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  1.  
  2. ////--------------------//
  3. ///**AMBIENTOCCLUSION**///
  4. //--------------------////
  5. #define USE_AMBIENTOCCLUSION 0 //[SSAO] //-Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available.
  6.  
  7. //>Global Parameters<\\
  8. #define AO_METHOD 2 //[1:6] //-No description given
  9. #define AO_TEXSCALE 1.00 //[0.25:1.00] //-Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality.
  10. #define AO_SHARPNESS 0.70 //[0.05:2.00] //-No description given
  11. #define AO_SHARPNESS_DETECT 2 //[1:2] //-AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines.
  12. #define AO_BLUR_STEPS 11 //[5:15] //-Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
  13. #define AO_DEBUG 0 //[0:2] //-No description given
  14. #define AO_LUMINANCE_CONSIDERATION 1 //[0:1] //-No description given
  15. #define AO_LUMINANCE_LOWER 0.3 //[0.0:1.0] //-No description given
  16. #define AO_LUMINANCE_UPPER 0.6 //[0.0:1.0] //-No description given
  17. #define AO_FADE_START 0.40 //[0.00:1.00] //-Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.
  18. #define AO_FADE_END 0.60 //[0.00:1.00] //-Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance.
  19. #define AO_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
  20.  
  21. //>SSAO Settings<\\
  22. #define iSSAOSamples 16 //[16:128] //-Amount of samples. Don't set too high or shader compilation time goes through the roof.
  23. #define fSSAOSamplingRange 50.0 //[10.0:50.0] //-SSAO sampling range. High range values might need more samples so raise both.
  24. #define fSSAODarkeningAmount 1.5 //[0.0:5.0] //-Amount of SSAO corner darkening
  25. #define fSSAOBrighteningAmount 1.0 //[0.0:5.0] //-Amount of SSAO edge brightening
  26.  
  27. //>Raymarch AO Settings<\\
  28. #define iRayAOSamples 24 //[10:78] //-Amount of sample "rays" Higher means more accurate AO but also less performance.
  29. #define fRayAOSamplingRange 0.0005 //[0.0001:0.0200] //-Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
  30. #define fRayAOMaxDepth 0.02 //[0.01:0.20] //-factor to avoid far objects to occlude close objects just because they are besides each other on screen.
  31. #define fRayAOMinDepth 0.00003 //[0.00000:0.00100] //-Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves.
  32. #define fRayAOPower 2.0 //[0.2:5.0] //-Amount of darkening.
  33.  
  34. //>HBAO Settings<\\
  35. #define iHBAOSamples 9 //[7:36] //-Amount of samples. Higher means more accurate AO but also less performance.
  36. #define fHBAOSamplingRange 2.6 //[0.5:5.0] //-Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally.
  37. #define fHBAOAmount 3.0 //[1.0:10.0] //-Amount of HBAO shadowing.
  38. #define fHBAOClamp 0.1 //[0.0:1.0] //-Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO.
  39. #define fHBAOAttenuation 0.020 //[0.001:0.200] //-Affects the HBAO range, prevents shadowing of very far objects which are close in screen space.
  40.  
  41. //>SSGI Settings<\\
  42. #define iSSGISamples 9 //[5:24] //-Amount of SSGI sampling iterations, higher means better GI but less performance.
  43. #define fSSGISamplingRange 0.4 //[0.0:80.0] //-Radius of SSGI sampling.
  44. #define fSSGIIlluminationMult 4.5 //[1.0:8.0] //-Multiplier of SSGI illumination (color bouncing/reflection).
  45. #define fSSGIOcclusionMult 0.8 //[0.0:10.0] //-Multiplier of SSGI occlusion.
  46. #define fSSGIModelThickness 10.0 //[0.5:100.0] //-Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects.
  47. #define fSSGISaturation 1.8 //[0.2:2.0] //-Saturation of bounced/reflected colors.
  48.  
  49. //>RAYMARCH HBAO Settings<\\
  50. #define iRayHBAO_StepCount 9 //[5:32] //-Amount of steps to march per direction to check for occluders.
  51. #define iRayHBAO_StepDirections 10 //[5:25] //-Amount of rays / directions to march to check for occluders.
  52. #define fRayHBAO_SampleRadius 0.005 //[0.001:0.010] //-Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
  53. #define fRayHBAO_Attenuation 2.0 //[0.4:5.0] //-Sampling attenuation. Used for ignoring objects that are close onscreen but actually far away (i.e. sky and player).
