font 1 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
  119. #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.
  120. #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.
  121. #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)
  122.  
  123. #define Ascii_invert_brightness 0 //[0 or 1]
  124. #define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
  125.  
  126. //===========================================//
  127. // SMAA Anti Aliasing //
  128. // Settings //
  129. //===========================================//
  130. #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.
  131. #define SMAA_MAX_SEARCH_STEPS 25 //[0 to 98] Determines the radius SMAA will search for aliased edges
  132. #define SMAA_MAX_SEARCH_STEPS_DIAG 12 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  133. #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.
  134.  
  135. // -- Advanced SMAA settings --
  136. #define SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
  137. #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.
  138. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  139.  
  140. // -- SMAA Predication settings --
  141. #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.
  142. #define SMAA_PREDICATION_THRESHOLD 0.09 // Threshold to be used in the depth buffer.
  143. #define SMAA_PREDICATION_SCALE 1.0 // How much to scale the global threshold used for luma or color edge detection when using predication
  144. #define SMAA_PREDICATION_STRENGTH 20.4 // How much to locally decrease the threshold.
  145.  
  146. // -- Debug SMAA settings --
  147. #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.
  148.  
  149.  
  150. //===========================================//
  151. // FXAA Anti Aliasing //
  152. // Settings //
  153. //===========================================//
  154. #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
  155. #define fxaa_Subpix 0.35 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
  156. #define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
  157. #define fxaa_EdgeThresholdMin 0.01 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.
  158.  
  159.  
  160. //===========================================//
  161. // Explosion //
  162. // Settings //
  163. //===========================================//
  164. #define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.
  165.  
  166.  
  167. //===========================================//
  168. // Chromatic Aberration //
  169. // Settings //
  170. //===========================================//
  171. #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.
  172. //For a slightly blurred look try fractional values (.5) between two pixels.
  173. #define Chromatic_strength 0.1 //Adjust the strength of the effect.
  174.  
  175.  
  176. //===========================================//
  177. // Levels //
  178. // Settings //
  179. //===========================================//
  180. #define Levels_black_point 2 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  181. #define Levels_white_point 255 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  182.  
  183. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost.
  184.  
  185. // -- Debug settings --
  186. #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,
  187. // Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.
  188.  
  189.  
  190. //===========================================//
  191. // Cartoon //
  192. // Settings //
  193. //===========================================//
  194. #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
  195. #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.
  196.  
  197.  
  198. //===========================================//
  199. // Advanced CRT //
  200. // Settings //
  201. //===========================================//
  202. #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
  203.  
  204. #define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  205. #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
  206. #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  207. #define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  208. #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  209. #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  210.  
  211. #define CRTCurvature 0 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
  212. #define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  213. #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  214. #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  215. #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
  216. #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  217. #define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  218. #define CRTOversample 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  219.  
  220.  
  221. //===========================================//
  222. // Pixel-Art CRT //
  223. // Settings //
  224. //===========================================//
  225. // -- Emulated input resolution --
  226. #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
  227. #define PixelArtCRT_resolution_ratio (1.0/4.0) //
  228. #define PixelArtCRT_fixed_resolution float2(320.0,160.0)
  229.  
  230. // -- Hardness --
  231. #define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
  232. #define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
  233.  
  234. // -- Display warp --
  235. #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme
  236.  
  237. // -- Type of shadow mask --
  238. #define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille
  239. // 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
  240.  
  241. // -- Amount of shadow mask --
  242. #define PixelArtCRT_maskDark 0.5 //
  243. #define PixelArtCRT_maskLight 1.5 //
  244.  
  245. // -- Falloff shape --
  246. #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square
  247.  
  248. // -- Amp signal --
  249. #define PixelArtCRT_overdrive 1.25 //
  250.  
  251.  
  252. //===========================================//
  253. // Bloom //
  254. // Settings //
  255. //===========================================//
  256. #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  257. #define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom
  258. #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
  259.  
  260.  
  261. //===========================================//
  262. // HDR //
  263. // Settings //
  264. //===========================================//
  265. #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
  266. #define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  267.  
  268.  
  269. //===========================================//
  270. // Lumasharpen //
  271. // Settings //
  272. //===========================================//
  273. // -- Sharpening --
  274. #define sharp_strength 1.5 //[0.10 to 3.00] Strength of the sharpening
  275. #define sharp_clamp 0.03 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  276.  
  277. // -- Advanced sharpening settings --
  278. #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  279. #define offset_bias 1.2 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  280. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  281.  
  282. // -- Debug sharpening settings --
  283. #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  284.  
  285.  
  286. //===========================================//
  287. // Nostalgia //
  288. // Settings //
  289. //===========================================//
  290. //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.
  291. //For now it just displays the image with a C64 palette
  292.  
  293.  
  294. //===========================================//
  295. // Technicolor //
  296. // Settings //
  297. //===========================================//
  298. #define TechniAmount 0.40 //[0.00 to 1.00]
  299. #define TechniPower 4.00 //[0.00 to 8.00]
  300. #define redNegativeAmount 0.88 //[0.00 to 1.00]
  301. #define greenNegativeAmount 0.88 //[0.00 to 1.00]
  302. #define blueNegativeAmount 0.88 //[0.00 to 1.00]
  303.  
  304.  
  305. //===========================================//
  306. // Technicolor2 //
  307. // Settings //
  308. //===========================================//
  309. #define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
  310. #define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
  311. #define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
  312. #define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
  313. #define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
  314. #define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
  315.  
  316.  
