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by henry1
50 minutes ago

WildStar Boost

Preset for Wildstar
Created by Skolia
Added Sept. 27, 2016
Updated 27 Sep 22:46 CEST
Shader used: SweetFX 2.0
Preset description:
I've been using this for awhile and I'm not 100% thrilled with it but thought I'd share. Most of the time it looks fine, but snowy areas still have way too much bloom sometimes. Installation is a little tricky, I'm using the 64-bit client and DirectX 11. My profile.ini is:
dxgi uses dx11 ProfileName:WildStar64 ProfileModule:d3d11.dll ProfilePath:C:\Games\WildStar\Client64\WildStar64.exe ProfileDll:ReShade64.dll ProfilePreset:Wildstar ProfileDisplay:WildStar
I'm using shaders by Ganossa.
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////---------------// ///**MOTION_BLUR**/// //---------------//// #define USE_MOTION_BLUR 0 //[MotionBlur] //-Motion Blur: Cheap pseudo mution blur //>Motion Blur Settings<\\ #define mbRecall 0.40 //[0.00:1.00] //-Motion blur intensity #define mbSoftness 1.00 //[0.00:2.00] //-Blur strength of consequential streaks #define MotionBlur_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define MotionBlur_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- ////-------------------// ///**ADV_MOTION_BLUR**/// //-------------------//// #define USE_ADV_MOTION_BLUR 0 //[AdvMotionBlur] //-Advanced Motion Blur: More accurate and advanced motion blur. //>Advanced Motion Blur Settings<\\ #define ambDepth_Check 0 //[0:1] //-Depth dependent motion blur #define ambDepthRatio 0.7 //[0.0:1.0] //-Amount of addition MB due to distance; Lower Value => Higher Amount #define ambRecall 0.4 //[0.0:1.0] //-Increases detection level of relevant smart motion blur #define ambPrecision 0.0 //[0.0:1.0] //-Increases relevance level of detected smart motion blur #define ambSoftness 3.5 //[0.0:10.0] //-Softness of consequential streaks #define ambSmartMult 3.5 //[0.0:10.0] //-Multiplication of relevant smart motion blur #define ambIntensity 0.07 //[0.00:1.00] //-Intensity of base motion blur effect #define ambSmartInt 0.94 //[0.00:1.00] //-Intensity of smart motion blur effect #define AdvancedMB_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define AdvancedMB_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given ////----------------// ///**MOTION_FOCUS**/// //----------------//// #define USE_MOTION_FOCUS 0 //[MotionFocus] //-Smart movement of the camera following motion on the screen for a cinematic look //>Motion Focus<\\ #define mfDebug 0 //[0:1] //-Activates debug mode of MF, top 4 bars show motion in each screen section, the center points show strength and direction of zoom #define mfFocusStrength 1.00 //[0.00:1.00] //-The intensity with which the camera will follow motion #define mfZoomStrength 0.60 //[0.00:1.00] //-The intensity of camera zoom to objects in motion #define MotionFocus_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define MotionFocus_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- ////-----------------// ///**AMBIENT_LIGHT**/// //-----------------//// #define USE_AMBIENT_LIGHT 0 //[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 10.15 //[0.00:20.00] //-Base intensity of AL #define alThreshold 15.00 //[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 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. #define AmbientLight_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- ////-----------------// ///**TUNINGPALETTE**/// //-----------------//// #define USE_TUNINGPALETTE 0 //[TuningPalette] //-Allows to use color maps (like in ENB) or color palettes //>Tuning Palette Settings General<\\ #define TuningColorPalette 0 //[0:1] //-ColorPalette #define TuningColorMap 0 //[0:1] //-ColorMap #define TuningColorLUT 1 //[0:1] //-ColorLUT #define TuningPaletteDependency 0 //[0:1] //-0: PixelColor; 1: PixelBrightness (0 is recommended for the ColorPalette effect) #define TuningPalettePower 0.075 //[0.000:1.000] //-Strength of the Tuning Palette effect #define TuningPalette_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given //>Color Palette Parameters<\\ #define TuningColorPaletteSmoothMix 0.3 //[0.0:1.0] //-Amount of smooth integration into original image #define TuningTileAmountX 5 //[1:16] //-Amount of tiles the selected palette has on the X-axis #define TuningTileAmountY 1 //[1:16] //-Amount of tiles the selected palette has on the Y-axis #define TuningColorPaletteTexture "Ganossa_vintage.png" //[undef] //-Define the color palette for palette effect (e.g. Ganossa_quake.png, Ganossa_vintage.png) #define TuningColorPalettePower 1/float3(1.0,1.0,1.0) //[undef] //-Defines the impact of red, green and blue when applying palette colors //>Color Map Parameters<\\ #define TuningColorMapTexture "Ganossa_TuningPalette.bmp" //[undef] //-needs to have 256x256 pixels //>Color LUT Settings<\\ #define TuningColorLUTIntensityChroma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on