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NextGen LRFFXIII(Reshade1.1)

Created by IBloodNoctis
Added May 25, 2016
Updated 30 May 12:33 CEST
Shader used: ReShade
Preset description:
Hi guys this is my new preset Here is the Download Link: http://www.mediafire.com/download/t56kqjci182vdcb/NextGenLRFFXIII.rar In game setting Display Format: Full screen Display Resolution: 1920x1080 Color Correction: Advanced Glare Ajustment: Advanced Depth of Field Adjustment: Standard Shadowing: Advanced Lightning: Standard Texture Filtering: Advanced *Ambient Light NUMPAD2 on/off *Ambient Occlusion NUMPAD1 on/off *Depth of Field NUMPAD3 on/off These three costs in performance Played on GTX970 *Bloom *LumaSharpen *Levels *TechniColor1 *Vibrance NUMPAD0 on/off for Bloom/Lumasharpen/Levels/Technicolor1/Vibrance
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DLink: //www.mediafire.com/download/t56kqjci182vdcb/NextGenLRFFXIII.rar ////-----------------// ///**AMBIENT_LIGHT**/// //-----------------//// #define USE_AMBIENT_LIGHT 1 //[AmbientLight] //-Ambient Light: Adds scene dependent ambient light with specific dirt and lens effects //>Ambient Light Settings<\\ #define alDebug 0 //[0:1] //-Activates debug mode of AL, upper bar shows detected light, lower bar shows adaptation #define alInt 7.50 //[0.00:20.00] //-Base intensity of AL #define alThreshold 10.00 //[0.00:100.00] //-Reduces intensity for not bright light //>AL Adaptation Parameters<\\ #define AL_Adaptation 1 //[0:1] //-Activates adaptation algorithm for the following features #define AL_HQAdapt 0 //[0:1] //-Determines the accuracy of the adaptation algorithm #define alAdapt 0.70 //[0.00:4.00] //-Intensity of AL correction for bright light #define alAdaptBaseMult 1.00 //[0.00:4.00] //-Multiplier for adaption applied to the original image #define alAdaptBaseBlackLvL 2 //[0|1|2|3|4] //-Distinction level of black and white (lower => less distinct) #define alAdaptBloomMult 1.0 //[0.0:4.0] //-Multiplier for adaption applied to the bloom shader #define alAdaptFlareMult 3.0 //[0.0:4.0] //-Multiplier for adaption applied to the anam flare shader #define AL_HeatHazeControle 1 //[0:1] //-Controles the HeatHaze effect with the AL shader #define Depth_HeatHazeControle 1 //[0:1] //-Controles the HeatHaze effect with the depth buffer #define alAdaptHeatMult 1.0 //[0.0:1.0] //-Multiplier for adaption applied to the HeatHaze shader //>Additional AL Settings<\\ #define AL_Dirt 1 //[0:1] //-No description given #define AL_DirtTex 0 //[0:1] //-Defines if dirt texture is used as overlay #define AL_Vibrance 0 //[0:1] //-Vibrance of dirt effect #define AL_Adaptive 0 //[0|1|2] //-0 = Warm, 1 = Cold, 2 = Light Dependent #define alDirtInt 1.0 //[0.0:2.0] //-Intensity of dirt effect #define alDirtOVInt 1.0 //[0.0:2.0] //-Intensity of colored dirt effect #define AL_Lens 0 //[0:1] //-Lens effect based on AL #define alLensThresh 0.5 //[0.0:1.0] //-Reduces intensity of lens effect for not bright light #define alLensInt 2.0 //[0.0:10.0] //-Intensity of lens effect #define AmbientLight_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. //>Additional AL Settings<\\ #define AmbientLight_ToggleKey VK_NUMPAD2 //[undef] //- ////--------------------// ///**AMBIENTOCCLUSION**/// //--------------------//// #define USE_AMBIENTOCCLUSION 1 //[SSAO] //-Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available. //>Global Parameters<\\ #define AO_METHOD 3 //[1:6] //-No description given #define AO_TEXSCALE 1.0 //[0.25:1.00] //-Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality. #define AO_SHARPNESS 0.05 //[0.05:2.00] //-No description given #define AO_SHARPNESS_DETECT 1 //[1:2] //-AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines. #define