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by asdfgh

Zeus' CRT Æsthetic

Preset for Blasphemous
Created by ZeusOfTheCrows
Added Aug. 18, 2022
Updated 19 Aug 17:49 CEST
Shader used: ReShade
Preset description:
scanlines, bloom and frame blending, it's inspired by crt's rather than slavishly imitating: i've gone for aestheticity over authenticity - i don't know if i've ever seen any actual crt screens that look like this, but i just went for what i think looks best made on 1440p, but also tested at 1080p i'd advise viewing the previews at large size or maybe even fullscreen, else the scanlines get lost
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; --------------------------------------------------------------------------- ; ; 2022 ZeusOfTheCrows ; ; https://zeusofthecrows.github.io/ ; ; ; ; i've gone for aestheticity over authenticity - i don't know if i've ever ; ; seen any actual crt screens that look like this, but i just went for what i ; ; think looks best ; ; ; ; this preset relies upon CRTLottes and trails. if you do not have them: ; ; https://github.com/Zackin5/Misc-ReShade-Shaders/blob/master/CRT-Lottes.fx ; ; https://github.com/BlueSkyDefender/AstrayFX/blob/master/Shaders/Trails.fx ; ; ; ; if comments below have numbers, that's a recommended range according to ; ; personal taste ; ; /!\ bear in mind comments will get stripped if you edit this preset ingame, ; ; /!\ remember to save them somewhere else if they're important to you ; ; --------------------------------------------------------------------------- ; KeyLiftGammaGain@LiftGammaGain.fx=115,0,0,0 KeyLottesCRT@CRTLottes.fx=112,0,0,0 KeyTrails@trails.fx=113,0,0,0 KeyVibrance@Vibrance.fx=115,0,0,0 PreprocessorDefinitions= Techniques=Trails@trails.fx,LiftGammaGain@LiftGammaGain.fx,Vibrance@Vibrance.fx,LottesCRT@CRTLottes.fx TechniqueSorting=Trails@trails.fx,LiftGammaGain@LiftGammaGain.fx,Vibrance@Vibrance.fx,LottesCRT@CRTLottes.fx [CRTLottes.fx] bloomAmt=0.900000 ; 0.9 ~ 1; governs overall blur, and also brightness brightBoost=0.700000 ; 0.7 ~ 1.35; brightness*, balance with bloomAmt & hardScan doBloom=1 ; *(brightest area in game: albero fountain, hardBloomPix=-0.500000 ; darkest: anointing cave. for balancing testing) hardBloomScan=-1.700000 ; hardPix=-3.000000 ; -4 ~ -3; horizontal blur factor hardScan=-6.000000 ; -8 ~ -5; scanline intensity maskDark=0.500000 ; maskLight=1.500000 ; resX=640.000000 ; } game internal resolution resY=360.000000 ; } scaleInLinearGamma=0.000000 ; 0/1; 1 works better in dark areas, 0 better in light ; 0 is generally better i think shadowMask=0 ; 0 is scanlines, >1 are dotmask images shape=2.000000 ; video_sizeX=640.000000 ; video_sizeY=360.000000 ; warpX=0.000000 ; } screen geometry - i left it at zero as i dislike fake warpY=0.000000 ; } warp, but i recommend <=0.04,0.03 [LiftGammaGain.fx] ; an attempt to deal with overbright, particularly fountain dream RGB_Gain=0.880002,0.880002,0.880002 RGB_Gamma=1.099997,1.100004,1.100004 RGB_Lift=1.050002,1.050002,1.050002 [trails.fx] ; for making flickering effects (e.g. fire, candles) look nicer Persistence=0.550000 ; 0.0 ~ 1.0; 0.55 is the compromise i settled on for not ; having too much motion blur PS2=1 TQ=0.000000 [Vibrance.fx] ; crt effect slightly oversaturates i think, this slightly alleviates that Vibrance=-0.120000 ; bear in mind liftgammagain also desaturates slightly VibranceRGBBalance=1.000000,1.000000,1.000000

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