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  1.  
  2. //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  3. // ReShade effect file
  4. // visit facebook.com/MartyMcModding for news/updates
  5. //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  6. // MasterEffect ReBorn 1.1.115 public beta by Marty McFly
  7. // Continuation of MasterEffect 1.6.1
  8. // Copyright © 2008-2015 Marty McFly
  9. //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  10.  
  11.  
  12. /*==============================================================================*\
  13. | GLOBAL PARAMETERS |
  14. \*==============================================================================*/
  15.  
  16. #define USE_DEPTHBUFFER_OUTPUT 0 //[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only.
  17. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes.
  18. #define USE_HDR_LEVEL 0 //[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1: RGBA16F | 2: RGBA32F
  19. #define USE_HUD_MASKING 0 //[0 or 1] HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing.
  20.  
  21. /*==============================================================================*\
  22. | ENABLE EFFECTS |
  23. \*==============================================================================*/
  24.  
  25. //COLOR
  26. #define USE_LUT 0 //[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image.
  27. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
  28. #define USE_LEVELS 0 //[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.
  29. #define USE_TECHNICOLOR 1 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80
  30. #define USE_SWFX_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX
  31. #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.
  32. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear. No control values.
  33. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
  34. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping).
  35. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  36. #define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves.
  37. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
  38. #define USE_SKYRIMTONEMAP 0 //[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
  39. #define USE_COLORMOOD 0 //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors.
  40. #define USE_CROSSPROCESS 0 //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing.
  41. #define USE_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
  42. #define USE_REINHARD 0 //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
  43. #define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
  44. #define USE_COLORMOD 1 //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi.
  45. #define USE_SPHERICALTONEMAP 0 //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms.
  46. #define USE_HPD 0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
  47. #define USE_FILMICCURVE 0 //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
  48. #define USE_WATCHDOG_TONEMAP 0 //[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values.
  49. #define USE_SINCITY 0 //[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey.
  50. #define USE_COLORHUEFX 0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80!
  51.  
  52. //LIGHTING
  53. #define USE_LENSDIRT 0 //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
  54. #define USE_GAUSSIAN_ANAMFLARE 0 //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
  55. #define USE_BLOOM 0 //[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way.
  56. #define USE_LENZFLARE 0 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect.
  57. #define USE_CHAPMAN_LENS 0 //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo.
  58. #define USE_GODRAYS 0 //[0 or 1] Godrays: Adds some light rays rotating around screen center.
  59. #define USE_ANAMFLARE 0 //[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording.
  60.  
  61. //DEPTH EFFECTS
  62. #define USE_AMBIENTOCCLUSION 0 //[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.
  63. #define USE_DEPTHOFFIELD 0 //[0 or 1] Depth of Field: Simulates out of focus blur of a camera. Multiple algorithms available.
  64.  
  65. //IMAGE ENHANCEMENTS
  66. #define USE_SHARPENING 0 //[0 or 1] Sharpen: Sharps the image but may increase aliasing
  67. #define USE_FISHEYE_CA 0 //[0 or 1] Fisheye lens & Chromatic Abberation: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect.
  68. #define USE_GRAIN 0 //[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal.
  69. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  70. #define USE_SMAA 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  71.  
  72. //OVERLAYS
  73. #define USE_HD6_VIGNETTE 0 //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center
  74. #define USE_COLORVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners
  75. #define USE_BORDER 0 //[0 or 1] Border: Can be used to create letterbox borders around the image.
  76. #define USE_MOVIEBARS 0 //[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio.
  77.  
  78. /*==============================================================================*\
  79. | EFFECT PARAMETERS - COLOR |
  80. \*==============================================================================*/
  81.  
  82. //CARTOON
  83. #define CartoonPower 4.5 //[0.1 to 10.0] Amount of effect you want.
  84. #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.
  85.  
  86. //LEVELS
  87. #define Levels_black_point 36 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  88. #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  89.  
  90. //TECHNICOLOR
  91. #define ColStrengthR 0.12 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
  92. #define ColStrengthG 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
  93. #define ColStrengthB 0.0 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
  94. #define TechniBrightness 0.83 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
  95. #define TechniStrength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
  96. #define TechniSat 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
  97.  
