/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
SweetFX version : Sekta's Custom 1.5.1
Injector : Boulotaur2024 Injector
Extras : Chromatic Aberration V1 + V2 + V3, Postsharpen, Gaussian, Film Grain, Color Blind, Fixed Value Ranges for RadeonPro, The Elder Scrolls Online Compatibility
Game :
Author :
Preset :
Description :
If you made a good settings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/
Hope you enjoy my mod.
- CeeJay.dk
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
#define USE_GAUSSIAN 0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking.
#define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CA 0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
#define USE_CA2 0 //[0 or 1] Chromatic Aberration : Color Shift new method.
#define USE_CA3 0 //[0 or 1] Chromatic Aberration + Lens Distortion : Color Shift + Lens Distraction.
#define USE_CA4 0 //[0 or 1] Chromatic Aberration : Only Blue Color Shift.
#define USE_SHIFT 1 //[0 or 1] Alters the mood of the scene, for more of a filmic look. Typically best suited to realistic style games.
#define USE_FAUXCELL 0 //[0 or 1]
#define USE_CSHADE 0 //[0 or 1]
#define USE_ANAMFLARE 0 //[0 or 1] DOSNT WORK!
#define USE_PAINT 0 //[0 or 1] DOSNT WORK!
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen).
#define USE_DOS 0 //[0 or 1] DOSNT WORK!
#define USE_PIXEL 1 //[0 or 1] Pixelation
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set Gaussian Blur along with it to get a halation effect.
#define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)
#define USE_LOTTES_CRT 0 //[0 or 1] Timothy Lottes' CRT.
#define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost).
#define USE_KABLOOM 0 //[0 or 1] KaBloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost).
#define USE_BLENDED_BLOOM 0 //[0 or 1] High Quality Bloom, using blend techniques. Blooms naturally, per environment.
#define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost).
#define USE_GEMHDR 0 //[0 or 1] GEMFX HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost).
#define USE_HDR2 0 //[0 or 1] NEED FOR GEM HDR for correctly work Effects.
#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.
#define USE_NEWDPX 0 //[0 or 1] Cineon DPX SWFX 1.6 : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_LUMASHARPEN 0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BICUBIC 0 //[0 or 1] Bicubic Texture Unsharpen Mask. Looks similar to a negative LOD bias. Enhances texture fidelity.
#define USE_LEVELS 0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
#define USE_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80
#define USE_SWFX_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) Algorithm from SweetFX.
#define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.
#define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping).
#define USE_MIDTONES 0 //[0 or 1]
#define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog (may cause clipping).
#define USE_GAMMA 0 //[0 or 1] RGB Gamma Correction. sRGB->Linear->sRGB correction curve. Enable for games with incorrect gamma.
#define USE_TONEMAP2 0 //[0 or 1] Tonemap : Addition Tonemap Effects.
#define USE_FILMIC 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look.
#define USE_SFILMIC 0 //[0 or 1]
#define USE_COLORMOOD 0 //[0 or 1]
#define USE_COLORWASHOUT 0 //[0 or 1]
#define USE_DESATURATION 0 //[0 or 1] Desaturation : Desaturate specific color channels.
#define USE_FINALADJUSTER 0 //[0 or 1]
#define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_SKYRIMTONEMAP 0 //[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's.
#define USE_CROSSPROCESS 0 //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing.
#define USE_REINHARD 0 //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works.
#define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping.
#define USE_COLORMOD 0 //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi.
#define USE_SPHERICALTONEMAP 0 //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms.
#define USE_HPD 0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves.
#define USE_FILMICCURVE 0 //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3.
#define USE_POSTSHARPEN 0 //[0 or 1] Post Sharpen : Luma Sharpen at the end of the chain.
#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.
#define USE_HD6_VIGNETTE 0 //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center
#define USE_BORISVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners
#define USE_BLURVIGNETTE 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.
#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).
#define USE_COLORBLIND 0 //[0 or 1] Color Blind: Enable Color Blind Correction using LMS Daltonization Algorithm.
