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Nov 27th, 2014
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  1. /*-----------------------------------------------------------.
  2. / Description /
  3. '------------------------------------------------------------/
  4.  
  5. Game: League of Legends
  6. SweetFX: v1.5
  7. Author: Entity Zero
  8. Preset: Summoners Rift Overhaul 1.0
  9.  
  10. /*-----------------------------------------------------------.
  11. / Choose effects /
  12. '-----------------------------------------------------------*/
  13.  
  14. // Set to 1 for ON or 0 for OFF
  15. #define USE_SMAA_ANTIALIASING 0 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  16. #define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
  17. #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)
  18. #define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  19. #define USE_HDR 0 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  20. #define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  21. #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)
  22. #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.
  23. #define USE_MONOCHROME 0 // [0 or 1] Monochrome : Monochrome makes the colors disappear.
  24. #define USE_LIFTGAMMAGAIN 0 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
  25. #define USE_TONEMAP 0 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  26. #define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  27. #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
  28. #define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image.
  29. #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.
  30. #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)
  31. #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.
  32. #define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  33.  
  34.  
  35. /*-----------------------------------------------------------.
  36. / SMAA Anti-aliasing settings /
  37. '-----------------------------------------------------------*/
  38.  
  39. #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.
  40. #define SMAA_MAX_SEARCH_STEPS 98 // [0 to 98] Determines the radius SMAA will search for aliased edges
  41. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  42. #define SMAA_CORNER_ROUNDING 0 // [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.
  43.  
  44. // -- Advanced SMAA settings --
  45. #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  46. #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.
  47. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  48.  
  49.  
  50. /*-----------------------------------------------------------.
  51. / Cartoon settings /
  52. '-----------------------------------------------------------*/
  53. #define CartoonPower 1.0 // [0.1 to 10.0] Amount of effect you want.
  54.  
  55.  
  56. /*-----------------------------------------------------------.
  57. / Advanced CRT settings /
  58. '----------------------------------------------------------*/
  59. #define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
  60.  
  61. #define CRTResolution 1.2 // [1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  62. #define CRTgamma 1.5 // [0.0 to 4.0] Gamma of simulated CRT (default 2.4)
  63. #define CRTmonitorgamma 2.2 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  64. #define CRTBrightness 1.0 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  65. #define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  66. #define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  67.  
  68. #define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
  69. #define CRTCurvatureRadius 1.5 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  70. #define CRTCornerSize 0.0010 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  71. #define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  72. #define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
  73. #define CRTAngleY -0.10 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  74. #define CRTOverScan 1.01 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  75. #define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  76.  
  77. /*-----------------------------------------------------------.
  78. / Bloom settings /
  79. '-----------------------------------------------------------*/
  80. #define BloomThreshold 27.00 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  81. #define BloomPower 1.425 // [0.000 to 8.000] Strength of the bloom
  82. #define BloomWidth 0.0100 // [0.0000 to 1.0000] Width of the bloom
  83.  
  84.  
  85. /*-----------------------------------------------------------.
  86. / HDR settings /
  87. '-----------------------------------------------------------*/
  88. #define HDRPower 1.10 // [0.00 to 8.00] Strangely lowering this makes the image brighter
  89. #define radius2 0.90 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  90.  
  91. /*-----------------------------------------------------------.
  92. / LumaSharpen settings /
  93. '-----------------------------------------------------------*/
  94. // -- Sharpening --
  95. #define sharp_strength 2.5 // [0.10 to 3.00] Strength of the sharpening
  96. #define sharp_clamp 0.05 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  97.  
  98. // -- Advanced sharpening settings --
  99. #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  100. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  101. // I designed the pattern for offset_bias 1.0, but feel free to experiment.
  102.  
  103. // -- Debug sharpening settings --
  104. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  105.  
  106.  
  107.  
  108. /*-----------------------------------------------------------.
  109. / TECHNICOLOR settings /
  110. '-----------------------------------------------------------*/
  111. #define TechniAmount 0.4 // [0.00 to 1.00]
  112. #define TechniPower 4.0 // [0.00 to 8.00]
  113. #define redNegativeAmount 0.88 // [0.00 to 1.00]
  114. #define greenNegativeAmount 0.88 // [0.00 to 1.00]
  115. #define blueNegativeAmount 0.88 // [0.00 to 1.00]
  116.  
  117.  
  118. /*-----------------------------------------------------------.
