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- #effects is a colon seperated list of effect to use
- #e.g.: effects = fxaa:cas
- #effects will be run in order from left to right
- #one effect can be run multiple times e.g. smaa:smaa:cas
- #cas - Contrast Adaptive Sharpening
- #dls - Denoised Luma Sharpening
- #fxaa - Fast Approximate Anti-Aliasing
- #smaa - Enhanced Subpixel Morphological Antialiasing
- #lut - Color LookUp Table
- effects = colorfulness:adaptivesharpen:vibrance
- colorfulness = /home/user/Documents/reshade-shaders/Colourfulness.fx
- adaptivesharpen = /home/user/Documents/reshade-shaders/Shaders/AdaptiveSharpen.fx
- vibrance = /home/user/Documents/reshade-shaders/Shaders/Vibrance.fx
- reshadeTexturePath = /home/user/Documents/reshade-shaders/Textures
- reshadeIncludePath = /home/user/Documents/reshade-shaders/Shaders
- depthCapture = off
- #toggleKey toggles the effects on/off
- toggleKey = Home
- #enableOnLaunch sets if the effects are emabled when started
- enableOnLaunch = True
- #casSharpness specifies the amount of sharpning in the CAS shader.
- #0.0 less sharp, less artefacts, but not off
- #1.0 maximum sharp more artefacts
- #Everything in between is possible
- #negative values sharpen even less, up to -1.0 make a visible difference
- casSharpness = 0.4
- #dlsSharpness specifies the amount of sharpening in the Denoised Luma Sharpening shader.
- #Increase to sharpen details within the image.
- #0.0 less sharp, less artefacts, but not off
- #1.0 maximum sharp more artefacts
- dlsSharpness = 0.5
- #dlsDenoise specifies the amount of denoising in the Denoised Luma Sharpening shader.
- #Increase to limit how intensely film grain within the image gets sharpened.
- #0.0 min
- #1.0 max
- dlsDenoise = 0.17
- #fxaaQualitySubpix can effect sharpness.
- #1.00 - upper limit (softer)
- #0.75 - default amount of filtering
- #0.50 - lower limit (sharper, less sub-pixel aliasing removal)
- #0.25 - almost off
- #0.00 - completely off
- fxaaQualitySubpix = 0.75
- #fxaaQualityEdgeThreshold is the minimum amount of local contrast required to apply algorithm.
- #0.333 - too little (faster)
- #0.250 - low quality
- #0.166 - default
- #0.125 - high quality
- #0.063 - overkill (slower)
- fxaaQualityEdgeThreshold = 0.125
- #fxaaQualityEdgeThresholdMin trims the algorithm from processing darks.
- #0.0833 - upper limit (default, the start of visible unfiltered edges)
- #0.0625 - high quality (faster)
- #0.0312 - visible limit (slower)
- #Special notes: due to the current implementation you
- #Likely want to set this to zero.
- #As colors that are mostly not-green
- #will appear very dark in the green channel!
- #Tune by looking at mostly non-green content,
- #then start at zero and increase until aliasing is a problem.
- fxaaQualityEdgeThresholdMin = 0.0312
- #smaaEdgeDetection changes the edge detection shader
- #luma - default
- #color - might catch more edges, but is more expensive
- smaaEdgeDetection = luma
- #smaaThreshold specifies the threshold or sensitivity to edges
- #Lowering this value you will be able to detect more edges at the expense of performance.
- #Range: [0, 0.5]
- #0.1 is a reasonable value, and allows to catch most visible edges.
- #0.05 is a rather overkill value, that allows to catch 'em all.
- smaaThreshold = 0.05
- #smaaMaxSearchSteps specifies the maximum steps performed in the horizontal/vertical pattern searches
- #Range: [0, 112]
- #4 - low
- #8 - medium
- #16 - high
- #32 - ultra
- smaaMaxSearchSteps = 32
- #smaaMaxSearchStepsDiag specifies the maximum steps performed in the diagonal pattern searches
- #Range: [0, 20]
- #0 - low, medium
- #8 - high
- #16 - ultra
- smaaMaxSearchStepsDiag = 16
- #smaaCornerRounding specifies how much sharp corners will be rounded
- #Range: [0, 100]
- #25 is a reasonable value
- smaaCornerRounding = 25
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