  98. //SWEETFX TECHNICOLOR
  99. #define TechniAmount 0.4 //[0.00 to 1.00] Amount of color change you want
  100. #define TechniPower 4.0 //[0.00 to 8.00] Power of color change
  101. #define redNegativeAmount 0.88 //[0.00 to 1.00] controls for different technicolor power on the respective color channels
  102. #define greenNegativeAmount 0.68 //[0.00 to 1.00]
  103. #define blueNegativeAmount 0.88 //[0.00 to 1.00]
  104.  
  105. //DPX
  106. #define DPXRed 6 // [1.0 to 15.0]
  107. #define DPXGreen 6 // [1.0 to 15.0]
  108. #define DPXBlue 8.2 // [1.0 to 15.0]
  109. #define DPXColorGamma 0.9 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
  110. #define DPXSaturation 1.6 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  111. #define DPXRedC 0.36 // [0.6 to 0.2]
  112. #define DPXGreenC 0.36 // [0.6 to 0.2]
  113. #define DPXBlueC 0.34 // [0.6 to 0.2]
  114. #define DPXBlend 0.2 // [0.0 to 0.1] How strong the effect should be.
  115.  
  116. //LIFTGAMMAGAIN
  117. #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
  118. #define RGB_Gamma float3(1.000, 2.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  119. #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  120.  
  121. //TONEMAP
  122. #define Gamma 0.820 //[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.
  123. #define Exposure -0.09 //[-1.000 to 1.000] Adjust exposure
  124. #define Saturation -0.40 //[-1.000 to 1.000] Adjust saturation
  125. #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors
  126. #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
  127. #define FogColor float3(0.92, 0.0, 0.40) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  128.  
  129. //VIBRANCE
  130. #define Vibrance 0.30 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  131. #define Vibrance_RGB_balance float3(-0.50, 3.0, -0.70) //[-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
  132.  
  133. //CURVES
  134. #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)
  135. #define Curves_contrast 1.15 //[-1.00 to 1.00] The amount of contrast you want
  136.  
  137. // -- Advanced curve settings --
  138. #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
  139. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  140. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
  141. //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.
  142. //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.
  143.  
  144. //SEPIA
  145. #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
  146. #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
  147. #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image
  148.  
  149. //SKYRIM TONEMAPPING
  150. #define POSTPROCESS 6 //[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc
  151. //
  152. #define EAdaptationMinV1 0.05
  153. #define EAdaptationMaxV1 0.125
  154. #define EContrastV1 1.0
  155. #define EColorSaturationV1 1.0
  156. #define EToneMappingCurveV1 6.0
  157. //
  158. #define EAdaptationMinV2 0.36
  159. #define EAdaptationMaxV2 0.29
  160. #define EToneMappingCurveV2 8.0
  161. #define EIntensityContrastV2 2.5
  162. #define EColorSaturationV2 3.2
  163. #define EToneMappingOversaturationV2 180.0
  164. //
  165. #define EAdaptationMinV3 0.001
  166. #define EAdaptationMaxV3 0.025
  167. #define EToneMappingCurveV3 30.0
  168. #define EToneMappingOversaturationV3 111160.0
  169. //
  170. #define EAdaptationMinV4 0.2
  171. #define EAdaptationMaxV4 0.125
  172. #define EBrightnessCurveV4 0.7
  173. #define EBrightnessMultiplierV4 0.45
  174. #define EBrightnessToneMappingCurveV4 0.3
  175. //
  176. #define EAdaptationMinV5 0.08
  177. #define EAdaptationMaxV5 0.20
  178. #define EToneMappingCurveV5 8
  179. #define EIntensityContrastV5 3.475
  180. #define EColorSaturationV5 4
  181. #define HCompensateSatV5 2
  182. #define EToneMappingOversaturationV5 180.0
  183. //
  184. #define EBrightnessV6Day 2.5
  185. #define EIntensityContrastV6Day 1.5
  186. #define EColorSaturationV6Day 2.0
  187. #define HCompensateSatV6Day 3.0
  188. #define EAdaptationMinV6Day 0.64
  189. #define EAdaptationMaxV6Day 0.24
  190. #define EToneMappingCurveV6Day 8
  191. #define EToneMappingOversaturationV6Day 2500.0
  192.  