  54. #define fRayHBAO_AngleBiasTan 0.0 //[0.0:1.0] //-Angle bias in tangent space. Used for ignoring occluders that don't have a big angle difference to the source, i.e. flat surfaces that may shadoe themselves.
  55.  
  56. //>SAO Settings<\\
  57. #define fSAOIntensity 6.0 //[1.0:10.0] //-Linearly multiplies AO intensity.
  58. #define fSAOClamp 2.5 //[1.0:10.0] //-Higher values shift AO more into black. Useful for light gray AO caused by high SAO radius.
  59. #define fSAORadius 2.3 //[1.0:10.0] //-SAO sampling radius. Higher values also lower AO intensity extremely because of Alchemy's extremely retarded falloff formula.
  60. #define fSAOBias 0.200 //[0.001:0.500] //-Minimal surface angle for AO consideration. Useful to prevent self-occlusion of flat surfaces caused by floating point inaccuracies.
  61. #define iSAOSamples 18 //[10:96] //-Amount of SAO Samples. Maximum of 96 is defined by formula.
  62.  
  63.  
  64. ////----------------//
  65. ///**DEPTHOFFIELD**///
  66. //----------------////
  67. #define USE_DEPTHOFFIELD 1 //[DOF] //-
  68.  
  69. //>Global Parameters<\\
  70. #define DOF_METHOD 5 //[1:5] //-1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF 5: Marty McFly Advanced DOF
  71. #define DOF_AUTOFOCUS 1 //[0:1] //-Enables automated focus recognition based on samples around autofocus center.
  72. #define DOF_MOUSEDRIVEN_AF 1 //[0:1] //-Enables mouse driven auto-focus. If 1 the AF focus point is read from the mouse coordinates, otherwise the DOF_FOCUSPOINT is used.
  73. #define DOF_FOCUSPOINT float2(0.5,0.5) //[0.0:1.0] //-X and Y coordinates of autofocus center. Axes start from upper left screen corner.
  74. #define DOF_FOCUSSAMPLES 3 //[3:10] //-Amount of samples around the focus point for smoother focal plane detection.
  75. #define DOF_FOCUSRADIUS 0.02 //[0.02:0.20] //-Radius of samples around the focus point.
  76. #define DOF_NEARBLURCURVE 1.0 //[0.50:1000.00] //-Curve of blur closer than focal plane. Higher means less blur.
  77. #define DOF_FARBLURCURVE 1.0 //[0.05:5.00] //-Curve of blur behind focal plane. Higher means less blur.
  78. #define DOF_MANUALFOCUSDEPTH 0.02 //[0.00:1.00] //-Depth of focal plane when autofocus is off. 0.0 means camera, 1.0 means infinite distance.
  79. #define DOF_INFINITEFOCUS 1.00 //[0.01:1.00] //-Distance at which depth is considered as infinite. 1.0 is standard. Low values only produce out of focus blur when focus object is very close to the camera. Recommended for gaming.
  80. #define DOF_BLURRADIUS 5.0 //[2.0:100.0] //-Maximal blur radius in pixels.
  81. #define DOF_RENDERRESMULT 1.0 //[0.5:1.0] //-Scaling factor
  82. #define DOF_ToggleKey VK_F9 //[undef] //-
  83.  
  84. //>Ring DOF Settings<\\
  85. #define iRingDOFSamples 6 //[5:30] //-Samples on the first ring. The other rings around have more samples
  86. #define iRingDOFRings 4 //[1:8] //-Ring count
  87. #define fRingDOFThreshold 0.7 //[0.5:3.0] //-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.
  88. #define fRingDOFGain 27.0 //[0.1:30.0] //-Amount of brightening for pixels brighter than threshold.
  89. #define fRingDOFBias 0.0 //[0.0:2.0] //-bokeh bias.
  90. #define fRingDOFFringe 0.5 //[0.0:1.0] //-Amount of chromatic abberation
  91.  
  92. //>Magic DOF Settings<\\
  93. #define iMagicDOFBlurQuality 10 //[1:30] //-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.
  94. #define fMagicDOFColorCurve 4.0 //[1.0:10.0] //-DOF weighting curve.
  95.  
