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Aug 13th, 2015
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  1.  
  2. /*-----------------------------------------------------------.
  3. / Choose effects /
  4. '-----------------------------------------------------------*/
  5.  
  6. // Set to 1 for ON or 0 for OFF
  7. #define USE_SMAA_ANTIALIASING 1 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
  8. #define USE_FXAA_ANTIALIASING 0 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
  9. #define USE_CARTOON 0 // [0 or 1] Cartoon : "Toon"s the image.
  10. #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
  11. #define USE_BLOOM 1 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  12. #define USE_HDR 1 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  13. #define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  14. #define USE_GAUSSIAN 1 // [0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
  15. #define USE_FILMGRAIN 0 // [0 or 1] Filmgrain effect
  16. #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)
  17. #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.
  18. #define USE_MONOCHROME 0 // [0 or 1] Monochrome : Monochrome makes the colors disappear.
  19. #define USE_LIFTGAMMAGAIN 0 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
  20. #define USE_TONEMAP 0 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  21. #define USE_VIBRANCE 0 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  22. #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
  23. #define USE_SEPIA 1 // [0 or 1] Sepia : Sepia tones the image.
  24. #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.
  25. #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)
  26. #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.
  27. #define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  28.  
  29.  
  30. /*-----------------------------------------------------------.
  31. / SMAA Anti-aliasing settings /
  32. '-----------------------------------------------------------*/
  33.  
  34. #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.
  35. #define SMAA_MAX_SEARCH_STEPS 64 // [0 to 98] Determines the radius SMAA will search for aliased edges
  36. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  37. #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.
  38.  
  39. // -- Advanced SMAA settings --
  40. #define COLOR_EDGE_DETECTION 0 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  41. #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.
  42. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
  43.  
  44.  
  45. /*-----------------------------------------------------------.
  46. / FXAA Anti-aliasing settings /
  47. '-----------------------------------------------------------*/
  48. #define FXAA_QUALITY__PRESET 39 // [1 to 39] Choose the quality preset. 39 is the highest quality.
  49. #define fxaa_Subpix 0.400 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
  50. #define fxaa_EdgeThreshold 0.250 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
  51. #define fxaa_EdgeThresholdMin 0.060 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
  52.  
  53.  
  54. /*-----------------------------------------------------------.
  55. / Cartoon settings /
  56. '-----------------------------------------------------------*/
  57. #define CartoonPower 1.0 // [0.1 to 10.0] Amount of effect you want.
  58.  
  59.  
  60. /*-----------------------------------------------------------.
  61. / Advanced CRT settings /
  62. '----------------------------------------------------------*/
  63. #define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
  64.  
  65. #define CRTResolutionX 512 // [1 to 2048] Original input width of the game (ie. 320)
  66. #define CRTResolutionY 304 // [1 to 2048] Original input height of the game (ie. 240)
  67. #define CRTgamma 2.4 // [0.0 to 4.0] Gamma of simulated CRT (default 2.4)
  68. #define CRTmonitorgamma 2.2 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
  69. #define CRTBrightness 0.9 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
  70. #define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
  71. #define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
  72.  
  73. #define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
  74. #define CRTCurvatureRadius 1.5 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
  75. #define CRTCornerSize 0.0100 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
  76. #define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
  77. #define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
  78. #define CRTAngleY -0.15 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
  79. #define CRTOverScan 1.01 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
  80. #define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
  81.  
  82.  
  83. /*-----------------------------------------------------------.
  84. / Bloom settings /
  85. '-----------------------------------------------------------*/
  86. #define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  87. #define BloomPower 1.446 // [0.000 to 8.000] Strength of the bloom
  88. #define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom
  89.  
  90.  
  91. /*-----------------------------------------------------------.
  92. / HDR settings /
  93. '-----------------------------------------------------------*/
  94. #define HDRPower 1.30 // [0.00 to 8.00] Strangely lowering this makes the image brighter
  95. #define radius2 0.87 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
  96.  
  97.  
  98. /*-----------------------------------------------------------.
  99. / LumaSharpen settings /
  100. '-----------------------------------------------------------*/
  101. // -- Sharpening --
  102. #define sharp_strength 1.75 // [0.10 to 3.00] Strength of the sharpening
  103. #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  104.  
  105. // -- Advanced sharpening settings --
  106. #define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  107. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  108. //I designed the pattern for offset_bias 1.0, but feel free to experiment.
  109.  
  110. // -- Debug sharpening settings --
  111. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  112.  
  113.  
  114. /*-----------------------------------------------------------.
  115. / Gaussian Blur settings /
  116. '-----------------------------------------------------------*/
  117. #define GaussEffect 0 // [0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
  118. #define GaussQuality 1 // [0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
  119. #define GaussSigma 2 // [1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
  120. #define GaussBloomWarmth 1 // [0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
  121. #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.
  122. #define GaussExposure 43.0 // [0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
  123. #define GaussStrength 0.27 // [0.00 to 1.00] Amount of effect blended into the final image
  124.  
  125.  
  126. /*-----------------------------------------------------------.