  193. //COLORMOOD
  194. #define fRatio 0.3 //[0.00 to 3.00] Amount of moody coloring you want
  195. #define moodR 0.0 //[0.0 to 2.0] How strong dark red colors shall be boosted
  196. #define moodG 0.25 //[0.0 to 2.0] How strong dark green colors shall be boosted
  197. #define moodB 0.0 //[0.0 to 2.0] How strong dark blue colors shall be boosted
  198.  
  199. //CROSSPROCESS
  200. #define CrossContrast 0.95 //[0.5 to 2.00] The names of these values should explain their functions
  201. #define CrossSaturation 1.12 //[0.5 to 2.00]
  202. #define CrossBrightness -0.052 //[-0.3 to 0.30]
  203. #define CrossAmount 1.0 //[0.05 to 1.5]
  204.  
  205. //FILMICPASS
  206. #define Strenght 1.0 //[0.05 to 1.5] Strength of the color curve altering
  207. #define BaseGamma 1.6 //[0.7 to 2.0] Gamma Curve
  208. #define Fade 0.2 //[0.0 to 0.6] Decreases contrast to imitate faded image
  209. #define Contrast 0.5 //[0.5 to 2.0] Contrast.
  210. #define FSaturation -0.15
  211. #define FBleach 0.005 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
  212. #define FRedCurve 6.0
  213. #define FGreenCurve 6.0
  214. #define FBlueCurve 6.0
  215. #define BaseCurve 4.5
  216. #define EffectGammaR 1.5
  217. #define EffectGammaG 2.0
  218. #define EffectGammaB 1.2
  219. #define EffectGamma 2.75
  220. #define Linearization 1.5 //[0.5 to 2.0] Linearizes the color curve
  221.  
  222. //REINHARD TONEMAP
  223. #define ReinhardWhitepoint 4.0 //[1.0 to 10.0] Point above which everything is pure white
  224. #define ReinhardScale 0.5 //[0.0 to 2.0] Amount of applied tonemapping
  225.  
  226. //REINHARD LINEAR TONEMAP
  227. #define ReinhardLinearWhitepoint 4.4
  228. #define ReinhardLinearPoint 0.06
  229. #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.
  230.  
  231. //COLORMOD
  232. #define ColormodChroma 0.9 // Saturation
  233. #define ColormodGammaR 1.2 // Gamma for Red color channel
  234. #define ColormodGammaG 1.02 // Gamma for Green color channel
  235. #define ColormodGammaB 1.2 // Gamma for Blue color channel
  236. #define ColormodContrastR 2.10 // Contrast for Red color channel
  237. #define ColormodContrastG 2.00 // ...
  238. #define ColormodContrastB 2.70 // ...
  239. #define ColormodBrightnessR 0.20 // Brightness for Red color channel
  240. #define ColormodBrightnessG 0.0 // ...
  241. #define ColormodBrightnessB 0.20 // ...
  242.  
  243. //SPHERICAL TONEMAP
  244. #define sphericalAmount 1.0 //[0.0 to 2.0] Amount of spherical tonemapping applied...sort of
  245.  
  246. //COLOR HUE FX
  247. #define USE_COLORSAT 0 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
  248. #define hueMid 0.6 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep
  249. #define hueRange 0.1 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
  250. #define satLimit 2.9 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
  251. #define fxcolorMix 0.8 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.
  252.  
  253. /*==============================================================================*\
  254. | EFFECT PARAMETERS - LIGHTING |
  255. \*==============================================================================*/
  256.  
  257. //LENSDIRT
  258. #define fLensdirtIntensity 2.0 //[0.0 to 2.0] Intensity of lensdirt.
  259.  
  260. //GAUSSIAN ANAMORPHIC LENSFLARE
  261. #define fAnamFlareThreshold 0.90 //[0.1 to 1.0] Every pixel brighter than this value gets a flare.
  262. #define fAnamFlareWideness 2.4 //[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible
  263. #define fAnamFlareAmount 14.5 //[1.0 to 20.0] Intensity of anamorphic flare.
  264. #define fAnamFlareCurve 1.2 //[1.0 to 2.0] Intensity curve of flare with distance from source
  265. #define fAnamFlareColor float3(0.012,0.313,0.588) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color.
