Advertisement
lobosjr

Reshade/SweetFX Blood Dragon Settings

May 12th, 2016
744
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 28.00 KB | None | 0 0
  1.  
  2. /*-----------------------------------------------------------.
  3. // Choose effects /
  4. //-----------------------------------------------------------*/
  5. // Effects are listed in the order that they are applied.
  6. // Set to 1 for ON or 0 for OFF
  7. #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.
  8. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
  9. #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  10. #define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
  11. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
  12. #define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.
  13. #define USE_ADVANCED_CRT 1 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)
  14. #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
  15. #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  16. #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  17. #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.
  18. #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)
  19.  
  20. #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.
  21. #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.
  22. #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)
  23. #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.
  24. #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.
  25. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
  26. #define USE_COLORMATRIX 1 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
  27. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
  28. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  29. #define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  30. #define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves.
  31. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
  32. #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.
  33. #define USE_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.
  34. #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)
  35. #define USE_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.
  36. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. (Only partially working right now)
  37.  
  38. #define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming
  39.  
  40. #define USE_DEPTH 1 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game
  41.  
  42. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
  43.  
  44. /*-----------------------------------------------------------.
  45. / Ascii settings /
  46. '-----------------------------------------------------------*/
  47. #define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer.
  48. #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.
  49.  
  50. #define Ascii_font 2 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font
  51. #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.
  52. #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.
  53. #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)
  54.  
  55. #define Ascii_invert_brightness 0 //[0 or 1]
  56. #define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale
  57.  
  58.  
  59. /*-----------------------------------------------------------.
  60. / SMAA Anti-aliasing settings /
  61. '-----------------------------------------------------------*/
  62. #define SMAA_THRESHOLD 0.10 //[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.
  63. #define SMAA_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.
  64. #define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges
  65. #define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  66. #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.
  67.  
  68. // -- Advanced SMAA settings --
  69. #define SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
  70. #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.
  71. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  72.  
  73. // -- SMAA Predication settings --
  74. #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.
  75. #define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer.
  76. #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication
  77. #define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold.
  78.  
  79. // -- Debug SMAA settings --
  80. #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.
  81.  
  82.  
  83. /*-----------------------------------------------------------.
  84. / FXAA Anti-aliasing settings /
  85. '-----------------------------------------------------------*/
  86. #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
  87. #define fxaa_Subpix 0.000 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
  88. #define fxaa_EdgeThreshold 0.166 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
  89. #define fxaa_EdgeThresholdMin 0.000 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.
  90.  
  91.  
  92. /*-----------------------------------------------------------.
  93. / Explosion settings /
  94. '-----------------------------------------------------------*/
  95. #define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.
  96.  
  97.  
  98. /*-----------------------------------------------------------.
  99. / Chromatic Aberration settings /
  100. '-----------------------------------------------------------*/
  101. #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.
  102. //For a slightly blurred look try fractional values (.5) between two pixels.
  103. #define Chromatic_strength 1.0 //Adjust the strength of the effect.
  104.  
  105.  
  106.  
  107. /*-----------------------------------------------------------.
  108. / Cartoon settings /
  109. '-----------------------------------------------------------*/
  110. #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.
  111. #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.
  112.  
  113.  
  114. /*----------------------------------------------------------.
  115. / Advanced CRT settings /
  116. '----------------------------------------------------------*/
  117. #define CRTAmount 0.40 //[0.00 to 1.00] Amount of CRT effect you want
  118.  
  119. #define CRTResolution 3.975 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
  120. #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
  121. #define CRTmonitorgamma 2.5 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  122. #define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  123. #define CRTScanlineIntensity 1.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  124. #define CRTScanlineGaussian 0 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  125.  
  126. #define CRTCurvature 0 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
  127. #define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  128. #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  129. #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  130. #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
  131. #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  132. #define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  133. #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  134.  
  135. /*-----------------------------------------------------------.
  136. / Pixel Art CRT /
  137. '-----------------------------------------------------------*/
  138.  
  139. // -- Emulated input resolution --
  140. #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
  141. #define PixelArtCRT_resolution_ratio (1.0/4.0) //
  142. #define PixelArtCRT_fixed_resolution float2(320.0,160.0) //
  143.  
  144. // -- Hardness --
  145. #define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
  146. #define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
  147.  
