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SweetFX 1.5.1 - Reformatted

Sep 25th, 2014
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  1. 'DESCRIPTION
  2.  
  3. Game:
  4. SweetFX: v1.5.1
  5. Creator: CeeJay.dk
  6. Injector: Boulotaur2024
  7.  
  8. Please share your presets and submit them to the SweetFX Settings Database :
  9. http://sfx.thelazy.net/games/
  10.  
  11. 'EFFECTS
  12.  
  13. #define USE_SMAA_ANTIALIASING                   0 //[0 or 1]
  14. ;SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  15.  
  16. #define USE_FXAA_ANTIALIASING                   0 //[0 or 1]
  17. ;FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
  18.  
  19. #define USE_CA                                                  0 //[0 or 1]
  20. ;Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
  21.  
  22. #define USE_EXPLOSION                                   0 //[0 or 1]
  23. ;Explosion : Scatters the pixels, making the image look fuzzy.
  24.  
  25. #define USE_CARTOON                                     0 //[0 or 1]
  26. ;Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
  27.  
  28. #define USE_LEVELS                                      0 //[0 or 1]
  29. ;Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
  30.  
  31. #define USE_ADVANCED_CRT                        0 //[0 or 1]
  32. ;Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
  33.  
  34. #define USE_BLOOM                                       1 //[0 or 1]
  35. ;Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  36.  
  37. #define USE_HDR                                             1 //[0 or 1]
  38. ;HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  39.  
  40. #define USE_LUMASHARPEN                         1 //[0 or 1]
  41. ;LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  42.  
  43. #define USE_GAUSSIAN                                    1 //[0 or 1]
  44. ;Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
  45.  
  46. #define USE_FILMGRAIN                                   0 //[0 or 1]
  47. ;Filmgrain effect
  48.  
  49. #define USE_TECHNICOLOR                             0 //[0 or 1]
  50. ;TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
  51.  
  52. #define USE_DPX                                             0 //[0 or 1]
  53. ;Cineon DPX : Should make the image look like its been converted to DXP Cineon - basically its another movie-like look similar to technicolor.
  54.  
  55. #define USE_MONOCHROME                          0 //[0 or 1]
  56. ;Monochrome : Monochrome makes the colors disappear.
  57.  
  58. #define USE_LIFTGAMMAGAIN                           0 //[0 or 1]
  59. ;Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
  60.  
  61. #define USE_TONEMAP                                     1 //[0 or 1]
  62. ;Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  63.  
  64. #define USE_VIBRANCE                                    1 //[0 or 1]
  65. ;Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  66.  
  67. #define USE_CURVES                                      1 //[0 or 1]
  68. ;Curves : Contrast adjustments using S-curves.
  69.  
  70. #define USE_SEPIA                                           0 //[0 or 1]
  71. ;Sepia : Sepia tones the image.
  72.  
  73. #define USE_VIGNETTE                                    0 //[0 or 1]
  74. ;Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
  75.  
  76. #define USE_DITHER                                          1 //[0 or 1]
  77. ;Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
  78.  
  79. #define USE_BORDER                                      0 //[0 or 1]
  80. ;Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
  81.  
  82. #define USE_SPLITSCREEN                             0 //[0 or 1]
  83. ;Splitscreen : Enables the before-and-after splitscreen comparison mode.
  84.  
  85. #define USE_CUSTOM                                      0 //[0 or 1]
  86. ;Custom : Write your own shader by editing custom.h, and then enable it here.
  87.  
  88.   /*-----------------------------------------------------------.
  89.  /                  SMAA Anti-aliasing settings                /
  90.  '-----------------------------------------------------------*/
  91.  
  92. #define SMAA_THRESHOLD 0.12            //[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.
  93. #define SMAA_MAX_SEARCH_STEPS 98       //[0 to 98] Determines the radius SMAA will search for aliased edges
  94. #define SMAA_MAX_SEARCH_STEPS_DIAG 16  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  95. #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.
  96.  
  97. // -- Advanced SMAA settings --
  98. #define COLOR_EDGE_DETECTION 1        //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  99. #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.
  100.                                       //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  101.  
  102.  
  103.    /*-----------------------------------------------------------.
  104.   /                  FXAA Anti-aliasing settings                /
  105.   '-----------------------------------------------------------*/
  106. #define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
  107. #define fxaa_Subpix 0.1            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
  108. #define fxaa_EdgeThreshold 0.01    //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
  109. #define fxaa_EdgeThresholdMin 0.3  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
  110.  
  111.   /*-----------------------------------------------------------.
  112.   /                       Chromatic aberration                                                          /
  113.  '-----------------------------------------------------------*/
  114. #define outfocus  0.016                     //[0.00 to 1.000] How strong the effect should be.
  115.  
  116.  
