Pixel

eyefx

Jan 15th, 2014
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  1. ///////////////////////////////////////////////////////////////////////////////////////
  2. ///////////////////////////////////////////////////////////////////////////////////////
  3.  
  4. // Set to 1 for ON or 0 for OFF
  5. #define USE_SMAA_ANTIALIASING 1
  6. #define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
  7. #define USE_BLOOM 0 // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost)
  8. #define USE_HDR 1 // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
  9. #define USE_TECHNICOLOR 1 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
  10. #define USE_TONEMAP 1
  11. #define USE_VIBRANCE 1 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  12. #define USE_SEPIA 0
  13. #define USE_VIGNETTE 0 //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts.
  14. #define USE_DITHER 1 //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by vignette)
  15.  
  16. #define USE_DPX 1 //Unfinished - Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor
  17. //I think the shader itself works, but the default settings need a lot of work. Maybe you can find some good settings?
  18.  
  19. /*-----------------------------------------------------------.
  20. / SMAA Anti-aliasing settings /
  21. '-----------------------------------------------------------*/
  22.  
  23. #define SMAA_THRESHOLD 0.16 // (0.08-0.20) Edge detection threshold
  24. #define SMAA_MAX_SEARCH_STEPS 64 // [0-98] Determines the radius SMAA will search for aliased edges
  25. #define SMAA_MAX_SEARCH_STEPS_DIAG 12 // [0-16] Determines the radius SMAA will search for diagonal aliased edges
  26. #define SMAA_CORNER_ROUNDING 64 // [0-100] Determines the percent of antialiasing to apply to corners.
  27.  
  28. // -- Advanced SMAA settings --
  29. #define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster)
  30. #define SMAA_DIRECTX9_LINEAR_BLEND 0 // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
  31.  
  32.  
  33. /*-----------------------------------------------------------.
  34. / LumaSharpen settings /
  35. '-----------------------------------------------------------*/
  36. // -- Sharpening --
  37. #define sharp_strength 0.9 // (0.2-2.0)Strength of the sharpening
  38. #define sharp_clamp 0.045 // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035
  39.  
  40. // -- Advanced sharpening settings --
  41. #define pattern 2 // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
  42. #define offset_bias 1.0 // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern.
  43. // I designed the pattern for offset_bias 1.0, but feel free to experiment.
  44.  
  45. // -- Debug settings --
  46. #define splitscreen 0 // Enables the before-and-after splitscreen comparison mode. Left side is before.
  47. #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better)
  48.  
  49.  
  50. /*-----------------------------------------------------------.
  51. / Bloom settings /
  52. '-----------------------------------------------------------*/
  53. #define BloomThreshold 20.25
  54. #define BloomPower 1.446
  55. #define BloomWidth 0.0142
  56.  
  57. /*-----------------------------------------------------------.
  58. / HDR settings /
  59. '-----------------------------------------------------------*/
  60. #define HDRPower 0.79 //Strangely lowering this makes the image brighter
  61. #define radius2 .64 //Raising this seems to make the effect stronger and also brighter
  62.  
  63.  
  64. /*-----------------------------------------------------------.
  65. / TECHNICOLOR settings /
  66. '-----------------------------------------------------------*/
  67. #define TechniAmount 0.11
  68. #define TechniPower 2.8
  69. #define redNegativeAmount 0.35
  70. #define greenNegativeAmount 0.5
  71. #define blueNegativeAmount 0.5
  72.  
  73.  
  74. /*-----------------------------------------------------------.
  75. / Tonemap settings /
  76. '-----------------------------------------------------------*/
  77. #define Gamma 1.175
  78.  
  79. #define Exposure -0.1
  80. #define Saturation 0.0
  81.  
  82. #define Bleach 0.0
  83.  
  84. #define Defog 0.02 //How much of the color tint to remove
  85. #define FogColor float3(2.55, 2.55, 2.55) //what color to remove - default is blue
  86.  
  87.  
  88. /*-----------------------------------------------------------.
  89. / Vibrance settings /
  90. '-----------------------------------------------------------*/
  91. #define Vibrance 0.2 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
  92.  
  93.  
  94. /*-----------------------------------------------------------.
  95. / Sepia settings /
  96. '-----------------------------------------------------------*/
  97. #define ColorTone float3(1.40, 1.10, 0.90)
  98. #define SepiaPower 0.58
  99. #define GreyPower 0.11
  100.  
  101. /*-----------------------------------------------------------.
  102. / Vignette settings /
  103. '-----------------------------------------------------------*/
  104. #define VignetteRadius 1.00 // lower values = stronger radial effect from center
  105. #define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White.
  106. #define VignetteSlope 8 // How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
  107. #define VignetteCenter float2(0.500, 0.500) // Center of effect.
  108.  
  109.  
  110. /*-----------------------------------------------------------.
  111. / Dither settings /
  112. '-----------------------------------------------------------*/
  113. //No settings yet, beyond switching it on or off in the top section.
  114.  
  115. //Note that checkerboard pattern used by Dither, makes an image harder to compress.
  116. //This can make your screenshots and videos take up more space.
  117.  
  118.  
  119. /////////////////////////////////////////////////////////////////
  120. ///////////////////////// Work in Progress //////////////////////
  121. /////////////////////////////////////////////////////////////////
  122.  
  123. /*-----------------------------------------------------------.
  124. / Cineon DPX settings /
  125. '-----------------------------------------------------------*/
  126. //I have yet to find good default settings for this .. maybe you can?
  127. float Red = 10.0; //[1.0 - 15.0]
  128. float Green = 12.0; //[1.0 - 15.0]
  129. float Blue = 8.0; //[1.0 - 15.0]
  130.  
  131. float ColorGamma = 2.5f; //[0.1 - 2.5]
  132. float DPXSaturation = 2.0f; //[0.0 - 8.0]
  133.  
  134. float RedC = 0.4f; //[0.6 - 0.2]
  135. float GreenC = 0.36f; //[0.6 - 0.2]
  136. float BlueC = 0.35f; //[0.6 - 0.2]
  137.  
  138. float Blend = 0.65f; //[1.0 - 0.0] How strong the effect should be
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