  96. //>GP65CJ042 DOF Settings<\\
  97. #define iGPDOFQuality 7 //[0:7] //-0 = only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps.
  98. #define bGPDOFPolygonalBokeh 1 //[0:1] //-Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape.
  99. #define iGPDOFPolygonCount 5 //[3:9] //-Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc.
  100. #define fGPDOFBias 10.0 //[0.0:20.0] //-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.
  101. #define fGPDOFBiasCurve 2.0 //[0.0:3.0] //-Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge.
  102. #define fGPDOFBrightnessThreshold 0.5 //[0.5:2.0] //-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.
  103. #define fGPDOFBrightnessMultiplier 2.0 //[0.0:2.0] //-Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold.
  104. #define fGPDOFChromaAmount 0.00 //[0.00:0.40] //-Amount of color shifting applied on blurred areas.
  105.  
  106. //>MATSO DOF Settings<\\
  107. #define bMatsoDOFChromaEnable 0 //[0:1] //-Enables Chromatic Abberation.
  108. #define bMatsoDOFBokehEnable 1 //[0:1] //-Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton.
  109. #define fMatsoDOFChromaPow 1.4 //[0.2:3.0] //-Amount of chromatic abberation color shifting.
  110. #define fMatsoDOFBokehCurve 1.0 //[0.5:20.0] //-Bokeh curve.
  111. #define fMatsoDOFBokehLight 0.012 //[0.000:2.000] //-Bokeh brightening factor.
  112. #define iMatsoDOFBokehQuality 10 //[1:10] //-Blur quality as control value over tap count.
  113. #define fMatsoDOFBokehAngle 0 //[0:360] //-Rotation angle of bokeh shape.
  114.  
  115. //>MCFLY ADVANCED DOF Settings - SHAPE<\\
  116. #define iADOF_ShapeQuality 17 //[1:255] //-Quality level of DOF shape. Higher means more offsets taken, cleaner shape but also less performance. Compilation time stays same.
  117. #define iADOF_ShapeVertices 5 //[3:8] //-Polygon count of bokeh shape. 4 = square, 5 = pentagon, 6 = hexagon and so on.
  118. #define bADOF_ShapeTextureEnable 0 //[0:1] //-Enables the use of a texture overlay. Quite some performance drop.
  119. #define iADOF_ShapeTextureSize 63 //[undef] //-Higher texture size means less performance. Higher quality integers better work with detailed shape textures. Uneven numbers recommended because even size textures have no center pixel.
  120.  
  121. //>MCFLY ADVANCED DOF Settings - SHAPE MODIFICATIONS<\\
  122. #define fADOF_ShapeRotation 15.0 //[0.0:360.0] //-Static rotation of bokeh shape.
  123. #define bADOF_RotAnimationEnable 0 //[0:1] //-Enables constant shape rotation in time.
  124. #define fADOF_RotAnimationSpeed 2.0 //[0.2:5.0] //-Speed of shape rotation. Negative numbers change direction.
  125. #define bADOF_ShapeCurvatureEnable 0 //[0:1] //-Bends edges of polygonal shape outwards (or inwards). Circular shape best with vertices > 7
  126. #define fADOF_ShapeCurvatureAmount 0.3 //[0.0:1.0] //-Amount of edge bending. 1.0 results in circular shape. Values below 0 produce star-like shapes.
  127. #define bADOF_ShapeApertureEnable 0 //[0:1] //-Enables deformation of bokeh shape into swirl-like aperture. You will recognize it when you try it out. Best with big bokeh shapes.
  128. #define fADOF_ShapeApertureAmount 0.01 //[-0.05:0.05] //-Amount of deformation. Negative values mirror the effect.
  129. #define bADOF_ShapeAnamorphEnable 0 //[0:1] //-Lessens horizontal width of shape to simulate anamorphic bokeh shape seen in movies.
  130. #define fADOF_ShapeAnamorphRatio 0.2 //[0.0:1.0] //-Horizontal width factor. 1.0 means 100% width, 0.0 means 0% width (bokeh shape will be vertical line).
  131. #define bADOF_ShapeDistortEnable 0 //[0:1] //-Deforms bokeh shape at screen borders to simulate lens distortion. Bokeh shapes at screen egdes look like an egg.
  132. #define fADOF_ShapeDistortAmount 0.2 //[0.0:1.0] //-Amount of deformation.