  148. // -- Display warp --
  149. #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme
  150.  
  151. // -- Type of shadow mask --
  152. #define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
  153.  
  154. // -- Amount of shadow mask --
  155. #define PixelArtCRT_maskDark 0.5 //
  156. #define PixelArtCRT_maskLight 1.5 //
  157.  
  158. // -- Falloff shape --
  159. #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square
  160.  
  161. // -- Amp signal --
  162. #define PixelArtCRT_overdrive 1.25 //
  163.  
  164. /*-----------------------------------------------------------.
  165. / Bloom settings /
  166. '-----------------------------------------------------------*/
  167. #define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  168. #define BloomPower 3.446 //[0.000 to 8.000] Strength of the bloom
  169. #define BloomWidth 0.2 //[0.0000 to 1.0000] Width of the bloom
  170.  
  171.  
  172. /*-----------------------------------------------------------.
  173. / HDR settings /
  174. '-----------------------------------------------------------*/
  175. #define HDRPower 1 //[0.00 to 8.00] Strangely lowering this makes the image brighter
  176. #define radius2 1.5 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  177.  
  178.  
  179. /*-----------------------------------------------------------.
  180. / LumaSharpen settings /
  181. '-----------------------------------------------------------*/
  182. // -- Sharpening --
  183. #define sharp_strength 0.8 //[0.10 to 3.00] Strength of the sharpening
  184. #define sharp_clamp .35 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  185.  
  186. // -- Advanced sharpening settings --
  187. #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  188. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  189. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  190.  
  191. // -- Debug sharpening settings --
  192. #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  193.  
  194. /*----------------------------------------------------------.
  195. / Notalgia settings /
  196. '----------------------------------------------------------*/
  197. //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.
  198. //For now it just displays the image with a C64 palette
  199.  
  200. /*----------------------------------------------------------.
  201. / Levels settings /
  202. '----------------------------------------------------------*/
  203. #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
  204. #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
  205.  
  206. //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
  207.  
  208. // -- Debug settings --
  209. #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,
  210. // Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.
  211.  
  212.  
  213. /*-----------------------------------------------------------.
  214. / TECHNICOLOR settings /
  215. '-----------------------------------------------------------*/
  216. #define TechniAmount 0.40 //[0.00 to 1.00]
  217. #define TechniPower 4.00 //[0.00 to 8.00]
  218. #define redNegativeAmount 0.88 //[0.00 to 1.00]
  219. #define greenNegativeAmount 0.88 //[0.00 to 1.00]
  220. #define blueNegativeAmount 0.88 //[0.00 to 1.00]
  221.  
  222. /*-----------------------------------------------------------.
  223. / TECHNICOLOR 2 settings /
  224. '-----------------------------------------------------------*/
  225. #define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
  226. #define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
  227. #define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
  228. #define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
  229. #define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
  230. #define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
  231.  
  232. /*-----------------------------------------------------------.
  233. / Cineon DPX settings /
  234. '-----------------------------------------------------------*/
  235. #define Red 8.0 //[1.0 to 15.0]
  236. #define Green 8.0 //[1.0 to 15.0]
  237. #define Blue 8.0 //[1.0 to 15.0]
  238.  
  239. #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.
  240. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  241.  
  242. #define RedC 0.36 //[0.60 to 0.20]
  243. #define GreenC 0.36 //[0.60 to 0.20]
  244. #define BlueC 0.34 //[0.60 to 0.20]
  245.  
  246. #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.
  247.  
  248.  
  249. /*------------------------------------------------------------.
  250. / Monochrome settings /
  251. '------------------------------------------------------------*/
  252. #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)
  253. #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.
  254.  
  255.  
  256. /*-----------------------------------------------------------.
  257. / Color Matrix settings /
  258. '-----------------------------------------------------------*/
  259. // Red Green Blue
  260. #define ColorMatrix_Red float3(0.4, 0.3, 0.90)
  261. #define ColorMatrix_Green float3(0.3, 0.1, 0.8)
  262. #define ColorMatrix_Blue float3(0.4, 0.2, 0.7)
  263.  
  264. #define ColorMatrix_strength 4 //Adjust the strength
  265.  
  266.  
  267. /*-----------------------------------------------------------.