#define USE_BORDER 0 //[0 or 1] Adds a 1 pixel black border around the screen to compensate white outlining caused by excessive sharpening
#define USE_SWFXBORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_MOVIEBARS 0 //[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.hlsl, and then enable it here.
#define USE_SINCITY 0 //[0 or 1] SinCity : Make the game look like the movie Sin City.
#define USE_COLORHUEFX 0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80!
#define USE_LEIFX_REDUCT 1 //[0 or 1] Reduce to XXbpp with dither
#define USE_LEIFX_FILTER 0 //[0 or 1] Filter the image
#define USE_LEIFX_GAMMA 0 //[0 or 1] Gamma
#define USE_ELEPHDRTONE 0 //[0 or 1] Tonemapping effect, uses Local Reinhard tonemapping as well as Uncharted2D tonemapping
#define USE_ELEPBLOOM 0 //[0 or 1] ENB bloom controls, can be used for Vanilla game bloom as well or both with a bit of code tinkering
#define USE_ELEPTONEMAP 0 //[0 or 1] A collection of the more common tonemapping methods used in game post-processing
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.10 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 //[0 or 1] Enables color edge detection (slower but slightly more acurate) or luma edge detection (faster)
#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.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.700 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.130 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.100 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#define GaussEffect 0 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 0 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 0 //[0 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussThreshold 0.0 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 100.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.170 //[0.00 to 1.00] Amount of effect blended into the final image
/*-----------------------------------------------------------.
/ Film grain settings /
'-----------------------------------------------------------*/
#define FilmGrainIntensity 1.0 //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 30 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 6 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)
/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 1.0 //[0.2 to 100.0] Amount of effect you want.
/*-----------------------------------------------------------.
/ Chromatic Aberration settings /
'-----------------------------------------------------------*/
#define outOfFocus 0.016 //[0.00 to 1.000] How strong the effect should be.
#define CHROMA_POW 65.0 //[10 to 100] Controls amount of chromatic abberation
#define fvChroma float3(0.995, 1.000, 1.005) //Displacement of colors for chromatic abberation. 1.0 is original position
#define fBaseRadius 0.9
#define fFalloffRadius 1.8
#define fChromaPower 1.0
/*-----------------------------------------------------------.
/ Chromatic Aberration 2 settings /
'-----------------------------------------------------------*/
#define chromatic_strength 1.0 //[0.000 to 1.000] How strong the effect should be.
#define multiplier_Chromatic 1 // [0.000 to inf] how much of multiplier.
#define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.
//For a slightly blurred look try fractional values (.5) between two pixels.
#define BlueColor 0
#define MagnetaColor 0
/*-----------------------------------------------------------.
/ Chromatic Aberration 3 + Lens Distortion settings /
'-----------------------------------------------------------*/
#define ChromaticAmount 0.016 //[0.000 to 1.000] Amount of chromatic aberration on the edges.
#define OutOfChromaticAmount 35.0 //[0.00 to 1000.000] How strong the effect should be.
#define LensDistortion 0.1 // Can be negative to stretch the image
#define LensDistortionCubic 0.1
#define outOfFocus 0.016 //[0.00 to 1.000] How strong the effect should be.
#define LensSize 0.6 // ~ 0.5 = Original image size; 1.0 = Zoomed
/*-----------------------------------------------------------.
/ Chromatic Aberration 4 settings /
'-----------------------------------------------------------*/
#define ShiftSamplingRange 3.00 //[0.000 to 5.000] Amount of color shift
/*-----------------------------------------------------------.
/ Shift settings /
'-----------------------------------------------------------*/
#define TonemapType 1 //[1 or 2] Type of tone mapping operator. 1 is natural map, 2 is cinematic(darker) map. (Default: 1)
#define ToneAmount 0.25 //[0.00 to 1.00] Tonemap strength (scene correction) higher for stronger tone mapping, lower for lighter. (Default: ~ 0.25)
#define BlackLevels 0.30 //[0.00 to 1.00] Black level balance (shadow correction). Increase to lighten blacks, lower to deepen them. (Default: ~ 0.30)
#define Exposure2 1.00 //[0.10 to 2.00] White correction (brightness) Higher values for more Exposure, lower for less.