  133. #define bADOF_ShapeDiffusionEnable 0 //[0:1] //-Enables some fuzzyness of bokeh shape, makes it less clearly defined.
  134. #define fADOF_ShapeDiffusionAmount 0.1 //[0.0:1.0] //-Amount of shape diffusion. High values look like the bokeh shape exploded.
  135. #define bADOF_ShapeWeightEnable 0 //[0:1] //-Enables bokeh shape weight bias and shifts color to the shape borders.
  136. #define fADOF_ShapeWeightCurve 4.0 //[0.5:8.0] //-Curve of shape weight bias.
  137. #define fADOF_ShapeWeightAmount 1.0 //[0.5:8.0] //-Amount of shape weight bias.
  138. #define fADOF_BokehCurve 1.0 //[1.0:20.0] //-Bokeh factor. Higher values produce more defined bokeh shapes for separated bright spots.
  139.  
  140. //>MCFLY ADVANCED DOF Settings - CHROMATIC ABERRATION<\\
  141. #define bADOF_ShapeChromaEnable 0 //[0:1] //-Enables chromatic aberration at bokeh shape borders. This means 3 times more samples = less performance.
  142. #define iADOF_ShapeChromaMode 4 //[1:6] //-Switches through the possible R G B shifts.
  143. #define fADOF_ShapeChromaAmount 0.125 //[0.000:0.500] //-Amount of color shifting.
  144. #define bADOF_ImageChromaEnable 0 //[0:1] //-Enables image chromatic aberration at screen corners. This one is way more complex than the shape chroma (and any other chroma on the web).
  145. #define iADOF_ImageChromaHues 5 //[2:20] //-Amount of samples through the light spectrum to get a smooth gradient.
  146. #define fADOF_ImageChromaCurve 1.0 //[0.5:2.0] //-Image chromatic aberration curve. Higher means less chroma at screen center areas.
  147. #define fADOF_ImageChromaAmount 3.00 //[0.25:10.00] //-Linearly increases image chromatic aberration amount.
  148.  
  149. //>MCFLY ADVANCED DOF Settings - POSTFX<\\
  150. #define fADOF_SmootheningAmount 2.0 //[0.5:2.0] //-Blur multiplicator of box blur after bokeh to smoothen shape. Box blur is better than gaussian.
  151. #define bADOF_ImageGrainEnable 0 //[0:1] //-Enables some fuzzyness in blurred areas. The more out of focus, the more grain.
  152. #define fADOF_ImageGrainCurve 1.0 //[0.5:5.0] //-Curve of Image Grain distribution. Higher values lessen grain at moderately blurred areas.
  153. #define fADOF_ImageGrainAmount 0.55 //[0.1:2.0] //-Linearly multiplies the amount of Image Grain applied.
  154. #define fADOF_ImageGrainScale 1.0 //[0.5:2.0] //-Grain texture scale. Low values produce more coarse Noise.
  155.  
  156.  
  157.  
  158. ////------------//
  159. ///**HEATHAZE**///
  160. //------------////
  161. #define USE_HEATHAZE 0 //[HeatHaze] //-
  162.  
  163. //>Heat Haze Settings<\\
  164. #define fHeatHazeSpeed 2.0 //[0.5:10.0] //-Speed of heathaze waves
  165. #define fHeatHazeOffset 5.0 //[0.5:20.0] //-Amount of image distortion caused by heathaze effect
  166. #define fHeatHazeTextureScale 1.0 //[0.5:5.0] //-Scale of source texture, affecting the tile size. Use Heathaze debug effect for better visible effect.
  167. #define fHeatHazeChromaAmount 0.6 //[0.0:2.0] //-Amount of color shift caused by heat haze. Linearly scales with fHeatHazeOffset.
  168. #define bHeatHazeDebug 0 //[0:1] //-Enables raw texture output for debugging purposes. Useful for texture experiments.
  169. #define HeatHaze_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
  170. #define HeatHaze_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
  171.  
  172.  
  173. ////--------------//
  174. ///**FISHEYE_CA**///
  175. //--------------////
  176. #define USE_FISHEYE_CA 0 //[FishEyeCA] //-
  177.  