  268. / Lift Gamma Gain settings /
  269. '-----------------------------------------------------------*/
  270. #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
  271. #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
  272. #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
  273.  
  274. //Note that a value of 1.000 is a neutral setting that leave the color unchanged.
  275.  
  276. /*-----------------------------------------------------------.
  277. / Tonemap settings /
  278. '-----------------------------------------------------------*/
  279. #define Gamma 1.15 //[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.
  280.  
  281. #define Exposure -0.25 //[-1.000 to 1.000] Adjust exposure
  282.  
  283. #define Saturation 0.5 //[-1.000 to 1.000] Adjust saturation
  284.  
  285. #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors
  286.  
  287. #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
  288. #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
  289.  
  290.  
  291. /*-----------------------------------------------------------.
  292. / Vibrance settings /
  293. '-----------------------------------------------------------*/
  294. #define Vibrance 0.1 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  295. #define Vibrance_RGB_balance float3(3.00, 3.00, 3.00) //[-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
  296.  
  297.  
  298. /*-----------------------------------------------------------.
  299. / Curves settings /
  300. '-----------------------------------------------------------*/
  301. #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)
  302. #define Curves_contrast 0.8 //[-1.00 to 1.00] The amount of contrast you want
  303.  
  304. // -- Advanced curve settings --
  305. #define Curves_formula 4 //[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want to use.
  306. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  307. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. 11 = Polynomial split.
  308. //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.
  309. //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.
  310.  
  311.  
  312. /*-----------------------------------------------------------.
  313. / Sepia settings /
  314. '-----------------------------------------------------------*/
  315. #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
  316. #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
  317. #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image
  318.  
  319.  
  320. /*-----------------------------------------------------------.
  321. / Daltonize settings /
  322. '-----------------------------------------------------------*/
  323. #define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (missing blue spectrum)
  324.  
  325. /*-----------------------------------------------------------.
  326. / Film Grain settings /
  327. '-----------------------------------------------------------*/
  328. #define FilmGrain_intensity 0.80 //[0.00 to 1.00] How visible the grain is. Higher is more visible.
  329. #define FilmGrain_variance 0.80 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.
  330. #define FilmGrain_SNR 8 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.
  331.  
  332. // -- Advanced Film Grain settings --
  333. #define FilmGrain_mean 0.40 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)
  334.  
  335. //A sideeffect of the Film Grain effect is that it also dithers the screen.
  336. //You don't need both the Film Grain and the Dither effect enabled at the same time.
  337.  
  338. /*-----------------------------------------------------------.
  339. / Vignette settings /
  340. '-----------------------------------------------------------*/
  341. #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
  342. #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.
  343. #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
  344. #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  345. #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)
  346. #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.
  347.  
  348.  
  349. /*-----------------------------------------------------------.
  350. / Dither settings /
  351. '-----------------------------------------------------------*/
  352. #define dither_method 2 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
  353.  
  354. //Note that the patterns used by Dither, makes an image harder to compress.
  355. //This can make your screenshots and video recordings take up more space.
  356.  
  357.  
  358. /*-----------------------------------------------------------.
  359. / Border settings /
  360. '-----------------------------------------------------------*/
  361. #define border_width float2(0,1) //[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
  362. #define border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
  363. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
  364. #define border_color float3(180, 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.
  365.  
  366.  
  367. /*-----------------------------------------------------------.
  368. / Splitscreen settings /
  369. '-----------------------------------------------------------*/
  370. #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, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split
  371.  
  372. /*-----------------------------------------------------------.
  373. / Transition /
  374. '-----------------------------------------------------------*/
  375.  
  376. #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)
  377. #define Transition_texture "Winners_Dont_Use_Drugs.png" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/
  378. #define Transition_texture_width 720 //Image width.
  379. #define Transition_texture_height 480 //Image height.
  380. #define Transition_type ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
  381.  
  382. /*-----------------------------------------------------------.
  383. / Depth /
  384. '-----------------------------------------------------------*/
  385. #define Depth_z_near 0.01 //[0.00001 to 100000.0] Camera z near
  386. #define Depth_z_far 30.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value.
  387.  
  388. /*-----------------------------------------------------------.
  389. / Custom settings /
  390. '-----------------------------------------------------------*/
  391. #define custom_strength 1.1 //[0.00 to 1.00] Adjust the strength of the effect
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement