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  1.  
  2. ////----------//
  3. ///**GLOBAL**///
  4. //----------////
  5. //-Global Defines-//
  6.  
  7. //>GemFX Suite General Settings<\\
  8. //-Commentary:The GemFX Suite contains various lightning and motion shader. (Adv) Motion Blur, Motion Focus and Ambient Light are GEMFX shader. Beginning from Bloom, all following shader are derived from MasterEffect.
  9.  
  10.  
  11. ////---------------//
  12. ///**MOTION_BLUR**///
  13. //---------------////
  14. #define USE_MOTION_BLUR 0 //[MotionBlur] //-Motion Blur: Cheap pseudo mution blur
  15.  
  16. //>Motion Blur Settings<\\
  17. #define mbRecall 0.40 //[0.00:1.00] //-Motion blur intensity
  18. #define mbSoftness 1.00 //[0.00:2.00] //-Blur strength of consequential streaks
  19. #define MotionBlur_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
  20. #define MotionBlur_ToggleKey RFX_ToggleKey //[undef] //-
  21.  
  22.  
  23. ////-------------------//
  24. ///**ADV_MOTION_BLUR**///
  25. //-------------------////
  26. #define USE_ADV_MOTION_BLUR 0 //[AdvMotionBlur] //-Advanced Motion Blur: More accurate and advanced motion blur.
  27.  
  28. //>Advanced Motion Blur Settings<\\
  29. #define ambDepth_Check 0 //[0:1] //-Depth dependent motion blur
  30. #define ambDepthRatio 0.7 //[0.0:1.0] //-Amount of addition MB due to distance; Lower Value => Higher Amount
  31. #define ambRecall 0.4 //[0.0:1.0] //-Increases detection level of relevant smart motion blur
  32. #define ambPrecision 0.0 //[0.0:1.0] //-Increases relevance level of detected smart motion blur
  33. #define ambSoftness 3.5 //[0.0:10.0] //-Softness of consequential streaks
  34. #define ambSmartMult 3.5 //[0.0:10.0] //-Multiplication of relevant smart motion blur
  35. #define ambIntensity 0.07 //[0.00:1.00] //-Intensity of base motion blur effect
  36. #define ambSmartInt 0.94 //[0.00:1.00] //-Intensity of smart motion blur effect
  37. #define AdvancedMB_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
  38. #define AdvancedMB_ToggleKey RFX_ToggleKey //[undef] //-No description given
  39.  
  40.  
  41. ////----------------//
  42. ///**MOTION_FOCUS**///
  43. //----------------////
  44. #define USE_MOTION_FOCUS 0 //[MotionFocus] //-Smart movement of the camera following motion on the screen for a cinematic look
  45.  
  46. //>Motion Focus<\\
  47. #define mfDebug 0 //[0:1] //-Activates debug mode of MF, top 4 bars show motion in each screen section, the center points show strength and direction of zoom
  48. #define mfFocusStrength 1.00 //[0.00:1.00] //-The intensity with which the camera will follow motion
  49. #define mfZoomStrength 0.60 //[0.00:1.00] //-The intensity of camera zoom to objects in motion
  50. #define MotionFocus_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
  51. #define MotionFocus_ToggleKey RFX_ToggleKey //[undef] //-
  52.  
  53.  
  54. ////-----------------//
  55. ///**AMBIENT_LIGHT**///
  56. //-----------------////
  57. #define USE_AMBIENT_LIGHT 1 //[AmbientLight] //-Ambient Light: Adds scene dependent ambient light with specific dirt and lens effects
  58.  
  59. //>Ambient Light Settings<\\
  60. #define alDebug 0 //[0:1] //-Activates debug mode of AL, upper bar shows detected light, lower bar shows adaptation
  61. #define alInt 2.15 //[0.00:20.00] //-Base intensity of AL
  62. #define alThreshold 1f //[0.00:100.00] //-Reduces intensity for not bright light
  63.  
