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midhras

Deadlight SFX 1.3

Jul 26th, 2013
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  1. /*-----------------------------------------------------------.
  2. / Choose effects /
  3. '-----------------------------------------------------------*/
  4.  
  5. // Set to 1 for ON or 0 for OFF
  6. #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
  7. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  8. #define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  9. #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  10. #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)
  11. #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.
  12. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
  13. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  14. #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  15. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
  16. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
  17. #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.
  18. #define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
  19. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  20.  
  21.  
  22.  
  23. /*-----------------------------------------------------------.
  24. / SMAA Anti-aliasing settings /
  25. '-----------------------------------------------------------*/
  26.  
  27. #define SMAA_THRESHOLD 0.01 // [0.05 to 0.20] Edge detection threshold
  28. #define SMAA_MAX_SEARCH_STEPS 98 // [0 to 98] Determines the radius SMAA will search for aliased edges
  29. #define SMAA_MAX_SEARCH_STEPS_DIAG 20 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  30. #define SMAA_CORNER_ROUNDING 10 // [0 to 100] Determines the percent of antialiasing to apply to corners.
  31.  
  32. // -- Advanced SMAA settings --
  33. #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  34. #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.
  35.  
  36.  
  37. /*-----------------------------------------------------------.
  38. / LumaSharpen settings /
  39. '-----------------------------------------------------------*/
  40. // -- Sharpening --
  41. #define sharp_strength 1.60 // [0.10 to 3.00] Strength of the sharpening
  42. #define sharp_clamp 0.025 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  43.  
  44. // -- Advanced sharpening settings --
  45. #define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  46. #define offset_bias 3.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  47. // I designed the pattern for offset_bias 1.0, but feel free to experiment.
  48.  
  49. // -- Debug sharpening settings --
  50. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  51.  
  52.  
  53. /*-----------------------------------------------------------.
  54. / Bloom settings /
  55. '-----------------------------------------------------------*/
  56. #define BloomThreshold 25.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  57. #define BloomPower 1.446 //[0.0000 to 8.0000] Strength of the bloom
  58. #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
  59.  
  60.  
  61. /*-----------------------------------------------------------.
  62. / HDR settings /
  63. '-----------------------------------------------------------*/
  64. #define HDRPower 0.950 //[0.0 to 8.0] Strangely lowering this makes the image brighter
  65. #define radius2 0.80 //[0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
  66.  
  67.  
  68. /*-----------------------------------------------------------.
  69. / TECHNICOLOR settings /
  70. '-----------------------------------------------------------*/
  71. #define TechniAmount 0.06 //[0.0 to 1.0]
  72. #define TechniPower 4.8 //[0.0 to 8.0]
  73. #define redNegativeAmount 0.38 //[0.0 to 1.0]
  74. #define greenNegativeAmount 0.38 //[0.0 to 1.0]
  75. #define blueNegativeAmount 0.28 //[0.0 to 1.0]
  76.  
  77.  
  78. /*-----------------------------------------------------------.
  79. / Cineon DPX settings /
  80. '-----------------------------------------------------------*/
  81. #define Red 8.0 //[1.0 to 15.0]
  82. #define Green 8.0 //[1.0 to 15.0]
  83. #define Blue 8.0 //[1.0 to 15.0]
  84.  
  85. #define ColorGamma 0.95 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
  86. #define DPXSaturation 1.5 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  87.  
  88. #define RedC 0.33 //[0.6 to 0.2]
  89. #define GreenC 0.28 //[0.6 to 0.2]
  90. #define BlueC 0.34 //[0.6 to 0.2]
  91.  
  92. #define Blend 0.125 //[0.0 to 0.1] How strong the effect should be.
  93.  
  94.  
  95. /*-----------------------------------------------------------.
  96. / Lift Gamma Gain settings /
  97. '-----------------------------------------------------------*/
  98. #define RGB_Lift float3(0.994, 0.991, 1.002) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
  99. #define RGB_Gamma float3(0.995, 0.979, 1.001) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  100. #define RGB_Gain float3(1.010, 1.000, 1.050) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  101.  
  102.  
  103. /*-----------------------------------------------------------.
  104. / Tonemap settings /
  105. '-----------------------------------------------------------*/
  106. #define Gamma 1.025 //[0.00 to 2.00] Adjust midtones
  107.  
  108. #define Exposure 0.10 //[-1.00 to 1.00] Adjust exposure
  109.  
  110. #define Saturation -0.15 //[-1.00 to 1.00] Adjust saturation
  111.  
  112. #define Bleach 0.20 //[0.00 to 1.00] Brightens the shadows and fades the colors
  113.  
  114. #define Defog 0.20 //[0.00 to 1.00] How much of the color tint to remove
  115. #define FogColor float3(0.00, 0.10, 0.285) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
  116.  
  117.  
  118. /*-----------------------------------------------------------.
  119. / Vibrance settings /
  120. '-----------------------------------------------------------*/
  121. #define Vibrance -0.1 //[-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  122.  
  123.  
  124. /*-----------------------------------------------------------.
  125. / Curves settings /
  126. '-----------------------------------------------------------*/
  127. #define Curves_contrast -0.45 //[-1.0 to 1.0] The amount of contrast you want
  128.  
  129. // -- Advanced curve settings --
  130. #define Curves_formula 3 //[1|2|3|4|5|6|7] The constrast s-curve you want to use.
  131.  
  132.  
  133. /*-----------------------------------------------------------.
  134. / Sepia settings /
  135. '-----------------------------------------------------------*/
  136. #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
  137. #define GreyPower 0.11 //[0.0 to 1.0] How much desaturate the image before tinting it
  138. #define SepiaPower 0.58 //[0.0 to 1.0] How much to tint the image
  139.  
  140.  
  141.  
  142. /*-----------------------------------------------------------.
  143. / Vignette settings /
  144. '-----------------------------------------------------------*/
  145. #define VignetteRadius 2.80 //[-1.00 to 3.00] lower values = stronger radial effect from center
  146. #define VignetteAmount -2.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  147. #define VignetteSlope 2.6 //[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)
  148. #define VignetteCenter float2(0.500, 0.500) //[0.00 to 1.00] Center of effect.
  149.  
  150.  
  151. /*-----------------------------------------------------------.
  152. / Dither settings /
  153. '-----------------------------------------------------------*/
  154. //No settings yet, beyond switching it on or off in the top section.
  155.  
  156. //Note that the checkerboard pattern used by Dither, makes an image harder to compress.
  157. //This can make your screenshots and video recordings take up more space.
  158.  
  159.  
  160. /*-----------------------------------------------------------.
  161. / Splitscreen settings /
  162. '-----------------------------------------------------------*/
  163. #define splitscreen_mode 2 //[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
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