  178. //>Fish Eye Chromatic Abberation Settings<\\
  179. #define fFisheyeZoom 0.5 //[0.5:1.0] //-some lens zoom to hide bugged edges due to texcoord modification
  180. #define fFisheyeDistortion 0.15 //[-0.30:0.30] //-distortion of image, fish eye effect
  181. #define fFisheyeDistortionCubic 0.15 //[-0.30:0.30] //-distortion of image, fish eye effect, cube based
  182. #define fFisheyeColorshift -0.03 //[-0.10:0.10] //-Amount of color shifting
  183. #define FishEye_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
  184. #define FishEye_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
  185.  
  186.  
  187. ////-------//
  188. ///**RBM**///
  189. //-------////
  190. #define USE_RBM 0 //[RBM] //-
  191.  
  192. //>Reflective Bump Mapping Settings<\\
  193. #define fReflectionWideness 100.0 //[25.0:150.0] //-Wideness of reflection in pixels.
  194. #define fReflectionSamples 64 //[32:128] //-Amount of Reflection Samples
  195. #define fReflectionReliefHeight 1.00 //[0.50:2.00] //-Relief Height
  196. #define fReflectionAmount 0.30 //[0.05:1.00] //-Mix factor between bump and original color. 0.0 means no bump applied, 1.0 means pure bump source.
  197. #define fReflectionFresnelFactor 1.00 //[0.00:1.00] //-Lowers reflections when looking at a reflecting surface at a steep angle. Factor determines how much fresnel effect is taken into account.
  198. #define fReflectionFresnelCurve 30.0 //[1.0:30.0] //-Fresnel curve. The higher the value, the lower reflections at steep view angles are.
  199. #define RBM_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
  200.  
  201.  
  202. ////----------//
  203. ///**EMBOSS**///
  204. //----------////
  205. #define USE_EMBOSS 0 //[Emboss] //-Gives the image a painty look
  206.  
  207. //>Emboss Settings<\\
  208. #define bEmbossDoDepthCheck 1 //[0:1] //-EXPERIMENTAL! If enabled, shader compares emboss samples depth to avoid artifacts at object borders.
  209. #define fEmbossDepthCutoff 0.0001 //[0.0001:0.0100] //-Preserves object edges from getting artifacts. If pixel depth difference of emboss samples is higher than that, pixel gets skipped.
  210. #define fEmbossPower 0.666 //[0.100:2.000] //-Amount of embossing.
  211. #define fEmbossOffset 2.0 //[0.5:5.0] //-Pixel offset for embossing.
  212. #define iEmbossAngle 90.00 //[0.00:360.00] //-Pixel offset angle for embossing.
  213. #define Emboss_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
  214.  
  215.  
  216. ////--------//
  217. ///**YACA**///
  218. //--------////
  219. #define USE_YACA 0 //[YACA] //-No description given
  220.  
  221. //>VHS Settings<\\
  222. #define YACA_ImageChromaHues 25 //[2:30] //-Amount of samples through the light spectrum to get a smooth gradient.
  223. #define YACA_ImageChromaCurve 1.0 //[0.5:2.0] //-Image chromatic aberration curve. Higher means less chroma at screen center areas.
  224. #define YACA_ImageChromaAmount 100.0 //[5.0:200.0] //-Linearly increases image chromatic aberration amount.
  225. #define YACA_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given
  226.  
  227.  
  228. ////-------//
  229. ///**HSV**///
  230. //-------////
  231. #define USE_HSV 0 //[HSV] //-Allows to define individual color density
  232.  
  233. //>HSV Settings<\\
  234. #define fColorSaturationMod 0.00 //[-1.00:1.00] //-Adds to the overall color saturation.
  235. #define fColorSaturationMult 1.00 //[0.00:5.00] //-Multiplies the color saturation.
  236. #define fColorSaturationPow 1.00 //[0.00:5.00] //-Curves the color saturation.
  237. #define fColorIntensityMod 0.00 //[-1.00:1.00] //-Adds to the overall brightness.
  238. #define fColorIntensityMult 1.00 //[0.00:5.00] //-Multiplies the overall brightness.
  239. #define fColorIntensityPow 1.00 //[0.00:5.00] //-Curves the overall brightness.
  240. #define fColorHueMod 0.00 //[-1.00:1.00] //-Adds to the overall color hue (color shifting).
  241. #define fColorHueMult 1.00 //[0.00:5.00] //-Multiplies the color hue (color shifting).
  242. #define fColorHuePow 1.00 //[0.00:5.00] //-Curves the color hue.
