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Dec 2nd, 2015
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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 1 // [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 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.
  12. #define USE_LIFTGAMMAGAIN 0 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
  13. #define USE_TONEMAP 0 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  14. #define USE_VIBRANCE 0 // [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 1 // [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. / SMAA Anti-aliasing settings /
  24. '-----------------------------------------------------------*/
  25.  
  26. #define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold
  27. #define SMAA_MAX_SEARCH_STEPS 64 // [0 to 98] Determines the radius SMAA will search for aliased edges
  28. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  29. #define SMAA_CORNER_ROUNDING 25 // [0 to 100] Determines the percent of antialiasing to apply to corners.
  30.  
  31. // -- Advanced SMAA settings --
  32. #define COLOR_EDGE_DETECTION 0 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  33. #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.
  34.  
  35.  
  36. /*-----------------------------------------------------------.
  37. / LumaSharpen settings /
  38. '-----------------------------------------------------------*/
  39. // -- Sharpening --
  40. #define sharp_strength 1.75 // [0.10 to 3.00] Strength of the sharpening
  41. #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  42.  
  43. // -- Advanced sharpening settings --
  44. #define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  45. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  46. // I designed the pattern for offset_bias 1.0, but feel free to experiment.
  47.  
  48. // -- Debug sharpening settings --
  49. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  50.  
  51.  
  52. /*-----------------------------------------------------------.
  53. / Bloom settings /
  54. '-----------------------------------------------------------*/
  55. #define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  56. #define BloomPower 1.446 // [0.0000 to 8.0000] Strength of the bloom
  57. #define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom
  58.  
  59.  
  60. /*-----------------------------------------------------------.
  61. / HDR settings /
  62. '-----------------------------------------------------------*/
  63. #define HDRPower 1.4 // [0.0 to 8.0] Strangely lowering this makes the image brighter
  64. #define radius2 0.87 // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
  65.  
  66.  
  67. /*-----------------------------------------------------------.
  68. / TECHNICOLOR settings /
  69. '-----------------------------------------------------------*/
  70. #define TechniAmount 0.4 // [0.0 to 1.0]
  71. #define TechniPower 4.0 // [0.0 to 8.0]
  72. #define redNegativeAmount 0.88 // [0.0 to 1.0]
  73. #define greenNegativeAmount 0.88 // [0.0 to 1.0]
  74. #define blueNegativeAmount 0.88 // [0.0 to 1.0]
  75.  
  76.  
  77. /*-----------------------------------------------------------.
  78. / Cineon DPX settings /
  79. '-----------------------------------------------------------*/
  80. #define Red 8.0 // [1.0 to 15.0]
  81. #define Green 8.0 // [1.0 to 15.0]
  82. #define Blue 8.0 // [1.0 to 15.0]
  83.  
  84. #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.
  85. #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  86.  
  87. #define RedC 0.36 // [0.6 to 0.2]
  88. #define GreenC 0.36 // [0.6 to 0.2]
  89. #define BlueC 0.34 // [0.6 to 0.2]
  90.  
  91. #define Blend 0.2 // [0.0 to 0.1] How strong the effect should be.
  92.  
  93.  
  94. /*-----------------------------------------------------------.
  95. / Lift Gamma Gain settings /
  96. '-----------------------------------------------------------*/
  97. #define RGB_Lift float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
  98. #define RGB_Gamma float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
  99. #define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
  100.  
  101.  
  102. /*-----------------------------------------------------------.
  103. / Tonemap settings /
  104. '-----------------------------------------------------------*/
  105. #define Gamma 1.0 // [0.00 to 2.00] Adjust midtones
  106.  
  107. #define Exposure 0.00 // [-1.00 to 1.00] Adjust exposure
  108.  
  109. #define Saturation 0.00 // [-1.00 to 1.00] Adjust saturation
  110.  
  111. #define Bleach 0.00 // [0.00 to 1.00] Brightens the shadows and fades the colors
  112.  
  113. #define Defog 0.000 // [0.00 to 1.00] How much of the color tint to remove
  114. #define FogColor float3(0.00, 0.00, 2.55) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
  115.  
  116.  
  117. /*-----------------------------------------------------------.
  118. / Vibrance settings /
  119. '-----------------------------------------------------------*/
  120. #define Vibrance 0.15 // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  121.  
  122.  
  123. /*-----------------------------------------------------------.
  124. / Curves settings /
  125. '-----------------------------------------------------------*/
  126. #define Curves_contrast 0.38 // [-1.0 to 1.0] The amount of contrast you want
  127.  
  128. // -- Advanced curve settings --
  129. #define Curves_formula 3 // [1|2|3|4|5|6|7] The constrast s-curve you want to use.
  130.  
  131.  
  132. /*-----------------------------------------------------------.
  133. / Sepia settings /
  134. '-----------------------------------------------------------*/
  135. #define ColorTone float3(1.10, 1.00, 1.00) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
  136. #define GreyPower 0.01 // [0.0 to 1.0] How much desaturate the image before tinting it
  137. #define SepiaPower 0.58 // [0.0 to 1.0] How much to tint the image
  138.  
  139.  
  140.  
  141. /*-----------------------------------------------------------.
  142. / Vignette settings /
  143. '-----------------------------------------------------------*/
  144. #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
  145. #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  146. #define VignetteSlope 8 // [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)
  147. #define VignetteCenter float2(0.500, 0.500) // [0.00 to 1.00] Center of effect.
  148.  
  149.  
  150. /*-----------------------------------------------------------.
  151. / Dither settings /
  152. '-----------------------------------------------------------*/
  153. //No settings yet, beyond switching it on or off in the top section.
  154.  
  155. //Note that the checkerboard pattern used by Dither, makes an image harder to compress.
  156. //This can make your screenshots and video recordings take up more space.
  157.  
  158.  
  159. /*-----------------------------------------------------------.
  160. / Splitscreen settings /
  161. '-----------------------------------------------------------*/
  162. #define splitscreen_mode 1 // [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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