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SweetFX Shader Suite for Arma 2

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Oct 15th, 2012
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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
  7. #define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  8. #define USE_BLOOM 1 // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
  9. #define USE_HDR 0 // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  10. #define USE_TECHNICOLOR 0 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
  11. #define USE_TONEMAP 0
  12. #define USE_VIBRANCE 1 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  13. #define USE_SEPIA 0
  14. #define USE_VIGNETTE 0 //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
  15. #define USE_DITHER 0 //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by vignette)
  16.  
  17. #define USE_DPX 0 //Unfinished - Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor
  18. //I think the shader itself works, but the default settings need a lot of work. Maybe you can find some good settings?
  19.  
  20. /*-----------------------------------------------------------.
  21. / SMAA Anti-aliasing settings /
  22. '-----------------------------------------------------------*/
  23.  
  24. #define SMAA_THRESHOLD 0.15 // (0.08-0.20) Edge detection threshold
  25. #define SMAA_MAX_SEARCH_STEPS 46 // [0-98] Determines the radius SMAA will search for aliased edges
  26. #define SMAA_MAX_SEARCH_STEPS_DIAG 10 // [0-16] Determines the radius SMAA will search for diagonal aliased edges
  27. #define SMAA_CORNER_ROUNDING 50 // [0-100] Determines the percent of antialiasing to apply to corners.
  28.  
  29. // -- Advanced SMAA settings --
  30. #define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
  31. #define SMAA_DIRECTX9_LINEAR_BLEND 0 // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
  32.  
  33.  
  34. /*-----------------------------------------------------------.
  35. / LumaSharpen settings /
  36. '-----------------------------------------------------------*/
  37. // -- Sharpening --
  38. #define sharp_strength 0.5 // (0.2-2.0)Strength of the sharpening
  39. #define sharp_clamp 0.035 // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  40.  
  41. // -- Advanced sharpening settings --
  42. #define pattern 2 // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  43. #define offset_bias 1.0 // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
  44. // I designed the pattern for offset_bias 1.0, but feel free to experiment.
  45.  
  46. // -- Debug settings --
  47. #define splitscreen 0 // Enables the before-and-after splitscreen comparison mode. Left side is before.
  48. #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)
  49.  
  50.  
  51. /*-----------------------------------------------------------.
  52. / Bloom settings /
  53. '-----------------------------------------------------------*/
  54. #define BloomThreshold 20.25
  55. #define BloomPower 1.446
  56. #define BloomWidth 0.0142
  57.  
  58. /*-----------------------------------------------------------.
  59. / HDR settings /
  60. '-----------------------------------------------------------*/
  61. #define HDRPower 1.20 //Strangely lowering this makes the image brighter
  62. #define radius2 0.85 //Raising this seems to make the effect stronger and also brighter
  63.  
  64.  
  65. /*-----------------------------------------------------------.
  66. / TECHNICOLOR settings /
  67. '-----------------------------------------------------------*/
  68. #define TechniAmount 0.11
  69. #define TechniPower 2.8
  70. #define redNegativeAmount 0.88
  71. #define greenNegativeAmount 0.88
  72. #define blueNegativeAmount 0.88
  73.  
  74.  
  75. /*-----------------------------------------------------------.
  76. / Tonemap settings /
  77. '-----------------------------------------------------------*/
  78. #define Gamma 1.0
  79.  
  80. #define Exposure 0.0
  81.  
  82. #define Saturation 0.0
  83.  
  84. #define Bleach 0.0
  85.  
  86. #define Defog 0.010 //How much of the color tint to remove
  87. #define FogColor float3(0.00, 0.00, 2.55) //what color to remove - default is blue
  88.  
  89.  
  90. /*-----------------------------------------------------------.
  91. / Vibrance settings /
  92. '-----------------------------------------------------------*/
  93. #define Vibrance 0.3 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  94.  
  95.  
  96. /*-----------------------------------------------------------.
  97. / Sepia settings /
  98. '-----------------------------------------------------------*/
  99. #define ColorTone float3(1.40, 1.10, 0.90)
  100. #define SepiaPower 0.58
  101. #define GreyPower 0.11
  102.  
  103. /*-----------------------------------------------------------.
  104. / Vignette settings /
  105. '-----------------------------------------------------------*/
  106. #define VignetteRadius 1.00 // lower values = stronger radial effect from center
  107. #define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
  108. #define VignetteSlope 8 // How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
  109. #define VignetteCenter float2(0.500, 0.500) // Center of effect.
  110.  
  111.  
  112. /*-----------------------------------------------------------.
  113. / Dither settings /
  114. '-----------------------------------------------------------*/
  115. //No settings yet, beyond switching it on or off in the top section.
  116.  
  117. //Note that checkerboard pattern used by Dither, makes an image harder to compress.
  118. //This can make your screenshots and videos take up more space.
  119.  
  120.  
  121. /////////////////////////////////////////////////////////////////
  122. ///////////////////////// Work in Progress //////////////////////
  123. /////////////////////////////////////////////////////////////////
  124.  
  125. /*-----------------------------------------------------------.
  126. / Cineon DPX settings /
  127. '-----------------------------------------------------------*/
  128. //I have yet to find good default settings for this .. maybe you can?
  129. float Red = 8.0; //[1.0 - 15.0]
  130. float Green = 8.0; //[1.0 - 15.0]
  131. float Blue = 8.0; //[1.0 - 15.0]
  132.  
  133. float ColorGamma = 2.5f; //[0.1 - 2.5]
  134. float DPXSaturation = 2.0f; //[0.0 - 8.0]
  135.  
  136. float RedC = 0.4f; //[0.6 - 0.2]
  137. float GreenC = 0.36f; //[0.6 - 0.2]
  138. float BlueC = 0.35f; //[0.6 - 0.2]
  139.  
  140. float Blend = 0.7f; //[1.0 - 0.0] How strong the effect should be
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