  266.  
  267. //BLOOM
  268. #define BLOOM_MIXMODE 2 //[1 to 2] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
  269. #define fBloomThreshold 0.4 //[0.1 to 1.0] Every pixel brighter than this value triggers bloom.
  270. #define fBloomAmount 0.8 //[1.0 to 20.0] Intensity of bloom.
  271. #define fBloomSaturation 0.8 //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom.
  272. #define fBloomTint float3(0.7,0.8,1.0) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to.
  273.  
  274. //LENZ FLARE
  275. #define LENZDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR
  276. #define fLenzIntensity 1.0 //[0.2 to 3.0] power of lens flare effect
  277. #define fLenzThreshold 0.8 //[0.6 to 1.0] Minimum brightness an object must have to cast lensflare
  278.  
  279. //CHAPMAN LENS
  280. #define CHAPMANDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR
  281. #define ChapFlareTreshold 0.9 //[0.7 to 0.99] Brightness threshold for lensflare generation. Everything brighter than this value gets a flare.
  282. #define ChapFlareCount 15 //[1 to 20] Number of single halos to be generated. If set to 0, only the curved halo around is visible.
  283. #define ChapFlareDispersal 0.25 //[0.25 to 1.0] Distance from screen center (and from themselves) the flares are generated.
  284. #define ChapFlareSize 0.45 //[0.2 to 0.8] Distance (from screen center) the halo and flares are generated.
  285. #define ChapFlareCA float3(0.0,0.01,0.02) //[-0.5 to 0.5] Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA.
  286. #define ChapFlareIntensity 100.0 //[5.0 to 20.0] Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result.
  287.  
  288. //GODRAYS
  289. #define bGodrayDepthCheck 1 //[0 or 1] if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR
  290. #define iGodraySamples 128 //[2^x format] How many samples the godrays get
  291. #define fGodrayDecay 0.99 //[0.5 to 0.9999] How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
  292. #define fGodrayExposure 1.0 //[0.7 to 1.5] Upscales the godray's brightness
  293. #define fGodrayWeight 1.25 //[0.8 to 1.7] weighting
  294. #define fGodrayDensity 1.0 //[0.2 to 2.0] Density of rays, higher means more and brighter rays
  295. #define fGodrayThreshold 0.9 //[0.6 to 1.0] Minimum brightness an object must have to cast godrays
  296.  
  297. //ANAMORPHIC LENSFLARE
  298. #define bFlareDepthCheckEnable 1 //[0 or 1] if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR
  299. #define fFlareLuminance 0.95 //[0.6 to 1.0] bright pass luminance value
  300. #define fFlareBlur 200.0 // [1.0 to 9999999] manages the size of the flare
  301. #define fFlareIntensity 2.07 // [0.2 to 5.0] effect intensity
  302. #define fFlareTint float3(0.137, 0.216, 1.0) // [0.0 to 2.0] effect tint RGB
  303.  
  304. /*==============================================================================*\
  305. | EFFECT PARAMETERS - EFFECTS |
  306. \*==============================================================================*/
  307.  
  308. //AMBIENT OCCLUSION
  309. #define AO_METHOD 1 //[1 to 2] 1: SSAO 2: Raymarch AO
  310. #define AO_SHARPNESS 0.2 //[0.05 to 2.0] 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance.
  311. #define AO_DEBUG 0 //[0 or 1] Enables raw debug output (only shadowing/brightening) without color information.
  312. #define AO_LUMINANCE_CONSIDERATION 1 //[0 or 1] Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas.
  313. #define AO_LUMINANCE_LOWER 0.3 //[0.0 to 1.0] Lower brightness threshold where AO starts to fade out. Below this threshold AO has full power.
  314. #define AO_LUMINANCE_UPPER 0.6 //[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0.
  315. #define iSSAOSamples 64 //[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof.
  316. #define fSSAORange 50.0 //[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both.
  317. #define fSSAODarkeningAmount 1.5 //[0.0 to 5.0] Amount of SSAO corner darkening
  318. #define fSSAOBrighteningAmount 1.0 //[0.0 to 5.0] Amount of SSAO edge brightening
  319. #define iRayAOSamples 24 //[10 to 78] Amount of samples "rays" Higher means more accurate AO but also less performance.