  243. #define HSV_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
  244.  
  245. //>Add Settings<\\
  246. #define fSaturationModRed 0.00 //[-1.00:1.00] //-Adds to the color saturation of red hues only. Default 0.0.
  247. #define fSaturationModOrange 0.00 //[-1.00:1.00] //-Adds to the color saturation of orange hues only. Default 0.0.
  248. #define fSaturationModYellow 0.00 //[-1.00:1.00] //-Adds to the color saturation of yellow hues only. Default 0.0.
  249. #define fSaturationModGreen 0.00 //[-1.00:1.00] //-Adds to the color saturation of green hues only. Default 0.0.
  250. #define fSaturationModCyan 0.00 //[-1.00:1.00] //-Adds to the color saturation of cyan hues only. Default 0.0.
  251. #define fSaturationModBlue 0.00 //[-1.00:1.00] //-Adds to the color saturation of blue hues only. Default 0.0.
  252. #define fSaturationModMagenta 0.00 //[-1.00:1.00] //-Adds to the color saturation of magenta hues only. Default 0.0.
  253.  
  254. //>Mult Settings<\\
  255. #define fSaturationMultRed 0.00 //[0.00:5.00] //-Multiplies the color saturation of red hues only. Default 0.0.
  256. #define fSaturationMultOrange 0.00 //[0.00:5.00] //-Multiplies the color saturation of orange hues only. Default 0.0.
  257. #define fSaturationMultYellow 0.00 //[0.00:5.00] //-Multiplies the color saturation of yellow hues only. Default 0.0.
  258. #define fSaturationMultGreen 0.00 //[0.00:5.00] //-Multiplies the color saturation of green hues only. Default 0.0.
  259. #define fSaturationMultCyan 0.00 //[0.00:5.00] //-Multiplies the color saturation of cyan hues only. Default 0.0.
  260. #define fSaturationMultBlue 1.00 //[0.00:5.00] //-Multiplies the color saturation of blue hues only. Default 0.0.
  261. #define fSaturationMultMagenta 0.00 //[0.00:5.00] //-Multiplies the color saturation of magenta hues only. Default 0.0.
  262.  
  263. //>Curve Settings<\\
  264. #define fSaturationPowRed 0.00 //[-1.00:5.00] //-Curves the color saturation of red hues only. Default 0.0.
  265. #define fSaturationPowOrange 0.00 //[-1.00:5.00] //-Curves the color saturation of orange hues only. Default 0.0.
  266. #define fSaturationPowYellow 0.00 //[-1.00:5.00] //-Curves the color saturation of yellow hues only. Default 0.0.
  267. #define fSaturationPowGreen 0.00 //[-1.00:5.00] //-Curves the color saturation of green hues only. Default 0.0.
  268. #define fSaturationPowCyan 0.00 //[-1.00:5.00] //-Curves the color saturation of cyan hues only. Default 0.0.
  269. #define fSaturationPowBlue 0.00 //[-1.00:5.00] //-Curves the color saturation of blue hues only. Default 0.0.
  270. #define fSaturationPowMagenta 0.00 //[-1.00:5.00] //-Curves the color saturation of magenta hues only. Default 0.0.
  271.  
  272.  
  273. ////-------//
  274. ///**LUT**///
  275. //-------////
  276. #define USE_LUT 0 //[ColorCorrection] //-Color Lookup Table: Uses a gradient texture to adjust the colors of the image.
  277.  
  278.  
  279. ////---------------//
  280. ///**TECHNICOLOR**///
  281. //---------------////
  282. #define USE_TECHNICOLOR 0 //[ColorCorrection] //-Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80
  283.  
  284. //>Technicolor Settings<\\
  285. #define ColStrengthR 0.20 //[0.05:1.00] //-Color Strength of Red channel. Higher means darker and more intense colors.
  286. #define ColStrengthG 0.20 //[0.05:1.00] //-Color Strength of Green channel. Higher means darker and more intense colors.
  287. #define ColStrengthB 0.20 //[0.05:1.00] //-Color Strength of Blue channel. Higher means darker and more intense colors.
  288. #define TechniBrightness 1.0 //[0.5:1.5] //-Brightness Adjustment, higher means brighter image.
  289. #define TechniStrength 1.0 //[0.0:1.0] //-Strength of Technicolor effect. 0.0 means original image.