  64. //>AL Adaptation Parameters<\\
  65. #define AL_Adaptation 1 //[0:1] //-Activates adaptation algorithm for the following features
  66. #define AL_HQAdapt 0 //[0:1] //-Determines the accuracy of the adaptation algorithm
  67. #define alAdapt 0.70 //[0.00:4.00] //-Intensity of AL correction for bright light
  68. #define alAdaptBaseMult 1.00 //[0.00:4.00] //-Multiplier for adaption applied to the original image
  69. #define alAdaptBaseBlackLvL 2 //[0|1|2|3|4] //-Distinction level of black and white (lower => less distinct)
  70. #define alAdaptBloomMult 1.0 //[0.0:4.0] //-Multiplier for adaption applied to the bloom shader
  71. #define alAdaptFlareMult 3.0 //[0.0:4.0] //-Multiplier for adaption applied to the anam flare shader
  72. #define AL_HeatHazeControle 1 //[0:1] //-Controles the HeatHaze effect with the AL shader
  73. #define Depth_HeatHazeControle 1 //[0:1] //-Controles the HeatHaze effect with the depth buffer
  74. #define alAdaptHeatMult 1.0 //[0.0:1.0] //-Multiplier for adaption applied to the HeatHaze shader
  75.  
  76. //>Additional AL Settings<\\
  77. #define AL_Dirt 1 //[0:1] //-No description given
  78. #define AL_DirtTex 0 //[0:1] //-Defines if dirt texture is used as overlay
  79. #define AL_Vibrance 0 //[0:1] //-Vibrance of dirt effect
  80. #define AL_Adaptive 0 //[0|1|2] //-0 = Warm, 1 = Cold, 2 = Light Dependent
  81. #define alDirtInt 1.0 //[0.0:2.0] //-Intensity of dirt effect
  82. #define alDirtOVInt 1.0 //[0.0:2.0] //-Intensity of colored dirt effect
  83. #define AL_Lens 0 //[0:1] //-Lens effect based on AL
  84. #define alLensThresh 0.5 //[0.0:1.0] //-Reduces intensity of lens effect for not bright light
  85. #define alLensInt 2.0 //[0.0:10.0] //-Intensity of lens effect
  86. #define AmbientLight_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
  87.  
  88. //>Additional AL Settings<\\
  89. #define AmbientLight_ToggleKey RFX_ToggleKey //[undef] //-
  90.  
  91.  
  92. ////---------//
  93. ///**BLOOM**///
  94. //---------////
  95. #define USE_BLOOM 1 //[Bloom] //-Bloom, based on MasterEffects & asmodean bloom
  96.  
  97. //>Bloom Settings<\\
  98. #define GFX_HDR_MODE 0 //[0|1|2] //-HDR Level Rendering bitrate. 0 = RGBA8, 1 = RGBA16F, 2 = RGBA32F
  99. #define BLOOM_MIXMODE 2 //[1|2|3|4] //-1 = Linear add | 2 = Screen add | 3 = Screen/Lighten/Opacity | 4 = Lighten
  100. #define fBloomThreshold 0.9 //[0.1:1.0] //-Every pixel brighter than this value triggers bloom.
  101. #define fBloomAmount 0.7 //[0.0:20.0] //-Intensity of bloom.
  102. #define fBloomSaturation 0.5 //[0.0:2.0] //-Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom.
  103. #define fBloomTint float3(0.7,0.8,1.0) //[0.0:1.0] //-R, G and B components of bloom tintcolor the bloom color gets shifted to. X = Red, Y = Green, Z = Blue.
  104. #define Bloom_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature.
  105. #define Bloom_ToggleKey RFX_ToggleKey //[undef] //-Toggle key for Bloom and Bloom dependent shaders.
  106.  
  107.  
  108. ////------------//
  109. ///**LENSDIRT**///
  110. //------------////
  111. #define USE_LENSDIRT 0 //[Bloom] //-Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
  112.  
  113. //>Lens Dirt Settings<\\
  114. #define fLensdirtIntensity 0.4 //[0.0:2.0] //-Intensity of lensdirt.
  115. #define fLensdirtSaturation 2.0 //[0.0:2.0] //-Color saturation of lensdirt.
  116. #define fLensdirtTint float3(1.0,1.0,1.0) //[0.0:1.0] //-R, G and B components of lensdirt tintcolor the lensdirt color gets shifted to. X = Red, Y = Green, Z = Blue.
  117. #define iLensdirtMixmode 1 //[1:4] //-1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten
  118. #define lensDirtTex "GFX_origdirt.png" //[undef] //-
  119.  
  120.  