AO_BLUR_STEPS 15 //[5:15] //-Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO. #define AO_DEBUG 0 //[0:2] //-No description given #define AO_LUMINANCE_CONSIDERATION 1 //[0:1] //-No description given #define AO_LUMINANCE_LOWER 0.2 //[0.0:1.0] //-No description given #define AO_LUMINANCE_UPPER 0.9 //[0.0:1.0] //-No description given #define AO_FADE_START 0.1 //[0.00:1.00] //-Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance. //>Global Parameters<\\ #define AO_FADE_END 0.4 //[0.00:1.00] //-Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance. #define AO_ToggleKey VK_NUMPAD1 //[undef] //- //>SSAO Settings<\\ #define iSSAOSamples 16 //[16:128] //-Amount of samples. Don't set too high or shader compilation time goes through the roof. #define fSSAOSamplingRange 25.0 //[10.0:50.0] //-SSAO sampling range. High range values might need more samples so raise both. #define fSSAODarkeningAmount 1.0 //[0.0:5.0] //-Amount of SSAO corner darkening #define fSSAOBrighteningAmount 0.0 //[0.0:5.0] //-Amount of SSAO edge brightening //>Raymarch AO Settings<\\ #define iRayAOSamples 10 //[10:78] //-Amount of sample "rays" Higher means more accurate AO but also less performance. #define fRayAOSamplingRange 0.0005 //[0.0001:0.0200] //-Range of AO sampling. Higher values ignore small geometry details and shadow more globally. #define fRayAOMaxDepth 0.008 //[0.01:0.20] //-factor to avoid far objects to occlude close objects just because they are besides each other on screen. #define fRayAOMinDepth 0.001 //[0.00000:0.00100] //-Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves. #define fRayAOPower 1.0 //[0.2:5.0] //-Amount of darkening. //>HBAO Settings<\\ #define iHBAOSamples 3 //[7:36] //-Amount of samples. Higher means more accurate AO but also less performance. #define fHBAOSamplingRange 1.00 //[0.5:5.0] //-Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally. #define fHBAOAmount 3.0 //[1.0:10.0] //-Amount of HBAO shadowing. #define fHBAOClamp 0.0 //[0.0:1.0] //-Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO. #define fHBAOAttenuation 0.01 //[0.001:0.200] //-Affects the HBAO range, prevents shadowing of very far objects which are close in screen space. //>SSGI Settings<\\ #define iSSGISamples 24 //[5:24] //-Amount of SSGI sampling iterations, higher means better GI but less performance. #define fSSGISamplingRange 0.1 //[0.0:80.0] //-Radius of SSGI sampling. #define fSSGIIlluminationMult 0.0 //[1.0:8.0] //-Multiplier of SSGI illumination (color bouncing/reflection). #define fSSGIOcclusionMult 1.50 //[0.0:10.0] //-Multiplier of SSGI occlusion. #define fSSGIModelThickness 1.50 //[0.5:100.0] //-Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects. #define fSSGISaturation 0.0 //[0.2:2.0] //-Saturation of bounced/reflected colors. //>RAYMARCH HBAO Settings<\\ #define iRayHBAO_StepCount 2 //[5:32] //-Amount of steps to march per direction to check for occluders. #define iRayHBAO_StepDirections 5 //[5:25] //-Amount of rays / directions to march to check for occluders. #define fRayHBAO_SampleRadius 0.01 //[0.001:0.010] //-Range of AO sampling. Higher values ignore small geometry details and shadow more globally. #define fRayHBAO_Attenuation 0.2 //[0.4:5.0] //-Sampling attenuation. Used for ignoring objects that are close onscreen but actually far away (i.e. sky and player). #define fRayHBAO_AngleBiasTan 0.50 //[0.0:1.0] //-Angle bias in tangent space. Used for ignoring occluders that don't have a big angle difference to the source, i.e. flat surfaces that may shadoe themselves. //>SAO Settings<\\ #define fSAOIntensity 5.0 //[1.0:10.0] //-Linearly multiplies AO intensity. #define fSAOClamp 1.0 //[1.0:10.0] //-Higher values shift AO more into black. Useful