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- /*-----------------------------------------------------------.
- / Choose effects /
- '-----------------------------------------------------------*/
- // Set to 1 for ON or 0 for OFF
- #define USE_SMAA_ANTIALIASING 1 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
- #define USE_FXAA_ANTIALIASING 0 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
- #define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image.
- #define USE_ADVANCED_CRT 0 // [0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
- #define USE_BLOOM 1 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
- #define USE_HDR 1 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
- #define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
- #define USE_GAUSSIAN 1 // [0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
- #define USE_FILMGRAIN 0 // [0 or 1] Filmgrain effect
- #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)
- #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.
- #define USE_MONOCHROME 0 // [0 or 1] Monochrome : Monochrome makes the colors disappear.
- #define USE_LIFTGAMMAGAIN 0 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
- #define USE_TONEMAP 0 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
- #define USE_VIBRANCE 0 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
- #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
- #define USE_SEPIA 1 // [0 or 1] Sepia : Sepia tones the image.
- #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.
- #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)
- #define USE_BORDER 0 // [0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
- #define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
- /*-----------------------------------------------------------.
- / SMAA Anti-aliasing settings /
- '-----------------------------------------------------------*/
- #define SMAA_THRESHOLD 0.05 // [0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
- #define SMAA_MAX_SEARCH_STEPS 64 // [0 to 98] Determines the radius SMAA will search for aliased edges
- #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
- #define SMAA_CORNER_ROUNDING 25 // [0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
- // -- Advanced SMAA settings --
- #define COLOR_EDGE_DETECTION 0 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
- #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.
- //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
- /*-----------------------------------------------------------.
- / FXAA Anti-aliasing settings /
- '-----------------------------------------------------------*/
- #define FXAA_QUALITY__PRESET 39 // [1 to 39] Choose the quality preset. 39 is the highest quality.
- #define fxaa_Subpix 0.400 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
- #define fxaa_EdgeThreshold 0.250 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
- #define fxaa_EdgeThresholdMin 0.060 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
- /*-----------------------------------------------------------.
- / Cartoon settings /
- '-----------------------------------------------------------*/
- #define CartoonPower 1.0 // [0.1 to 10.0] Amount of effect you want.
- /*-----------------------------------------------------------.
- / Advanced CRT settings /
- '----------------------------------------------------------*/
- #define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
- #define CRTResolutionX 512 // [1 to 2048] Original input width of the game (ie. 320)
- #define CRTResolutionY 304 // [1 to 2048] Original input height of the game (ie. 240)
- #define CRTgamma 2.4 // [0.0 to 4.0] Gamma of simulated CRT (default 2.4)
- #define CRTmonitorgamma 2.2 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
- #define CRTBrightness 0.9 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
- #define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
- #define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
- #define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
- #define CRTCurvatureRadius 1.5 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
- #define CRTCornerSize 0.0100 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
- #define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
- #define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
- #define CRTAngleY -0.15 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
- #define CRTOverScan 1.01 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
- #define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
- /*-----------------------------------------------------------.
- / Bloom settings /
- '-----------------------------------------------------------*/
- #define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
- #define BloomPower 1.446 // [0.000 to 8.000] Strength of the bloom
- #define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom
- /*-----------------------------------------------------------.
- / HDR settings /
- '-----------------------------------------------------------*/
- #define HDRPower 1.30 // [0.00 to 8.00] Strangely lowering this makes the image brighter
- #define radius2 0.87 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
- /*-----------------------------------------------------------.
- / LumaSharpen settings /
- '-----------------------------------------------------------*/
- // -- Sharpening --
- #define sharp_strength 1.75 // [0.10 to 3.00] Strength of the sharpening
- #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
- // -- Advanced sharpening settings --
- #define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
- #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
- //I designed the pattern for offset_bias 1.0, but feel free to experiment.
- // -- Debug sharpening settings --
- #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
- /*-----------------------------------------------------------.
- / Gaussian Blur settings /
- '-----------------------------------------------------------*/
- #define GaussEffect 0 // [0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
- #define GaussQuality 1 // [0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
- #define GaussSigma 2 // [1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
- #define GaussBloomWarmth 1 // [0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
- #define GaussThreshold 0.50 // [0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
- #define GaussExposure 43.0 // [0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
- #define GaussStrength 0.27 // [0.00 to 1.00] Amount of effect blended into the final image
- /*-----------------------------------------------------------.