  290. #define TechniSat 0.7 //[0.0:1.5] //-Additional saturation control since technicolor tends to oversaturate the image.
  291.  
  292.  
  293. ////-----------------//
  294. ///**SKYRIMTONEMAP**///
  295. //-----------------////
  296. #define USE_SKYRIMTONEMAP 0 //[ColorCorrection] //-Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
  297.  
  298. //>Skyrim Tonemap Settings<\\
  299. #define POSTPROCESS 6 //[1:6] //-Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc
  300. #define EAdaptationMinV1 0.05 //[0.00:1.00] //-
  301. #define EAdaptationMaxV1 0.125 //[0.000:1.000] //-
  302. #define EContrastV1 1.00 //[0.00:1.00] //-
  303. #define EColorSaturationV1 1.00 //[0.00:1.00] //-
  304. #define EToneMappingCurveV1 6.00 //[0.00:100.00] //-
  305. #define EAdaptationMinV2 0.36 //[0.00:1.00] //-
  306. #define EAdaptationMaxV2 0.29 //[0.00:1.00] //-
  307. #define EToneMappingCurveV2 8.00 //[0.00:100.00] //-
  308. #define EIntensityContrastV2 2.50 //[0.00:100.00] //-
  309. #define EColorSaturationV2 3.20 //[0.00:100.00] //-
  310. #define EToneMappingOversaturationV2 180.00 //[0.00:1000.00] //-
  311. #define EAdaptationMinV3 0.001 //[0.000:1.000] //-
  312. #define EAdaptationMaxV3 0.025 //[0.000:1.000] //-
  313. #define EToneMappingCurveV3 30.00 //[0.00:100.00] //-
  314. #define EToneMappingOversaturationV3 111160.00 //[0.00:1000000.00] //-
  315. #define EAdaptationMinV4 0.20 //[0.00:1.00] //-
  316. #define EAdaptationMaxV4 0.125 //[0.000:1.000] //-
  317. #define EBrightnessCurveV4 0.70 //[0.00:1.00] //-
  318. #define EBrightnessMultiplierV4 0.45 //[0.00:1.00] //-
  319. #define EBrightnessToneMappingCurveV4 0.30 //[0.00:1.00] //-
  320. #define EAdaptationMinV5 0.08 //[0.00:1.00] //-
  321. #define EToneMappingCurveV5 8.00 //[0.00:100.00] //-
  322. #define EIntensityContrastV5 3.475 //[0.000:100.000] //-
  323. #define EColorSaturationV5 4.00 //[0.00:100.00] //-
  324. #define HCompensateSatV5 2.00 //[0.00:100.00] //-
  325. #define EToneMappingOversaturationV5 180.00 //[0.00:1000.00] //-
  326. #define EBrightnessV6Day 2.50 //[0.00:100.00] //-
  327. #define EIntensityContrastV6Day 1.50 //[0.00:100.00] //-
  328. #define EColorSaturationV6Day 2.00 //[0.00:100.00] //-
  329. #define HCompensateSatV6Day 3.00 //[0.00:100.00] //-
  330. #define EAdaptationMinV6Day 0.64 //[0.00:1.00] //-
  331. #define EAdaptationMaxV6Day 0.24 //[0.00:1.00] //-
  332. #define EToneMappingCurveV6Day 8.00 //[0.00:100.00] //-
  333. #define EToneMappingOversaturationV6Day 2500.00 //[0.00:10000.00] //-
  334.  
  335.  
  336. ////-------------//
  337. ///**COLORMOOD**///
  338. //-------------////
  339. #define USE_COLORMOOD 0 //[ColorCorrection] //-Color Mood: Applies a "mood" to the color, tinting mainly the dark colors.
  340.  
  341. //>ColorMood Settings<\\
  342. #define fRatio 0.40 //[0.00:3.00] //-Amount of moody coloring you want
  343. #define moodR 1.0 //[0.0:2.0] //-How strong dark red colors shall be boosted
  344. #define moodG 1.1 //[0.0:2.0] //-How strong dark green colors shall be boosted
  345. #define moodB 0.5 //[0.0:2.0] //-How strong dark blue colors shall be boosted
  346.  
  347.  
  348. ////----------------//
  349. ///**CROSSPROCESS**///
  350. //----------------////
  351. #define USE_CROSSPROCESS 0 //[ColorCorrection] //-Cross Processing: Simulates wrong chemistry in color processing.