for light gray AO caused by high SAO radius. #define fSAORadius 2.3 //[1.0:10.0] //-SAO sampling radius. Higher values also lower AO intensity extremely because of Alchemy's extremely retarded falloff formula. #define fSAOBias 0.5 //[0.001:0.500] //-Minimal surface angle for AO consideration. Useful to prevent self-occlusion of flat surfaces caused by floating point inaccuracies. #define iSAOSamples 18 //[10:96] //-Amount of SAO Samples. Maximum of 96 is defined by formula. ////----------------// ///**DEPTHOFFIELD**/// //----------------//// #define USE_DEPTHOFFIELD 1 //[DOF] //- //>Global Parameters<\\ #define DOF_METHOD 4 //[1:5] //-1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF 5: Marty McFly Advanced DOF #define DOF_AUTOFOCUS 0 //[0:1] //-Enables automated focus recognition based on samples around autofocus center. #define DOF_FOCUSPOINT float2(0.5,0.5) //[0.0:1.0] //-X and Y coordinates of autofocus center. Axes start from upper left screen corner. #define DOF_FOCUSSAMPLES 1 //[3:10] //-Amount of samples around the focus point for smoother focal plane detection. #define DOF_FOCUSRADIUS 0.02 //[0.02:0.20] //-Radius of samples around the focus point. #define DOF_NEARBLURCURVE 999.60 //[0.50:1000.00] //-Curve of blur closer than focal plane. Higher means less blur. #define DOF_FARBLURCURVE 4.600 //[0.05:5.00] //-Curve of blur behind focal plane. Higher means less blur. #define DOF_MANUALFOCUSDEPTH 0.01 //[0.00:1.00] //-Depth of focal plane when autofocus is off. 0.0 means camera, 1.0 means infinite distance. #define DOF_INFINITEFOCUS 1.0 //[0.01:1.00] //-Distance at which depth is considered as infinite. 1.0 is standard. Low values only produce out of focus blur when focus object is very close to the camera. Recommended for gaming. #define DOF_BLURRADIUS 2.50 //[2.0:100.0] //-Maximal blur radius in pixels. //>Global Parameters<\\ #define DOF_RENDERRESMULT 0.6 //[0.5:1.0] //-Scaling factor #define DOF_ToggleKey VK_NUMPAD3 //[undef] //- //>Ring DOF Settings<\\ #define iRingDOFSamples 6 //[5:30] //-Samples on the first ring. The other rings around have more samples #define iRingDOFRings 4 //[1:8] //-Ring count #define fRingDOFThreshold 0.7 //[0.5:3.0] //-Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc. #define fRingDOFGain 27.0 //[0.1:30.0] //-Amount of brightening for pixels brighter than threshold. #define fRingDOFBias 0.0 //[0.0:2.0] //-bokeh bias. #define fRingDOFFringe 0.5 //[0.0:1.0] //-Amount of chromatic abberation //>Magic DOF Settings<\\ #define iMagicDOFBlurQuality 8 //[1:30] //-Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150. #define fMagicDOFColorCurve 4.0 //[1.0:10.0] //-DOF weighting curve. //>GP65CJ042 DOF Settings<\\ #define iGPDOFQuality 6 //[0:7] //-0 = only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps. #define bGPDOFPolygonalBokeh 1 //[0:1] //-Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape. #define iGPDOFPolygonCount 5 //[3:9] //-Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc. #define fGPDOFBias 10.0 //[0.0:20.0] //-Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge. #define fGPDOFBiasCurve 2.0 //[0.0:3.0] //-Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge. #define fGPDOFBrightnessThreshold 0.5 //[0.5:2.0] //-Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc. #define fGPDOFBrightnessMultiplier 2.0 //[0.0:2.0] //-Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold. #define fGPDOFChromaAmount 0.15 //[0.00:0.40] //-Amount of color shifting applied on blurred areas. //>MATSO DOF Settings<\\ #define bMatsoDOFChromaEnable 0 //[0:1] //-Enables Chromatic Abberation. #define bMatsoDOFBokehEnable 1 //[0:1] //-Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton. #define