  317. //===========================================//
  318. // Cineon DPX //
  319. // Settings //
  320. //===========================================//
  321. #define Red 8.0 //[1.0 to 15.0]
  322. #define Green 8.0 //[1.0 to 15.0]
  323. #define Blue 8.0 //[1.0 to 15.0]
  324.  
  325. #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.
  326. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  327.  
  328. #define RedC 0.36 //[0.60 to 0.20]
  329. #define GreenC 0.36 //[0.60 to 0.20]
  330. #define BlueC 0.34 //[0.60 to 0.20]
  331.  
  332. #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.
  333.  
  334.  
  335. //===========================================//
  336. // Monochrome //
  337. // Settings //
  338. //===========================================//
  339. #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)
  340. #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.
  341.  
  342.  
  343. //===========================================//
  344. // Color-Matrix //
  345. // Settings //
  346. //===========================================//
  347. // Red Green Blue
  348. #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
  349. #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
  350. #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
  351. //Should sum to 1.000 if you don't wish to change the brightness
  352.  
  353. #define ColorMatrix_strength 1.0 //Adjust the strength
  354.  
  355.  
  356. //===========================================//
  357. // Lift Gamma Gain //
  358. // Settings //
  359. //===========================================//
  360. #define RGB_Lift float3(1.01, 1.0, 0.97) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
  361. #define RGB_Gamma float3(1.0, 1.0, 0.99) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  362. #define RGB_Gain float3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  363.  
  364. //Note that a value of 1.000 is a neutral setting that leave the color unchanged.
  365.  
  366. //===========================================//
  367. // Tonemap //
  368. // Settings //
  369. //===========================================//
  370. #define Gamma 0.94 //[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.
  371. #define Exposure 0.200 //[-1.000 to 1.000] Adjust exposure
  372. #define Saturation 0.3 //[-1.000 to 1.000] Adjust saturation
  373. #define Bleach 0.0 //[0.000 to 1.000] Brightens the shadows and fades the colors
  374. #define Defog 0.400 //[0.000 to 1.000] How much of the color tint to remove
  375. #define FogColor float3(-0.02, 0.01, -0.006) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  376.  
  377.  
  378. //===========================================//
  379. // Vibrance //
  380. // Settings //
  381. //===========================================//
  382. #define Vibrance 0.5 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  383. #define Vibrance_RGB_balance float3(1.4, 1.0, 1.8) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00]
  384. // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over other
  385.  
  386.  
  387. //===========================================//
  388. // Curves //
  389. // Settings //
  390. //===========================================//
  391. #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)
  392. #define Curves_contrast 0.7 //[-1.00 to 1.00] The amount of contrast you want
  393.  
  394. // -- Advanced curve settings --
  395. #define Curves_formula 1 //[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want to use.
  396. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  397. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. 11 = Polynomial split.
  398. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower.
  399. //I prefer 2 myself, but 3 is a nice alternative with a little more effect and it's the fastest formula.
  400.  
  401.  
  402. //===========================================//
  403. // Sepia //
  404. // Settings //
  405. //===========================================//
  406. #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
  407. #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
  408. #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image
  409.  
  410.  
  411. //===========================================//
  412. // Daltonize //
  413. // Settings //
  414. //===========================================//
  415. #define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum)
  416. // 3 = Tritanopia (missing blue spectrum)
  417.  
  418.  
  419. //===========================================//
  420. // Film Grain //
  421. // Settings //
  422. //===========================================//
  423. #define FilmGrain_intensity 0.55 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
  424. #define FilmGrain_variance 0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
  425. #define FilmGrain_SNR 4 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.
  426.  
  427. // -- Advanced Film Grain settings --
  428. #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)
  429.  
  430. //A sideeffect of the Film Grain effect is that it also dithers the screen.
  431. //You don't need both the Film Grain and the Dither effect enabled at the same time.
  432.  
  433. //===========================================//
  434. // Vignette //
  435. // Settings //
  436. //===========================================//
  437. #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
  438. #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.
  439. #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
  440. #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  441. #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)
  442. #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.
  443.  
  444.  
  445. //===========================================//
  446. // Dither //
  447. // Settings //
  448. //===========================================//
  449. #define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  450.  
  451. //Note that the patterns used by Dither, makes an image harder to compress.
  452. //This can make your screenshots and video recordings take up more space.
  453.  
  454.  
  455. //===========================================//
  456. // Border //
  457. // Settings //
  458. //===========================================//
  459. #define border_width float2(0,0) //[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
  460. #define border_ratio float(3.0 / 4.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
  461. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
  462. #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.
  463.  
  464.  
  465. //===========================================//
  466. // Splitscreen //
  467. // Settings //
  468. //===========================================//
  469. #define splitscreen_mode 1 //[1|2|3] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split,
  470. //[4|5|6] 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
  471.  
  472. //===========================================//
  473. // Transition //
  474. // Settings //
  475. //===========================================//
  476. #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
  477. #define Transition_texture "curtain.jpg" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
  478. #define Transition_texture_width 720 //Image width.
  479. #define Transition_texture_height 480 //Image height.
  480. #define Transition_type CurtainOpen //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
  481.  
  482.  
  483. //===========================================//
  484. // Display //
  485. // Depth //
  486. //===========================================//
  487. #define Depth_z_near 0.08 //[0.00001 to 100000.0] Camera z near
  488. #define Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value.
  489.  
  490. //===========================================//
  491. // Custom //
  492. // Settings //
  493. //===========================================//
  494. #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
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