chroma #define TuningColorLUTIntensityLuma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on luma #define TuningColorLUTDstTexture "Ganossa_ColorLUTDst.png" //[undef] //-Needs to have 256x16 pixels #define TuningColorLUTTileAmountX 256 //[undef] //-LUT Width #define TuningColorLUTTileAmountY 16 //[undef] //-LUT Height #define TuningColorLUTTileAmountZ 1 //[undef] //-LUT Levels (to select various 3d LUTs dependent on scene brightness) ////-------------// ///**GR8MMFILM**/// //-------------//// #define USE_GR8MMFILM 0 //[Gr8mmFilm] //-Applies cutomized 8mm film overlays //>Gr8mm Film Settings<\\ #define Gr8mmFilmTileAmount 7.0 //[2.0:20.0] //-Amount of frames used in the Gr8mmFilm.png #define Gr8mmFilmPower 0.95 //[0.00:1.00] //-Overall intensity of the effect #define Gr8mmFilmVignettePower 1.0 //[0.0:2.0] //-Strength of the effect at the edges #define Gr8mmFilmAlphaPower 1.2 //[0.0:2.0] //-Takes gradients into account (white => transparent) #define Gr8mmFilmBlackFrameMix 0 //[0:1] //-0: Adds a black frame into the mix; 1: No black frame added #define Gr8mmFilmScroll 0 //[0:1] //-0: Jumps from frame to frame; 1: Scrolls from frame to frame #define Gr8mmFilmTexture "Ganossa_Gr8mmFilm.png" //[undef] //-Defines the texture which contains the single frames #define Gr8mmFilmTextureSizeX 1280 //[undef] //-Size of the defined texture (Width) #define Gr8mmFilmTextureSizeY 5040 //[undef] //-Size of the defined texture (Height) #define Gr8mmFilm_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given ////-------------// ///**TILTSHIFT**/// //-------------//// #define USE_TILTSHIFT 0 //[TiltShift] //-TiltShift effect based of GEMFX //>TiltShift Settings<\\ #define TiltShiftPower 5.0 //[0.0:100.0] //-Amount of blur applied to the screen edges #define TiltShiftCurve 3.0 //[0.0:10.0] //-Defines the sharp focus / blur radius #define TiltShiftOffset -0.6 //[-5.0:5.0] //-Defines the sharp focus aligned to the y-axis #define TiltShift_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define TiltShift_ToggleKey VK_SPACE //[undef] //- ////----------// ///**UIMask**/// //----------//// #define USE_UIMask 0 //[UIMask] //-A mask that defines which areas of the screen will have no effects applied //>UI Mask Settings<\\ #define UIMask_Helper 1 //[0:1] //-Helps to automatically create a UI - Mask for static elements #define UIMask_Direct 0 //[0:1] //-1: loads the mask from memory; 0: loads the mask from disk #define UIMask_Tolerance 5 //[0|1|2|3|4|5] //-Defines the tolerance level of the algorithm when detecting UI elements #define UIMask_HelperKey VK_F12 //[undef] //-When pressed, starts to create a UI - Mask for static elements #define UIMaskReset_HelperKey VK_F11 //[undef] //-Resets the automatically created UI - Mask (press again to release) #define UIMask_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given ////----------// ///**Border**/// //----------//// #define USE_Border 0 //[Border] //-A mask that defines where a border effect is drawn //>Border Shader Settings<\\ #define Border_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggles the border shader ////---------------// ///**SplitScreen**/// //---------------//// #define USE_SplitScreen 0 //[SplitScreen] //-Allows the various comparisons with the original image //>Split Screen Shader Settings<\\ #define SScomparable 1 //[0:1] //-Splits the screen in the middle and draws the same image twice. #define SScomparableStretch 0 //[0:1] //-Shows the full image on each side of the comparable splitscreen #define SSslider 0 //[0:1] //-Activates an active transition between original and shader image #define SSsliderSpeed 0.01 //[0.00:1.00] //-Defines the speed of the transition #define SSaxis 0 //[0:1] //-To select the splitscreen axis; 0 => y; 1 => x #define SSborderWidth 0.002 //[0.000:1.000] //-Width of the border between original and shader image #define SS_ToggleKey VK_F12 //[undef] //-Toggles the split screen shader ////-----------// ///**Magnify**/// //-----------//// #define USE_Magnify 0 //[Magnify] //- //>Magnify Shader Settings<\\ #define magnifyStartPixelWidth 100 //[undef] //- #define magnifyStartPixelHeight 100 //[undef] //- #define magnifyEndPixelWidth 400 //[undef] //- #define magnifyEndPixelHeight 400 //[undef] //- #define Magnify_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggles the magnify shader ////---------// ///**BLOOM**/// //---------//// #define USE_BLOOM 0 //[Bloom] //-Bloom, based on MasterEffects & asmodean bloom //>Bloom Settings<\\ #define Ganossa_HDR_MODE 0 //[0|1|2] //-HDR Level Rendering bitrate. 