  127. / Film grain settings /
  128. '-----------------------------------------------------------*/
  129. #define FilmGrainIntensity 0.46 // [0.00 to 1.00] Intensity of grain. Default is 0.46
  130. #define FilmGrainExposure 40 // [0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
  131. #define FilmGrainSize 2 // [0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)
  132.  
  133.  
  134. /*-----------------------------------------------------------.
  135. / TECHNICOLOR settings /
  136. '-----------------------------------------------------------*/
  137. #define TechniAmount 0.4 // [0.00 to 1.00]
  138. #define TechniPower 4.0 // [0.00 to 8.00]
  139. #define redNegativeAmount 0.88 // [0.00 to 1.00]
  140. #define greenNegativeAmount 0.88 // [0.00 to 1.00]
  141. #define blueNegativeAmount 0.88 // [0.00 to 1.00]
  142.  
  143.  
  144. /*-----------------------------------------------------------.
  145. / Cineon DPX settings /
  146. '-----------------------------------------------------------*/
  147. #define Red 8.0 // [1.0 to 15.0]
  148. #define Green 8.0 // [1.0 to 15.0]
  149. #define Blue 8.0 // [1.0 to 15.0]
  150.  
  151. #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.
  152. #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  153.  
  154. #define RedC 0.36 // [0.60 to 0.20]
  155. #define GreenC 0.36 // [0.60 to 0.20]
  156. #define BlueC 0.34 // [0.60 to 0.20]
  157.  
  158. #define Blend 0.2 // [0.00 to 1.00] How strong the effect should be.
  159.  
  160.  
  161. /*-----------------------------------------------------------.
  162. / Monochrome settings /
  163. '-----------------------------------------------------------*/
  164. #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)
  165.  
  166.  
  167. /*-----------------------------------------------------------.
  168. / Lift Gamma Gain settings /
  169. '-----------------------------------------------------------*/
  170. #define RGB_Lift float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
  171. #define RGB_Gamma float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
  172. #define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
  173.  
  174.  
  175. /*-----------------------------------------------------------.
  176. / Tonemap settings /
  177. '-----------------------------------------------------------*/
  178. #define Gamma 1.0 // [0.000 to 2.000] Adjust midtones
  179. #define Exposure 0.00 // [-1.000 to 1.000] Adjust exposure
  180. #define Saturation 0.00 // [-1.000 to 1.000] Adjust saturation
  181. #define Bleach 0.00 // [0.000 to 1.000] Brightens the shadows and fades the colors
  182. #define Defog 0.000 // [0.000 to 1.000] How much of the color tint to remove
  183. #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
  184.  
  185.  
  186. /*-----------------------------------------------------------.
  187. / Vibrance settings /
  188. '-----------------------------------------------------------*/
  189. #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.
  190.  
  191.  
  192. /*-----------------------------------------------------------.
  193. / Curves settings /
  194. '-----------------------------------------------------------*/
  195. #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)
  196. #define Curves_contrast 0.38 // [-1.00 to 1.00] The amount of contrast you want
  197.  
  198. // -- Advanced curve settings --
  199. #define Curves_formula 3 // [1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
  200. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
  201. //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
  202. //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.
  203. //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.
  204.  
  205.  
  206. /*-----------------------------------------------------------.
  207. / Sepia settings /
  208. '-----------------------------------------------------------*/
  209. #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
  210. #define GreyPower 0.01 // [0.00 to 1.00] How much desaturate the image before tinting it
  211. #define SepiaPower 0.58 // [0.00 to 1.00] How much to tint the image
  212.  
  213.  
  214. /*-----------------------------------------------------------.
  215. / Vignette settings /
  216. '-----------------------------------------------------------*/
  217. #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.
  218. #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
  219. #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  220. #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)
  221. #define VignetteCenter float2(0.500, 0.500) // [0.000 to 1.000, 0.000 to 1.000] Center of effect.
  222.  
  223.  
  224. /*-----------------------------------------------------------.
  225. / Dither settings /
  226. '-----------------------------------------------------------*/
  227. #define dither_method 1 // [1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
  228.  
  229. //Note that the patterns used by Dither, makes an image harder to compress.
  230. //This can make your screenshots and video recordings take up more space.
  231.  
  232.  
  233. /*-----------------------------------------------------------.
  234. / Border settings /
  235. '-----------------------------------------------------------*/
  236. //No settings yet, beyond switching it on or off in the top section.
  237.  
  238.  
  239. /*-----------------------------------------------------------.
  240. / Splitscreen settings /
  241. '-----------------------------------------------------------*/
  242. #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
  243.  
  244.  
  245. /*-----------------------------------------------------------.
  246. / Key settings /
  247. '-----------------------------------------------------------*/
  248. // This is the section where you can define your own key mapping
  249. // See the following URL to find out what keycode a key has:
  250. // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
  251.  
  252. // key_toggle_sweetfx = 145
  253. // key_screenshot =
  254. // key_reload_sweetfx = 19
  255.  
  256.  
  257. /*-----------------------------------------------------------.
  258. / Misc settings /
  259. '-----------------------------------------------------------*/
  260. // You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
  261. // If the external wrapper is already named d3d9.dll, rename it into
  262. // something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
  263.  
  264. // external_d3d9_wrapper = none
  265. // external_dxgi_wrapper = none
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