#define Luminance 1.02 //[0.10 to 2.00] Luminance average (luminance correction) Higher values to decrease luminance average, lower values to increase luminance.
#define WhitePoint 1.02 //[0.10 to 2.00] Whitepoint avg (lum correction) Use to alter the scene whitepoint average. Raising can give a cinema look.
#define CorrectionPalette 2 //[0|1|2|3] The colour correction palette type. 1: RGB, 2: YUV, 3: XYZ, 0: off. 1 is default. This requires tone mapping enabled.
#define RCurve 1.00 //[1.00 to 8.00] Red channel component of the RGB correction curve. Higher values equals red reduction. 1.00 is default.
#define GCurve 1.00 //[1.00 to 8.00] Green channel component of the RGB correction curve. Higher values equals green reduction. 1.00 is default.
#define BCurve 1.00 //[1.00 to 8.00] Blue channel component of the RGB correction curve. Higher values equals blue reduction. 1.00 is default.
#define FilmicProcess 0 //[0 or 1] Filmic cross processing. Alters the mood of the scene, for more of a filmic look. Typically best suited to realistic style games.
#define RedShift 0.60 //[0.10 to 1.00] Red colour component shift of the filmic tone shift. Alters the red balance of the shift. Requires FilmicProcess.
#define GreenShift 0.50 //[0.10 to 1.00] Green colour component shift of the filmic tone shift. Alters the green balance of the shift. Requires FilmicProcess.
#define BlueShift 0.50 //[0.10 to 1.00] Blue colour component shift of the filmic tone shift. Alters the blue balance of the shift. Requires FilmicProcess.
#define ShiftRatio 0.20 //[0.10 to 1.00] The blending ratio for the base colour and the colour shift. Higher for a stronger effect. Requires FilmicProcess.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 4.0 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 6.0 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
#define CartoonColor -1.0 //[-1.0 OR 1.0] Sets border color to either black or white. -1 is black, 1 is white.
#define CartoonThickness 1.0 //[1 and above] Sets border thickness. Looks best at values around 1.0 - 2.0. At higher values, sharpening helps visuals look better.
// -- Advanced settings --
#define CartoonThicknessX 1.0 //[1 and above] Sets horizontal border distance. Looks best at values around 1.0 - 2.0. At higher values, sharpening helps visuals look better.
#define CartoonThicknessY 1.0 //[1 and above] Sets vertical border distance. Looks best at values around 1.0 - 2.0. At higher values, sharpening helps visuals look better.
/*-----------------------------------------------------------.
/ DOS effect settings /
'-----------------------------------------------------------*/
#define EColorsCount 16.0001
/*-----------------------------------------------------------.
/ Pixelation effect settings /
'-----------------------------------------------------------*/
#define PixelCountU 700.0
#define PixelCountV 700.0
/*-----------------------------------------------------------.
/ FauxCell settings /
'-----------------------------------------------------------*/
#define threshold 0.0545
#define theresold2 0.027512
#define rgb2lum float3(0.30, 0.59, 0.11)
/*-----------------------------------------------------------.
/ Cshade settings /
'-----------------------------------------------------------*/
#define EdgeStrength 1.50 //[0.00 to 4.00] Overall strength of the cel edge outline effect. 0.00 = no outlines.
#define EdgeFilter 0.60 //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc. Raise to filter out more edges.
#define EdgeThickness 1.25 //[0.50 to 4.00] Thickness of the cel edges. Increase for thicker outlining. Note: when downsampling, you may need to raise this further to keep the edges as noticeable.
#define PaletteType 2 //[1|2|3] The colour palette to use. 1 is Game Original, 2 is Animated Shading, 3 is Water Painting (Default is 2: Animated Shading). #!Options below don't affect palette 1.
#define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base colour luma calculations. Yuv luma can produce a better shaded look, but if it looks odd, disable it for that game.