fMatsoDOFChromaPow 1.4 //[0.2:3.0] //-Amount of chromatic abberation color shifting. #define fMatsoDOFBokehCurve 0.0 //[0.5:20.0] //-Bokeh curve. #define fMatsoDOFBokehLight 0.012 //[0.000:2.000] //-Bokeh brightening factor. #define iMatsoDOFBokehQuality 2 //[1:10] //-Blur quality as control value over tap count. #define fMatsoDOFBokehAngle 0 //[0:360] //-Rotation angle of bokeh shape. //>MCFLY ADVANCED DOF Settings - SHAPE<\\ #define iADOF_ShapeQuality 1 //[1:255] //-Quality level of DOF shape. Higher means more offsets taken, cleaner shape but also less performance. Compilation time stays same. #define iADOF_ShapeVertices 6 //[3:8] //-Polygon count of bokeh shape. 4 = square, 5 = pentagon, 6 = hexagon and so on. #define bADOF_ShapeTextureEnable 0 //[0:1] //-Enables the use of a texture overlay. Quite some performance drop. #define iADOF_ShapeTextureSize 63 //[undef] //-Higher texture size means less performance. Higher quality integers better work with detailed shape textures. Uneven numbers recommended because even size textures have no center pixel. //>MCFLY ADVANCED DOF Settings - SHAPE MODIFICATIONS<\\ #define fADOF_ShapeRotation 0.0 //[0.0:360.0] //-Static rotation of bokeh shape. #define bADOF_RotAnimationEnable 2 //[0:1] //-Enables constant shape rotation in time. #define fADOF_RotAnimationSpeed 5.0 //[0.2:5.0] //-Speed of shape rotation. Negative numbers change direction. #define bADOF_ShapeCurvatureEnable 0 //[0:1] //-Bends edges of polygonal shape outwards (or inwards). Circular shape best with vertices > 7 #define fADOF_ShapeCurvatureAmount 0.3 //[0.0:1.0] //-Amount of edge bending. 1.0 results in circular shape. Values below 0 produce star-like shapes. #define bADOF_ShapeApertureEnable 0 //[0:1] //-Enables deformation of bokeh shape into swirl-like aperture. You will recognize it when you try it out. Best with big bokeh shapes. #define fADOF_ShapeApertureAmount 0.01 //[-0.05:0.05] //-Amount of deformation. Negative values mirror the effect. #define bADOF_ShapeAnamorphEnable 0 //[0:1] //-Lessens horizontal width of shape to simulate anamorphic bokeh shape seen in movies. #define fADOF_ShapeAnamorphRatio 0.2 //[0.0:1.0] //-Horizontal width factor. 1.0 means 100% width, 0.0 means 0% width (bokeh shape will be vertical line). #define bADOF_ShapeDistortEnable 0 //[0:1] //-Deforms bokeh shape at screen borders to simulate lens distortion. Bokeh shapes at screen egdes look like an egg. //>MCFLY ADVANCED DOF Settings - SHAPE MODIFICATIONS<\\ #define fADOF_ShapeDistortAmount 1.2 //[0.0:1.0] //-Amount of deformation. #define bADOF_ShapeDiffusionEnable 0 //[0:1] //-Enables some fuzzyness of bokeh shape, makes it less clearly defined. #define fADOF_ShapeDiffusionAmount 0.1 //[0.0:1.0] //-Amount of shape diffusion. High values look like the bokeh shape exploded. #define bADOF_ShapeWeightEnable 0 //[0:1] //-Enables bokeh shape weight bias and shifts color to the shape borders. #define fADOF_ShapeWeightCurve 4.0 //[0.5:8.0] //-Curve of shape weight bias. #define fADOF_ShapeWeightAmount 1.0 //[0.5:8.0] //-Amount of shape weight bias. #define fADOF_BokehCurve 4.0 //[1.0:20.0] //-Bokeh factor. Higher values produce more defined bokeh shapes for separated bright spots. //>MCFLY ADVANCED DOF Settings - CHROMATIC ABERRATION<\\ #define bADOF_ShapeChromaEnable 0 //[0:1] //-Enables chromatic aberration at bokeh shape borders. This means 3 times more samples = less performance. #define iADOF_ShapeChromaMode 4 //[1:6] //-Switches through the possible R G B shifts. #define fADOF_ShapeChromaAmount 0.125 //[0.000:0.500] //-Amount of color shifting. #define bADOF_ImageChromaEnable 0 //[0:1] //-Enables image chromatic aberration at screen corners. This one is way more complex than the shape