- / Film grain settings /
- '-----------------------------------------------------------*/
- #define FilmGrainIntensity 0.46 // [0.00 to 1.00] Intensity of grain. Default is 0.46
- #define FilmGrainExposure 40 // [0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
- #define FilmGrainSize 2 // [0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)
- /*-----------------------------------------------------------.
- / TECHNICOLOR settings /
- '-----------------------------------------------------------*/
- #define TechniAmount 0.4 // [0.00 to 1.00]
- #define TechniPower 4.0 // [0.00 to 8.00]
- #define redNegativeAmount 0.88 // [0.00 to 1.00]
- #define greenNegativeAmount 0.88 // [0.00 to 1.00]
- #define blueNegativeAmount 0.88 // [0.00 to 1.00]
- /*-----------------------------------------------------------.
- / Cineon DPX settings /
- '-----------------------------------------------------------*/
- #define Red 8.0 // [1.0 to 15.0]
- #define Green 8.0 // [1.0 to 15.0]
- #define Blue 8.0 // [1.0 to 15.0]
- #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.
- #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
- #define RedC 0.36 // [0.60 to 0.20]
- #define GreenC 0.36 // [0.60 to 0.20]
- #define BlueC 0.34 // [0.60 to 0.20]
- #define Blend 0.2 // [0.00 to 1.00] How strong the effect should be.
- /*-----------------------------------------------------------.
- / Monochrome settings /
- '-----------------------------------------------------------*/
- #define Monochrome_conversion_values float3(0.18,0.41,0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
- /*-----------------------------------------------------------.
- / Lift Gamma Gain settings /
- '-----------------------------------------------------------*/
- #define RGB_Lift float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
- #define RGB_Gamma float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
- #define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
- /*-----------------------------------------------------------.
- / Tonemap settings /
- '-----------------------------------------------------------*/
- #define Gamma 1.0 // [0.000 to 2.000] Adjust midtones
- #define Exposure 0.00 // [-1.000 to 1.000] Adjust exposure
- #define Saturation 0.00 // [-1.000 to 1.000] Adjust saturation
- #define Bleach 0.00 // [0.000 to 1.000] Brightens the shadows and fades the colors
- #define Defog 0.000 // [0.000 to 1.000] How much of the color tint to remove
- #define FogColor float3(0.00, 0.00, 2.55) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
- /*-----------------------------------------------------------.
- / Vibrance settings /
- '-----------------------------------------------------------*/
- #define Vibrance 0.15 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
- /*-----------------------------------------------------------.
- / Curves settings /
- '-----------------------------------------------------------*/
- #define Curves_mode 0 // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
- #define Curves_contrast 0.38 // [-1.00 to 1.00] The amount of contrast you want
- // -- Advanced curve settings --
- #define Curves_formula 3 // [1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
- //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
- //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
- //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
- //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
- /*-----------------------------------------------------------.
- / Sepia settings /
- '-----------------------------------------------------------*/
- #define ColorTone float3(1.10, 1.00, 1.00) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
- #define GreyPower 0.01 // [0.00 to 1.00] How much desaturate the image before tinting it
- #define SepiaPower 0.58 // [0.00 to 1.00] How much to tint the image
- /*-----------------------------------------------------------.
- / Vignette settings /
- '-----------------------------------------------------------*/
- #define VignetteRatio 1.00 // [0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
- #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
- #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
- #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)
- #define VignetteCenter float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect.
- /*-----------------------------------------------------------.
- / Dither settings /
- '-----------------------------------------------------------*/
- #define dither_method 1 // [1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
- //Note that the patterns used by Dither, makes an image harder to compress.
- //This can make your screenshots and video recordings take up more space.
- /*-----------------------------------------------------------.
- / Border settings /
- '-----------------------------------------------------------*/
- //No settings yet, beyond switching it on or off in the top section.
- /*-----------------------------------------------------------.
- / Splitscreen settings /
- '-----------------------------------------------------------*/
- #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
- /*-----------------------------------------------------------.
- / Key settings /
- '-----------------------------------------------------------*/
- // This is the section where you can define your own key mapping
- // See the following URL to find out what keycode a key has:
- // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
- // key_toggle_sweetfx = 145
- // key_screenshot =
- // key_reload_sweetfx = 19
- /*-----------------------------------------------------------.
- / Misc settings /
- '-----------------------------------------------------------*/
- // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
- // If the external wrapper is already named d3d9.dll, rename it into
- // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
- // external_d3d9_wrapper = none
- // external_dxgi_wrapper = none
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