0 = RGBA8, 1 = RGBA16F, 2 = RGBA32F #define BLOOM_MIXMODE 2 //[1|2|3|4] //-1 = Linear add | 2 = Screen add | 3 = Screen/Lighten/Opacity | 4 = Lighten #define fBloomThreshold 0.97 //[0.1:1.0] //-Every pixel brighter than this value triggers bloom. #define fBloomAmount 20.0 //[0.0:20.0] //-Intensity of bloom. #define fBloomSaturation 0.0 //[0.0:2.0] //-Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom. #define fBloomTint float3(1.0,1.0,1.0) //[0.0:1.0] //-R, G and B components of bloom tintcolor the bloom color gets shifted to. X = Red, Y = Green, Z = Blue. #define Bloom_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define Bloom_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggle key for Bloom and Bloom dependent shaders. ////------------// ///**LENSDIRT**/// //------------//// #define USE_LENSDIRT 0 //[Bloom] //-Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt! //>Lens Dirt Settings<\\ #define fLensdirtIntensity 0.4 //[0.0:2.0] //-Intensity of lensdirt. #define fLensdirtSaturation 2.0 //[0.0:2.0] //-Color saturation of lensdirt. #define fLensdirtTint float3(1.0,1.0,1.0) //[0.0:1.0] //-R, G and B components of lensdirt tintcolor the lensdirt color gets shifted to. X = Red, Y = Green, Z = Blue. #define iLensdirtMixmode 1 //[1:4] //-1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten #define lensDirtTex "Ganossa_origdirt.png" //[undef] //- ////----------------------// ///**GAUSSIAN_ANAMFLARE**/// //----------------------//// #define USE_GAUSSIAN_ANAMFLARE 1 //[Bloom] //-Gaussian Anamflare: Applies a horizontal light beam to bright pixels. //>Gaussian Anamorphic Lens Flare Settings<\\ #define fAnamFlareThreshold 0.975 //[0.10:1.00] //-Every pixel brighter than this value gets a flare. #define fAnamFlareWideness 1.0 //[1.0:2.5] //-Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible #define fAnamFlareAmount 1.0 //[1.0:20.0] //-Intensity of anamorphic flare. #define fAnamFlareCurve 1.0 //[1.0:2.0] //-Intensity curve of flare with distance from source #define fAnamFlareColor float3(0.012,0.313,0.588) //[0.000:1.000] //-R, G and B components of anamorphic flare. Flare is always same color. ////-------------// ///**LENZFLARE**/// //-------------//// #define USE_LENZFLARE 1 //[Bloom] //-Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect. //>Lenz Flare Settings<\\ #define LENZ_DEPTH_CHECK 1 //[0:1] //-If 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR #define fLenzIntensity 2.5 //[0.2:3.0] //-power of lens flare effect #define fLenzThreshold 0.985 //[0.6:1.0] //-Minimum brightness an object must have to cast lensflare ////----------------// ///**CHAPMAN_LENS**/// //----------------//// #define USE_CHAPMAN_LENS 0 //[Bloom] //-Chapman's lensflare: Simple lensflare shader with one big halo. //>Chapman Lens Settings<\\ #define CHAPMAN_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR #define ChapFlareTreshold 0.90 //[0.70:0.99] //-Brightness threshold for lensflare generation. Everything brighter than this value gets a flare. #define ChapFlareCount 15 //[1:20] //-Number of single halos to be generated. If set to 0, only the curved halo around is visible. #define ChapFlareDispersal 0.25 //[0.25:1.00] //-Distance from screen center (and from themselves) the flares are generated. #define ChapFlareSize 0.45 //[0.20:0.80] //-Distance (from screen center) the halo and flares are generated. #define ChapFlareCA float3(0.00,0.01,0.02) //[-0.50:0.50] //-Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA. #define ChapFlareIntensity 100.0 //[5.0:200.0] //-Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result. ////-----------// ///**GODRAYS**/// //-----------//// #define USE_GODRAYS 0 //[Bloom] //-Godrays: Adds some light rays rotating around screen center. //>God Rays Settings<\\ #define GODRAY_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR #define fGodrayDecay 0.9900 //[0.5000:0.9999] //-How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen #define fGodrayExposure 1.0 //[0.7:1.5] //-Upscales the godray's brightness #define fGodrayWeight 1.25 //[0.80:1.70] //-weighting #define fGodrayDensity 1.0 //[0.2:2.0] //-Density of rays, higher means more and brighter rays #define fGodrayThreshold 0.9 //[0.6:1.0] //-Minimum brightness an object must have to cast godrays #define iGodraySamples 128 //[undef] //-2^x format values; How many samples the godrays get ////-------------// ///**ANAMFLARE**/// //-------------//// #define USE_ANAMFLARE 0 //[Bloom] //-Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording. //>Anamorphic Lens Flare<\\ #define FLARE_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR #define fFlareLuminance 0.095 //[0.000:1.000] //-bright pass luminance value #define fFlareBlur 200.0 //[1.0:10000.0] //-manages the size of the flare #define fFlareIntensity 2.07 //[0.20:5.00] //-effect intensity #define fFlareTint float3(0.137,0.216,1.000) //[0.000:2.000] //-effect tint RGB ////-------------// ///**TEXDITHER**/// //-------------//// #define USE_TEXDITHER 0 //[TexDither] //-TexDither effect //>TexDither Settings<\\ #define fTexDitherSize 4.0 //[0:10] //-TexDither size #define TexDither_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggle key for TexDither

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