#define LumaConversion 1 //[0 or 1] Uses BT.601, or BT.709, RGB<-YUV->RGB conversions. Some games prefer 601, but most prefer 709. BT.709 is typically recommended.
#define ColorRounding 1 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others. Try it in-game and see.
/*-----------------------------------------------------------.
/ OilPaint settings /
'-----------------------------------------------------------*/
#define PaintRadius 2
/*----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 1.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
// -- Advanced settings --
#define R1 1 //[0.0 to 1.0] Amount of red color for even scanlines
#define G1 0.7 //[0.0 to 1.0] Amount of green color for even scanlines
#define B1 1 //[0.0 to 1.0] Amount of blue color for even scanlines
#define R2 0.7 //[0.0 to 1.0] Amount of red color for odd scanlines
#define G2 1.0 //[0.0 to 1.0] Amount of green color for odd scanlines
#define B2 0.7 //[0.0 to 1.0] Amount of blue color for odd scanlines
/*-----------------------------------------------------------.
/ Pixel Art CRT /
'-----------------------------------------------------------*/
// -- Emulated input resolution --
#define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution
#define PixelArtCRT_resolution_ratio (1.0/4.0) //
#define PixelArtCRT_fixed_resolution float2(320.0,160.0) //
// -- Hardness --
#define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium
#define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard
// -- Display warp --
#define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme
// -- Type of shadow mask --
#define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
// -- Amount of shadow mask --
#define PixelArtCRT_maskDark 0.5 //
#define PixelArtCRT_maskLight 1.5 //
// -- Falloff shape --
#define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square
// -- Amp signal --
#define PixelArtCRT_overdrive 1.25 //
/*----------------------------------------------------------.
/ Lottes CRT settings /
'----------------------------------------------------------*/
#define LCRT_IMAGE_RES float2(320.0/1.0, 240.0/1.0) // Original image resolution.
#define LCRT_SCANLINE_HARDNESS -10.0 // Hardness of scanline. -8.0 = soft -16.0 = medium
#define LCRT_PIXEL_HARDNESS -3.0 // Hardness of pixels in scanline. -2.0 = soft -4.0 = hard
#define LCRT_HARD_BLOOM_SCAN -2.0 // Hardness of short vertical bloom. -1.5 = wide -4.0 = narrow
#define LCRT_HARD_BLOOM_PIX -1.5 // Hardness of short horizontal bloom. -1.0 = wide -2.0 = narrow
#define LCRT_BLOOM_AMOUNT 1.0/4.0 // Amount of small bloom effect. 1.0 = only bloom 0.0 = no bloom
#define LCRT_H_WARP 1.0/64.0 // Horizontal display warp. 0.0 = none 1.0/8.0 = extreme
#define LCRT_V_WARP 1.0/24.0 // Vertical display warp. 0.0 = none 1.0/8.0 = extreme
#define LCRT_MASK_DARK 0.5 // Amount of shadow masking in dark areas.
#define LCRT_MASK_LIGHT 1.5 // Amount of shadow masking in light areas.
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 5.446 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.2142 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
/ KaBloom settings /
'-----------------------------------------------------------*/
#define InBlack 0.0 //[0.00 to 1.00] Kabloom levels: black input
#define InWhite 1.0 //[0.000 to 1.000] Kabloom levels: white input
#define InGamma 1.0 //[0.0000 to 10.0000] Kabloom levels: input gamma
#define OutBlack 0.0 //[0.000 to 1.000] Kabloom levels: black output
#define OutWhite 1.0 //[0.000 to 1.000] Kabloom levels: white output
#define BloomBrightness 0.0 //[-100.000 to 100.000] Kabloom spread control: input intensity
#define BloomSaturation 1.0 //[0.000 to 10.000] Kabloom spread control: saturation
#define BloomContrast 1.0 //[0.000 to 100.000] Kabloom spread control: contrast
#define BloomSensitivity 1.0 //[0.000 to 100.000] Kabloom spread control: sensitivity
#define BloomIntensity 0.0 //[-100.000 to 100.000] Kabloom spread control: output intensity
#define RGBBalance float3(1.0f, 1.0f, 1.0f) //[0.00 to 1.00] Kabloom color control: color balance
#define RGBWeights float3(0.0, 0.0f, 0.0f) //[0.00 to 1.00] Kabloom misc: bloom strength weights
#define BlendMode 4 //[0 to 8] 0: Off, 1: Addition, 2: Opacity, 3: Lighten, 4: Lighten/opacity hybrid, 5: Luma-based Screen/add hybrid, 6: Screen/add hybrid, 7: Screen/opacity hybrid, 8: Screen/lighten/opacity hybrid
#define BlendAmount 1.0 //[0.000 to 10.000] Kabloom blending: blend amount
#define BlendOpacity 1.0 //[0.000 to 10.000] Kabloom blending: blend opacity
/*-----------------------------------------------------------.