  320. #define fRayAOSamplingRange 0.0002 //[0.0001 to 0.02] Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
  321. #define fRayAOMaxDepth 0.02 //[0.01 to 0.2] Range clip factor to avoid far objects to occlude close objects just because they are besides each other on screen.
  322. #define fRayAOMinDepth 0.00003 //[0.000 to 0.001] Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves.
  323. #define fRayAOPower 2.0 //[0.2 to 5.0] Amount of darkening.
  324.  
  325. //DEPTH OF FIELD
  326. #define DOF_METHOD 2 //[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF
  327. #define DOF_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.
  328. #define DOF_NEARBLURCURVE 0.5 //[0.4 to X] Power of blur of closer-than-focus areas.
  329. #define DOF_FARBLURCURVE 0.5 //[0.4 to X] Elementary, my dear Watson: Blur power of areas behind focus plane.
  330. #define DOF_BLURRADIUS 20.0 //[5.0 to 50.0] Blur radius approximately in pixels. Radius, not diameter.
  331. #define DOF_MANUALFOCUS 1 //[1.0 to 10.0] Enables manual focus.
  332. #define DOF_MANUALFOCUSDEPTH 0.0 //[0.0 to 1.0] Manual focus depth. 0.0 means camera is focus plane, 1.0 means sky is focus plane.
  333. //RING DOF
  334. #define iRingDOFSamples 6 //[5 to 30] Samples on the first ring. The other rings around have more samples
  335. #define iRingDOFRings 4 //[1 to 8] Ring count
  336. #define fRingDOFThreshold 2.5 //[0.8 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.
  337. #define fRingDOFGain 0.1 //[0.1 to 2.0] Amount of brightening for pixels brighter than threshold.
  338. #define fRingDOFBias 0.0 //[0.1 to 2.0] bokeh bias.
  339. #define fRingDOFFringe 0.5 //[0.0 to 1.0] Amount of chromatic abberation
  340. //MAGIC DOF
  341. #define iMagicDOFBlurQuality 10 //[1 to 30] Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150.
  342. #define fMagicDOFColorCurve 3.0 //[1.0 to 10.0] DOF weighting curve.
  343. //GP65CJ042 DOF
  344. #define iGPDOFQuality 6 //[0 to 7] 0: only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps.
  345. #define bGPDOFPolygonalBokeh 1 //[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.
  346. #define iGPDOFPolygonCount 5 //[3 to 9] Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc.
  347. #define fGPDOFBias 0.00 //[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.
  348. #define fGPDOFBiasCurve 0.0 //[0.0 to 3.0] Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge.
  349. #define fGPDOFBrightnessThreshold 1.8 //[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.
  350. #define fGPDOFBrightnessMultiplier 2.00 //[0.0 to 2.0] Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold.
  351. #define fGPDOFChromaAmount 0.0 //[0.00 to 0.4] Amount of color shifting applied on blurred areas.
  352. //MATSO DOF
  353. #define bMatsoDOFChromaEnable 1 //[0 or 1] Enables Chromatic Abberation.
  354. #define bMatsoDOFBokehEnable 1 //[0 or 1] Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton.
  355. #define fMatsoDOFChromaPow 1.4 //[0.2 to 3.0] Amount of chromatic abberation color shifting.
  356. #define fMatsoDOFBokehCurve 8.0 //[0.5 to 20.0] Bokeh curve.
  357. #define fMatsoDOFBokehLight 0.012 //[0.0 to 2.0] Bokeh brightening factor.
  358. #define iMatsoDOFBokehQuality 2 //[1 to 10] Blur quality as control value over tap count.
  359. #define fMatsoDOFBokehAngle 10 //[0 to 360] Rotation angle of bokeh shape.
  360.  
  361. /*==============================================================================*\
  362. | EFFECT PARAMETERS - IMAGE ENHANCEMENTS |
  363. \*==============================================================================*/
  364.  
  365. //SHARPEN
  366. #define fSharpBias 1.0 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount
  367. #define fSharpStrength 0.5 //[0.05 to 1.0] Amount of sharpening you want.
  368. #define fSharpClamp 0.05 //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing
  369.  