  121. ////----------------------//
  122. ///**GAUSSIAN_ANAMFLARE**///
  123. //----------------------////
  124. #define USE_GAUSSIAN_ANAMFLARE 0 //[Bloom] //-Gaussian Anamflare: Applies a horizontal light beam to bright pixels.
  125.  
  126. //>Gaussian Anamorphic Lens Flare Settings<\\
  127. #define fAnamFlareThreshold 0.90 //[0.10:1.00] //-Every pixel brighter than this value gets a flare.
  128. #define fAnamFlareWideness 2.4 //[1.0:2.5] //-Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible
  129. #define fAnamFlareAmount 14.5 //[1.0:20.0] //-Intensity of anamorphic flare.
  130. #define fAnamFlareCurve 1.2 //[1.0:2.0] //-Intensity curve of flare with distance from source
  131. #define fAnamFlareColor float3(0.012,0.313,0.588) //[0.000:1.000] //-R, G and B components of anamorphic flare. Flare is always same color.
  132.  
  133.  
  134. ////-------------//
  135. ///**LENZFLARE**///
  136. //-------------////
  137. #define USE_LENZFLARE 0 //[Bloom] //-Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect.
  138.  
  139. //>Lenz Flare Settings<\\
  140. #define LENZ_DEPTH_CHECK 1 //[0:1] //-If 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR
  141. #define fLenzIntensity 1.0 //[0.2:3.0] //-power of lens flare effect
  142. #define fLenzThreshold 0.8 //[0.6:1.0] //-Minimum brightness an object must have to cast lensflare
  143.  
  144.  
  145. ////----------------//
  146. ///**CHAPMAN_LENS**///
  147. //----------------////
  148. #define USE_CHAPMAN_LENS 0 //[Bloom] //-Chapman's lensflare: Simple lensflare shader with one big halo.
  149.  
  150. //>Chapman Lens Settings<\\
  151. #define CHAPMAN_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR
  152. #define ChapFlareTreshold 0.90 //[0.70:0.99] //-Brightness threshold for lensflare generation. Everything brighter than this value gets a flare.
  153. #define ChapFlareCount 15 //[1:20] //-Number of single halos to be generated. If set to 0, only the curved halo around is visible.
  154. #define ChapFlareDispersal 0.25 //[0.25:1.00] //-Distance from screen center (and from themselves) the flares are generated.
  155. #define ChapFlareSize 0.45 //[0.20:0.80] //-Distance (from screen center) the halo and flares are generated.
  156. #define ChapFlareCA float3(0.00,0.01,0.02) //[-0.50:0.50] //-Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA.
  157. #define ChapFlareIntensity 100.0 //[5.0:200.0] //-Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result.
  158.  
  159.  
  160. ////-----------//
  161. ///**GODRAYS**///
  162. //-----------////
  163. #define USE_GODRAYS 0 //[Bloom] //-Godrays: Adds some light rays rotating around screen center.
  164.  
  165. //>God Rays Settings<\\
  166. #define GODRAY_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR
  167. #define fGodrayDecay 0.9900 //[0.5000:0.9999] //-How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen
  168. #define fGodrayExposure 1.0 //[0.7:1.5] //-Upscales the godray's brightness
  169. #define fGodrayWeight 1.25 //[0.80:1.70] //-weighting
  170. #define fGodrayDensity 1.0 //[0.2:2.0] //-Density of rays, higher means more and brighter rays
  171. #define fGodrayThreshold 0.9 //[0.6:1.0] //-Minimum brightness an object must have to cast godrays
  172. #define iGodraySamples 128 //[undef] //-2^x format values; How many samples the godrays get
  173.  
  174.  
  175. ////-------------//
  176. ///**ANAMFLARE**///
  177. //-------------////
  178. #define USE_ANAMFLARE 0 //[Bloom] //-Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording.
  179.  
  180. //>Anamorphic Lens Flare<\\
  181. #define FLARE_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR
  182. #define fFlareLuminance 0.095 //[0.000:1.000] //-bright pass luminance value
  183. #define fFlareBlur 200.0 //[1.0:10000.0] //-manages the size of the flare
  184. #define fFlareIntensity 2.07 //[0.20:5.00] //-effect intensity
  185. #define fFlareTint float3(0.137,0.216,1.000) //[0.000:2.000] //-effect tint RGB
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