  117.    /*-----------------------------------------------------------.
  118.   /                     Explosion settings                      /
  119.   '-----------------------------------------------------------*/
  120. #define Explosion_Radius    1.0     //[0.2 to 100.0] Amount of effect you want.
  121.  
  122.  
  123.   /*-----------------------------------------------------------.
  124.  /                      Cartoon settings                       /
  125.  '-----------------------------------------------------------*/
  126. #define CartoonPower         4.0     //[0.1 to 10.0] Amount of effect you want.
  127. #define CartoonEdgeSlope     6.0     //[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.
  128.  
  129.  
  130.    /*----------------------------------------------------------.
  131.   /                       Levels settings                      /
  132.   '----------------------------------------------------------*/
  133.  
  134. #define Levels_black_point 16    //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
  135. #define Levels_white_point 235   //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  136.  
  137. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
  138.  
  139.  
  140.   /*----------------------------------------------------------.
  141.  /                    Advanced CRT settings                   /
  142.  '----------------------------------------------------------*/
  143. #define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
  144.  
  145. #define CRTResolution        1.0     //[1.0 to 8.0]    Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  146. #define CRTgamma             2.2     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.2)
  147. #define CRTmonitorgamma      2.4     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
  148. #define CRTBrightness        1.2     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
  149. #define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
  150. #define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on
  151.  
  152. #define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
  153. #define CRTCurvatureRadius   2.0     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  154. #define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  155. #define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
  156. #define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
  157. #define CRTAngleY           -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  158. #define CRTOverScan          1.00    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  159. #define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)
  160.  
  161.  
  162.    /*-----------------------------------------------------------.
  163.   /                  Bloom settings                             /
  164.   '-----------------------------------------------------------*/
  165. #define BloomThreshold 21.35 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  166. #define BloomPower 1.528     //[0.000 to 8.000] Strength of the bloom
  167. #define BloomWidth 0.0130    //[0.0000 to 1.0000] Width of the bloom
  168.  
  169.  
  170.    /*-----------------------------------------------------------.
  171.   /                  HDR settings                               /
  172.   '-----------------------------------------------------------*/
  173. #define HDRPower 1.01  //[0.00 to 8.00] Strangely lowering this makes the image brighter
  174. #define radius2  0.76  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  175.  
  176.  
  177.   /*-----------------------------------------------------------.
  178.  /                  LumaSharpen settings                       /
  179.  '-----------------------------------------------------------*/
  180. // -- Sharpening --
  181. #define sharp_strength 0.45   //[0.10 to 3.00] Strength of the sharpening
  182. #define sharp_clamp    0.036  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  183.  
  184. // -- Advanced sharpening settings --
  185. #define pattern 2        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  186. #define offset_bias 1.0  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  187.                          //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  188.  
  189. // -- Debug sharpening settings --
  190. #define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  191.  
  192.  
  193.    /*-----------------------------------------------------------.
  194.   /                  Gaussian Blur settings                     /
  195.   '-----------------------------------------------------------*/
  196. #define GaussEffect 1        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
  197. #define GaussQuality 0       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
  198. #define GaussSigma 3         //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
  199. #define GaussBloomWarmth 2   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
  200. #define GaussThreshold 0.50  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
  201. #define GaussExposure 43.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
  202. #define GaussStrength 0.00   //[0.00 to 1.00]   Amount of effect blended into the final image
  203.  
  204.  
  205.    /*-----------------------------------------------------------.
  206.   /                  Film grain settings                        /
  207.   '-----------------------------------------------------------*/
  208. #define FilmGrainIntensity 0.6  //[0.00 to 1.00] Intensity of grain. Default is 0.46
  209. #define FilmGrainExposure 20     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
  210. #define FilmGrainSize 6          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)
  211.  
  212.  
  213.   /*-----------------------------------------------------------.
  214.  /                  TECHNICOLOR settings                       /
  215.  '-----------------------------------------------------------*/
  216. #define TechniAmount 0.46         //[0.00 to 1.00]
  217. #define TechniPower  4.0         //[0.00 to 8.00]
  218. #define redNegativeAmount   0.74 //[0.00 to 1.00]
  219. #define greenNegativeAmount 0.83 //[0.00 to 1.00]
  220. #define blueNegativeAmount  0.9 //[0.00 to 1.00]
  221.  
  222.  
  223.    /*-----------------------------------------------------------.
  224.   /                  Cineon DPX settings                        /
  225.   '-----------------------------------------------------------*/
  226. #define Red   9.0  //[1.0 to 15.0]
  227. #define Green 9.0  //[1.0 to 15.0]
  228. #define Blue  9.0  //[1.0 to 15.0]
  229.  
  230. #define ColorGamma    1.0  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
  231. #define DPXSaturation 1.0  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  232.  