  352.  
  353. //>CrossProcess Settings<\\
  354. #define CrossContrast 0.95 //[0.50:2.00] //-The names of these values should explain their functions
  355. #define CrossSaturation 1.12 //[0.50:2.00] //-
  356. #define CrossBrightness -0.052 //[-1.000:1.000] //-[-0.300 to 0.300]
  357. #define CrossAmount 1.00 //[0.05:1.50] //-
  358.  
  359.  
  360. ////------------//
  361. ///**REINHARD**///
  362. //------------////
  363. #define USE_REINHARD 0 //[ColorCorrection] //-Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
  364.  
  365. //>Reinhard Tonemap Settings<\\
  366. #define ReinhardWhitepoint 4.0 //[1.0:10.0] //-Point above which everything is pure white
  367. #define ReinhardScale 0.5 //[0.0:2.0] //-Amount of applied tonemapping
  368.  
  369.  
  370. ////------------//
  371. ///**COLORMOD**///
  372. //------------////
  373. #define USE_COLORMOD 0 //[ColorCorrection] //-Colormod: Contrast, Saturation and Brightness ported from colormod.asi.
  374.  
  375. //>ColorMod Settings<\\
  376. #define ColormodChroma 0.78 //[-1.00:2.00] //-Saturation
  377. #define ColormodGammaR 1.05 //[-1.00:2.00] //-Gamma for Red color channel
  378. #define ColormodGammaG 1.05 //[-1.00:2.00] //-Gamma for Green color channel
  379. #define ColormodGammaB 1.05 //[-1.00:2.00] //-Gamma for Blue color channel
  380. #define ColormodContrastR 0.50 //[-1.00:2.00] //-Contrast for Red color channel
  381. #define ColormodContrastG 0.50 //[-1.00:2.00] //-Contrast for Green color channel
  382. #define ColormodContrastB 0.50 //[-1.00:2.00] //-Contrast for Blue color channel
  383. #define ColormodBrightnessR -0.08 //[-1.00:2.00] //-Brightness for Red color channel
  384. #define ColormodBrightnessG -0.08 //[-1.00:2.00] //-Brightness for Green color channel
  385. #define ColormodBrightnessB -0.08 //[-1.00:2.00] //-Brightness for Blue color channel
  386.  
  387.  
  388. ////--------------------//
  389. ///**SPHERICALTONEMAP**///
  390. //--------------------////
  391. #define USE_SPHERICALTONEMAP 0 //[ColorCorrection] //-Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms.
  392.  
  393. //>Spherical Tonemap Settings<\\
  394. #define sphericalAmount 1.0 //[0.0:2.0] //-Amount of spherical tonemapping applied...sort of
  395.  
  396.  
  397. ////-------//
  398. ///**HPD**///
  399. //-------////
  400. #define USE_HPD 0 //[ColorCorrection] //-Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
  401.  
  402.  
  403. ////---------------//
  404. ///**FILMICCURVE**///
  405. //---------------////
  406. #define USE_FILMICCURVE 0 //[ColorCorrection] //-Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
  407.  
  408.  
  409. ////--------------------//
  410. ///**WATCHDOG_TONEMAP**///
  411. //--------------------////
  412. #define USE_WATCHDOG_TONEMAP 0 //[ColorCorrection] //-Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values.
  413.  
  414.  
  415. ////-----------//
  416. ///**SINCITY**///
  417. //-----------////
  418. #define USE_SINCITY 0 //[ColorCorrection] //-Sin City: Effect from the movie "Sin City" - everything else than red is grey.
  419.  
  420.  
  421. ////--------------//
  422. ///**COLORHUEFX**///
  423. //--------------////
  424. #define USE_COLORHUEFX 1 //[ColorCorrection] //--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!
  425.  
  426. //>ColorHueFX Settings <\\
  427. #define Use_COLORSAT 0 //[0:1] //-This will use original color saturation as an added limiter to the strength of the effect
  428. #define hueMid 0.99 //[0.0:1.0] //-Hue (rotation around the color wheel) of the color which you want to keep
  429. #define hueRange 0.07 //[0.0:1.0] //-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
  430. #define satLimit 3.9 //[0.0:4.0] //-Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
  431. #define fxcolorMix 1.0 //[0.0:1.0] //-Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.
  432. #define ColorCorrection_ToggleKey VK_F11
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