chroma (and any other chroma on the web). #define iADOF_ImageChromaHues 5 //[2:20] //-Amount of samples through the light spectrum to get a smooth gradient. #define fADOF_ImageChromaCurve 1.0 //[0.5:2.0] //-Image chromatic aberration curve. Higher means less chroma at screen center areas. #define fADOF_ImageChromaAmount 3.00 //[0.25:10.00] //-Linearly increases image chromatic aberration amount. //>MCFLY ADVANCED DOF Settings - POSTFX<\\ #define fADOF_SmootheningAmount 1.0 //[0.5:2.0] //-Blur multiplicator of box blur after bokeh to smoothen shape. Box blur is better than gaussian. #define bADOF_ImageGrainEnable 0 //[0:1] //-Enables some fuzzyness in blurred areas. The more out of focus, the more grain. #define fADOF_ImageGrainCurve 5.0 //[0.5:5.0] //-Curve of Image Grain distribution. Higher values lessen grain at moderately blurred areas. #define fADOF_ImageGrainAmount 0.55 //[0.1:2.0] //-Linearly multiplies the amount of Image Grain applied. #define fADOF_ImageGrainScale 1.0 //[0.5:2.0] //-Grain texture scale. Low values produce more coarse Noise. ////---------// ///**BLOOM**/// //---------//// #define USE_BLOOM 1 //[Bloom] //-Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) //>Bloom settings<\\ #define BloomThreshold 20.25 //[0.00:50.00] //-Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.446 //[0.000:8.000] //-Strength of the bloom #define BloomWidth 0.0142 //[0.0000:1.0000] //-Width of the bloom #define Bloom_ToggleKey RFX_ToggleKey //[undef] //- ////---------------// ///**LUMASHARPEN**/// //---------------//// #define USE_LUMASHARPEN 1 //[LumaSharpen] //-LumaSharpen : Sharpens the image. //>LumaSharpen settings<\\ #define sharp_strength 1.0 //[0.10:3.00] //-Strength of the sharpening #define sharp_clamp 0.035 //[0.000:1.000] //-Limits maximum amount of sharpening a pixel recieves - Default is 0.035 //>Advanced sharpening settings<\\ #define pattern 2 //[1|2|3|4] //-Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 //[0.0:6.0] //-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 //[0:1] //-Visualize the strength of the sharpen (multiplied by 4 to see it better) #define LumaSharpen_ToggleKey RFX_ToggleKey //[undef] //- ////----------// ///**LEVELS**/// //----------//// #define USE_LEVELS 1 //[Shared] //-Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that. //>Levels settings<\\ #define Levels_black_point 20 //[0:255] //-The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0 #define Levels_white_point 235 //[0:255] //-The new white point. Everything brighter than this becomes completely white. Default is 235.0 //>Debug settings<\\ #define Levels_highlight_clipping 0 //[0:1] //-Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping). Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights, Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows. ////---------------// ///**TECHNICOLOR**/// //---------------//// #define USE_TECHNICOLOR 1 //[Shared] //-TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) 1 //>TECHNICOLOR settings<\\ #define TechniAmount 0.40 //[0.00:1.00] //- #define TechniPower 5.00 //[0.00:8.00] //- #define redNegativeAmount 0.88 //[0.00:1.00] //- #define greenNegativeAmount 0.88 //[0.00:1.00] //- #define blueNegativeAmount 0.88 //[0.00:1.00] //- ////------------// ///**VIBRANCE**/// //------------//// #define USE_VIBRANCE 1 //[Shared] //-Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. //>Vibrance settings<\\ #define Vibrance 0.20 //[-1.00:1.00] //-Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define Vibrance_RGB_balance float3(1.00,1.00,1.00) //[-10.00:10.00] //-A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. X = Red, Y = Green, Z = Blue


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