  370. //FISHEYE, CHROMATIC ABBERATION
  371. #define fFisheyeZoom 0.5 //[0.5 to 1.0] some lens zoom to hide bugged edges due to texcoord modification
  372. #define fFisheyeDistortion 0.15 //[-0.3 to 0.3] distortion of image, fish eye effect
  373. #define fFisheyeDistortionCubic 0.15 //[-0.3 to 0.3] distortion of image, fish eye effect, cube based
  374. #define fFisheyeColorshift -0.03 //[-0.1 to 0.1] Amount of color shifting
  375.  
  376. //IMAGE GRAIN
  377. #define fGrainSaturation 1.0 //[0.0 to 2.0] Saturation of Grain. Higher means more colored noise, 0.0 means blacknwhite no TV signal noise.
  378. #define fGrainIntensityBright 0.0 //[0.0 to 2.0] Intensity of Grain in bright areas.
  379. #define fGrainIntensityMid 0.0 //[0.0 to 2.0] Intensity of Grain in midtone areas.
  380. #define fGrainIntensityDark 0.1 //[0.0 to 2.0] Intensity of Grain in dark areas.
  381.  
  382. //EXPLOSION
  383. #define fExplosionRadius 10.5 //[0.2 to 100.0] Amount of effect you want.
  384.  
  385. //SMAA
  386. #define fSMAAThreshold 0.2 //[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.
  387. #define iSMAAMaxSearchSteps 24 //[0 to 98] Determines the radius SMAA will search for aliased edges
  388. #define iSMAAMaxSearchStepsDiag 8 //[0 to 32] Determines the radius SMAA will search for diagonal aliased edges
  389. #define iSMAACornerRounding 10 //[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.
  390. #define iSMAAEdgeDetectionMode 1 //[1 to 3] 1: Luma edge detection 2: Color edge detection 3: Depth edge detection
  391. #define bSMAAPredication 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
  392. #define fSMAAPredicationThreshold 0.01 //[0.001 to 0.2] Threshold to be used in the depth buffer.
  393. #define fSMAAPredicationScale 2.0 //[0.5 to 4.0] How much to scale the global Threshold used for luma or color edge detection when using predication
  394. #define fSMAAPredicationStrength 0.4 //[0.1 to 1.0] How much to locally decrease the Threshold.
  395. #define iSMAADebugOutput 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.
  396.  
  397. /*==============================================================================*\
  398. | EFFECT PARAMETERS - OVERLAYS |
  399. \*==============================================================================*/
  400.  
  401. //HD6VIGNETTE
  402. #define fHD6VignetteMode 1 //[1 to 3] Vignette Alignment 1: Left and right | 2: top and bottom | 3: corners.
  403. #define fHD6VignetteTop 0.7 //[0.3 to 1.5] Top/left (depending on mode) height of bar.
  404. #define fHD6VignetteBottom 0.7 //[0.3 to 1.5] Bottom/right (depending on mode) height of bar.
  405. #define fHD6VignetteRoundness 0.0 //[0.0 to 100000.0] Amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle.
  406. #define fHD6VignetteColorDistort 0.0 //[0.0 to 5.0] Distorts the colors.
  407. #define fHD6VignetteContrast 11.6 //[0.0 to 20.0] Contrast of vignette curve.
  408. #define fHD6VignetteBorder 6.5 //[0.0 to 5.0] Vignette Border factor.
  409.  
  410. //STANDARDVIGNETTE
  411. #define fVignetteAmount 2.9 //[0.0 to 5.0] Amount of vignette color change.
  412. #define fVignetteCurve 1.5 //[0.0 to 5.0] Curve of vignette color change.
  413. #define fVignetteRadius 0.95 //[0.0 to 5.0] Radius from center where vignette color change kicks in.
  414. #define fVignetteColor float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB vignette color.
  415.  
  416. //BORDER
  417. #define fBorderWidth float2(10,10) //[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
  418. #define fBorderRatio float(1920.0 / 1080.0) //[0.1 to 10.0] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
  419. #define fBorderColor float3(1.0, 0.0, 0.0) //[0.0 to 1.0] What color the border should be. In RGB colors, 0,0,0 is black, 1,1,1 is pure white.
  420.  
  421. //END
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