  119. / Cineon DPX settings /
  120. '-----------------------------------------------------------*/
  121. #define Red 15.0 // [1.0 to 15.0]
  122. #define Green 15.0 // [1.0 to 15.0]
  123. #define Blue 15.0 // [1.0 to 15.0]
  124.  
  125. #define ColorGamma 1.5 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
  126. #define DPXSaturation 1.15 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  127.  
  128. #define RedC 0.36 // [0.60 to 0.20]
  129. #define GreenC 0.36 // [0.60 to 0.20]
  130. #define BlueC 0.34 // [0.60 to 0.20]
  131.  
  132. #define Blend 0.07 // [0.00 to 1.00] How strong the effect should be.
  133.  
  134.  
  135. /*-----------------------------------------------------------.
  136. / Monochrome settings /
  137. '-----------------------------------------------------------*/
  138. #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)
  139.  
  140.  
  141. /*-----------------------------------------------------------.
  142. / Lift Gamma Gain settings /
  143. '-----------------------------------------------------------*/
  144. #define RGB_Lift float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
  145. #define RGB_Gamma float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
  146. #define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
  147.  
  148.  
  149. /*-----------------------------------------------------------.
  150. / Tonemap settings /
  151. '-----------------------------------------------------------*/
  152. #define Gamma 0.97 // [0.000 to 2.000] Adjust midtones
  153.  
  154. #define Exposure 0.00 // [-1.000 to 1.000] Adjust exposure
  155.  
  156. #define Saturation -0.05 // [-1.000 to 1.000] Adjust saturation
  157.  
  158. #define Bleach 0.40 // [0.000 to 1.000] Brightens the shadows and fades the colors
  159.  
  160. #define Defog 0.000 // [0.000 to 1.000] How much of the color tint to remove
  161. #define FogColor float3(0.00, 0.00, 2.55) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  162.  
  163.  
  164. /*-----------------------------------------------------------.
  165. / Vibrance settings /
  166. '-----------------------------------------------------------*/
  167. #define Vibrance 0.25 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  168.  
  169.  
  170. /*-----------------------------------------------------------.
  171. / Curves settings /
  172. '-----------------------------------------------------------*/
  173. #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)
  174. #define Curves_contrast 0.60 // [-1.00 to 1.00] The amount of contrast you want
  175.  
  176. // -- Advanced curve settings --
  177. #define Curves_formula 2 // [1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
  178. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  179. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
  180. //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.
  181. //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.
  182.  
  183. /*-----------------------------------------------------------.
  184. / Sepia settings /
  185. '-----------------------------------------------------------*/
  186. #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
  187. #define GreyPower 0.11 // [0.00 to 1.00] How much desaturate the image before tinting it
  188. #define SepiaPower 0.58 // [0.00 to 1.00] How much to tint the image
  189.  
  190.  
  191. /*-----------------------------------------------------------.
  192. / Vignette settings /
  193. '-----------------------------------------------------------*/
  194. #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.
  195. #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
  196. #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  197. #define VignetteSlope 8 // [1 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)
  198. #define VignetteCenter float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect.
  199.  
  200.  
  201. /*-----------------------------------------------------------.
  202. / Dither settings /
  203. '-----------------------------------------------------------*/
  204. #define dither_method 1 // [1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
  205.  
  206. //Note that the patterns used by Dither, makes an image harder to compress.
  207. //This can make your screenshots and video recordings take up more space.
  208.  
  209.  
  210. /*-----------------------------------------------------------.
  211. / Border settings /
  212. '-----------------------------------------------------------*/
  213. //No settings yet, beyond switching it on or off in the top section.
  214.  
  215.  
  216. /*-----------------------------------------------------------.
  217. / Splitscreen settings /
  218. '-----------------------------------------------------------*/
  219. #define splitscreen_mode 1 // [1|2|3|4|5] 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
  220.  
  221.  
  222. /*-----------------------------------------------------------.
  223. / Key settings /
  224. '-----------------------------------------------------------*/
  225.  
  226. // This is the section where you can define your own key mapping
  227. // See the following URL to find out what keycode a key has:
  228. // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
  229.  
  230. // key_toggle_sweetfx = 145
  231. // key_screenshot = 44
  232. // key_reload_sweetfx = 19
  233.  
  234.  
  235. /*-----------------------------------------------------------.
  236. / Misc settings /
  237. '-----------------------------------------------------------*/
  238. // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
  239. // If the external wrapper is already named d3d9.dll, rename it into
  240. // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
  241.  
  242. // external_d3d9_wrapper = none
  243. // external_dxgi_wrapper = none
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