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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_CA 1 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
  9. #define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
  10. #define USE_HDR 0 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  11. #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)
  12. #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.
  13. #define USE_LIFTGAMMAGAIN 0 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
  14. #define USE_TONEMAP 0 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
  15. #define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  16. #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves.
  17. #define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image.
  18. #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.
  19. #define USE_DITHER 0 // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
  20. #define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
  21.  
  22.  
  23. /*-----------------------------------------------------------.
  24. / SMAA Anti-aliasing settings /
  25. '-----------------------------------------------------------*/
  26.  
  27. #define SMAA_THRESHOLD 0.12 // [0.05 to 0.20] Edge detection threshold
  28. #define SMAA_MAX_SEARCH_STEPS 16 // [0 to 98] Determines the radius SMAA will search for aliased edges
  29. #define SMAA_MAX_SEARCH_STEPS_DIAG 6 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
  30. #define SMAA_CORNER_ROUNDING 0 // [0 to 100] Determines the percent of antialiasing to apply to corners.
  31.  
  32. // -- Advanced SMAA settings --
  33. #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
  34. #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.
  35.  
  36. /*-----------------------------------------------------------.
  37. / Chromatic aberration /
  38. '-----------------------------------------------------------*/
  39. #define outfocus 0.009 //[0.00 to 1.000] How strong the effect should be.
  40.  
  41.  
  42. /*-----------------------------------------------------------.
  43. / LumaSharpen settings /
  44. '-----------------------------------------------------------*/
  45. // -- Sharpening --
  46. #define sharp_strength 0.60 // [0.10 to 3.00] Strength of the sharpening
  47. #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  48.  
  49. // -- Advanced sharpening settings --
  50. #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  51. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
  52. // I designed the pattern for offset_bias 1.0, but feel free to experiment.
  53.  
  54. // -- Debug sharpening settings --
  55. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
  56.  
  57.  
  58. /*-----------------------------------------------------------.
  59. / Bloom settings /
  60. '-----------------------------------------------------------*/
  61. #define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
  62. #define BloomPower 1.446 // [0.0000 to 8.0000] Strength of the bloom
  63. #define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom
  64.  
  65.  
  66. /*-----------------------------------------------------------.
  67. / HDR settings /
  68. '-----------------------------------------------------------*/
  69. #define HDRPower 1.30 // [0.0 to 8.0] Strangely lowering this makes the image brighter
  70. #define radius2 0.87 // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter
  71.  
  72.  
  73. /*-----------------------------------------------------------.
  74. / TECHNICOLOR settings /
  75. '-----------------------------------------------------------*/
  76. #define TechniAmount 0.11 // [0.0 to 1.0]
  77. #define TechniPower 2.8 // [0.0 to 8.0]
  78. #define redNegativeAmount 0.88 // [0.0 to 1.0]
  79. #define greenNegativeAmount 0.88 // [0.0 to 1.0]
  80. #define blueNegativeAmount 0.88 // [0.0 to 1.0]
  81.  
  82.  
  83. /*-----------------------------------------------------------.
  84. / Cineon DPX settings /
  85. '-----------------------------------------------------------*/
  86. #define Red 8.0 // [1.0 to 15.0]
  87. #define Green 8.0 // [1.0 to 15.0]
  88. #define Blue 8.0 // [1.0 to 15.0]
  89.  
  90. #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.
  91. #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
  92.  
  93. #define RedC 0.36 // [0.6 to 0.2]
  94. #define GreenC 0.36 // [0.6 to 0.2]
  95. #define BlueC 0.34 // [0.6 to 0.2]
  96.  
  97. #define Blend 0.2 // [0.0 to 0.1] How strong the effect should be.
  98.  
  99.  
  100. /*-----------------------------------------------------------.
  101. / Lift Gamma Gain settings /
  102. '-----------------------------------------------------------*/
  103. #define RGB_Lift float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
  104. #define RGB_Gamma float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
  105. #define RGB_Gain float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
  106.  
  107.  
  108. /*-----------------------------------------------------------.
  109. / Tonemap settings /
  110. '-----------------------------------------------------------*/
  111. #define Gamma 1.0 // [0.00 to 2.00] Adjust midtones
  112.  
  113. #define Exposure 0.00 // [-1.00 to 1.00] Adjust exposure
  114.  
  115. #define Saturation 0.00 // [-1.00 to 1.00] Adjust saturation
  116.  
  117. #define Bleach 0.00 // [0.00 to 1.00] Brightens the shadows and fades the colors
  118.  
  119. #define Defog 0.000 // [0.00 to 1.00] How much of the color tint to remove
  120. #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
  121.  
  122.  
  123. /*-----------------------------------------------------------.
  124. / Vibrance settings /
  125. '-----------------------------------------------------------*/
  126. #define Vibrance 0.30 // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  127.  
  128.  
  129. /*-----------------------------------------------------------.
  130. / Curves settings /
  131. '-----------------------------------------------------------*/
  132. #define Curves_contrast 0.30 // [-1.0 to 1.0] The amount of contrast you want
  133.  
  134. // -- Advanced curve settings --
  135. #define Curves_formula 7 // [1|2|3|4|5|6|7] The constrast s-curve you want to use.
  136.  
  137.  
  138. /*-----------------------------------------------------------.
  139. / Sepia settings /
  140. '-----------------------------------------------------------*/
  141. #define ColorTone float3(1.40, 1.10, 0.90) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
  142. #define GreyPower 0.11 // [0.0 to 1.0] How much desaturate the image before tinting it
  143. #define SepiaPower 0.58 // [0.0 to 1.0] How much to tint the image
  144.  
  145.  
  146.  
  147. /*-----------------------------------------------------------.
  148. / Vignette settings /
  149. '-----------------------------------------------------------*/
  150. #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center
  151. #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
  152. #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)
  153. #define VignetteCenter float2(0.500, 0.500) // [0.00 to 1.00] Center of effect.
  154.  
  155.  
  156. /*-----------------------------------------------------------.
  157. / Dither settings /
  158. '-----------------------------------------------------------*/
  159. //No settings yet, beyond switching it on or off in the top section.
  160.  
  161. //Note that the checkerboard pattern used by Dither, makes an image harder to compress.
  162. //This can make your screenshots and video recordings take up more space.
  163.  
  164.  
  165. /*-----------------------------------------------------------.
  166. / Splitscreen settings /
  167. '-----------------------------------------------------------*/
  168. #define splitscreen_mode 3 // [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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