  233. #define RedC   0.33  //[0.60 to 0.20]
  234. #define GreenC 0.36  //[0.60 to 0.20]
  235. #define BlueC  0.35  //[0.60 to 0.20]
  236.  
  237. #define Blend 0.23    //[0.00 to 1.00] How strong the effect should be
  238.  
  239.  
  240.   /*-----------------------------------------------------------.
  241.  /                  Monochrome settings                        /
  242.  '-----------------------------------------------------------*/
  243. #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)
  244.  
  245.  
  246.    /*-----------------------------------------------------------.
  247.   /                  Lift Gamma Gain settings                   /
  248.   '-----------------------------------------------------------*/
  249. #define RGB_Lift  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
  250. #define RGB_Gamma float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  251. #define RGB_Gain  float3(1.000, 1.000, 1.000)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  252.  
  253.   /*-----------------------------------------------------------.
  254.  /                  Tonemap settings                           /
  255.  '-----------------------------------------------------------*/
  256. #define Gamma 0.971                      //[0.000 to 2.000] Adjust midtones
  257. #define Exposure -0.021                   //[-1.000 to 1.000] Adjust exposure
  258. #define Saturation -0.026                //[-1.000 to 1.000] Adjust saturation
  259. #define Bleach 0.0                       //[0.000 to 1.000] Brightens the shadows and fades the colors
  260. #define Defog 0.0                        //[0.000 to 1.000] How much of the color tint to remove
  261. #define FogColor float3(0.0, 0.0, 0.0)   //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
  262.  
  263.  
  264.    /*-----------------------------------------------------------.
  265.   /                  Vibrance settings                          /
  266.   '-----------------------------------------------------------*/
  267. #define Vibrance     0.01  //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  268. #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-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
  269.  
  270.  
  271.   /*-----------------------------------------------------------.
  272.  /                  Curves settings                            /
  273.  '-----------------------------------------------------------*/
  274. #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)
  275. #define Curves_contrast 0.36 //[-1.00 to 1.00] The amount of contrast you want
  276.  
  277. // -- Advanced curve settings --
  278. #define Curves_formula     2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
  279.                              //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  280.                              //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles.
  281.                              //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.
  282.                              //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.
  283.                              
  284.  
  285.    /*-----------------------------------------------------------.
  286.   /                  Sepia settings                             /
  287.   '-----------------------------------------------------------*/
  288. #define ColorTone float3(1.0, 1.0, 1.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
  289. #define GreyPower  0.0                    //[0.00 to 1.00] How much desaturate the image before tinting it
  290. #define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image
  291.  
  292.  
  293.   /*-----------------------------------------------------------.
  294.  /                  Vignette settings                          /
  295.  '-----------------------------------------------------------*/
  296. #define VignetteType       1  //[1|2|3] 1 = Original, 2 = New, 3 = TV style
  297. #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.
  298. #define VignetteRadius  1.00  //[-1.00 to 3.00] lower values = stronger radial effect from center
  299. #define VignetteAmount -0.40  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  300. #define VignetteSlope      6  //[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)
  301. #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.
  302.  
  303.  
  304.    /*-----------------------------------------------------------.
  305.   /                  Dither settings                            /
  306.   '-----------------------------------------------------------*/
  307. #define dither_method      1  //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  308.  
  309. //Note that the patterns used by Dither, makes an image harder to compress.
  310. //This can make your screenshots and video recordings take up more space.
  311.  
  312.  
  313.   /*-----------------------------------------------------------.
  314.  /                  Border settings                            /
  315.  '-----------------------------------------------------------*/
  316. #define border_width float2(1,100)     //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
  317. #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.
  318.  
  319.    /*-----------------------------------------------------------.
  320.   /                  Splitscreen settings                       /
  321.   '-----------------------------------------------------------*/
  322. #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,
  323.                              // 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
  324.  
  325.   /*-----------------------------------------------------------.
  326.  /                  Key settings                               /
  327.  '-----------------------------------------------------------*/
  328. // This is the section where you can define your own key mapping
  329. // See the following URL to find out what keycode a key has:
  330. // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
  331.  
  332. // key_toggle_sweetfx = 192 ; 192 = ~ (Tilde)
  333. // key_screenshot     = 44 ; 44 = Print (Print Screen)
  334. // key_reload_sweetfx = 19 ; 19 = Pause (Pause Break)
  335.  
  336.  
  337.    /*-----------------------------------------------------------.
  338.   /                  Misc settings                              /
  339.   '-----------------------------------------------------------*/
  340. // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
  341. // If the external wrapper is already named d3d9.dll, rename it into
  342. // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
  343.  
  344. // external_d3d9_wrapper = none
  345. // external_dxgi_wrapper = none
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