/ Blended Bloom settings /
'-----------------------------------------------------------*/
#define BloomType BlendBloom //[BlendScreen, BlendOverlay, BlendBloom, BlendAddLight] The type of blending for the bloom (Default: BlendScreen).
#define BloomPowerThreshold 0.200 //[0.100 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
#define BlendStrength 1.000 //[0.100 to 1.000] Strength of the bloom blend. Lower for less blending, higher for more. (Default: 1.000).
#define BlendSpread 4.000 //[1.000 to 8.000] Width of the bloom 'glow' spread. 0.000 = off. Scales with BloomPower. (Default: 4.000).
#define BloomReds 1.00 //[0.00 to 8.00] Red channel component of the RGB correction curve. Higher values equals red reduction. 1.00 is default.
#define BloomGreens 1.00 //[0.00 to 8.00] Green channel component of the RGB correction curve. Higher values equals green reduction. 1.00 is default.
#define BloomBlues 1.00 //[0.00 to 8.00] Blue channel component of the RGB correction curve. Higher values equals blue reduction. 1.00 is default.
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ GEM HDR settings /
'-----------------------------------------------------------*/
#define SSAO 0 //[0 or 1] Applies SSAO like shadowing effect.
#define SceneDepth 1.02 //[1.00 to 2.00] Adjust Darkness of Scenery (standard 1.04) Higher -> darker.
#define FilterDepth 0.20 //[0.00 to 2.00] Amount of color filter Lower -> darker.
#define ShadowDepth 0.46 //[0.00 to 1.00] Adjust Darkness of Shadows (standard 0.80) Lower -> darker.
#define ShaderBright 0.05 //[0.00 to 1.00] Brightness of scene
#define TBright 1.20 //[1.00 to 1.36] Adjust TextureBrightness (standard 1.26) Lower -> darker.
#define CBright 0.90 //[0.00 to 2.00] Adjust Contrast (standard 0.70) Lower -> darker.
/*-----------------------------------------------------------.
/ Elep HDR tone settings /
'-----------------------------------------------------------*/
#define KeyValHDR 0.50 //[0.001 to 5.00]
#define HShoulderStrength 0.15 //[0.001 to 2.00]
#define HLinearStrength 0.30 //[0.00 to 5.00]
#define HLinearAngle 0.06 //[0.001 to 1.00]
#define HToeStrength 0.20 //[0.00 to 2.00]
#define HToeNumerator 0.001 //[0.001 to 0.50]
#define HToeDenominator 0.20 //[0.00 to 2.00]
#define HLinearWhite 1.00 //[0.00 to 50.00]
#define HLocalMaxWhite 1.00 //[0.01 to 50.00]
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 7.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected.
#define Green 9.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected.
#define Blue 13.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected.
#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. Lower saturates.
#define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. Below 1 seems to desaturate.
#define RedC 0.45 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define GreenC 0.43 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define BlueC 0.40 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define Blend 0.20 //[0.00 to 1.00] How strong the effect should be. Higher is stronger.
/*-----------------------------------------------------------.
/ Cineon DPX 1.6 settings /
'-----------------------------------------------------------*/
#define CDRed 7.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected.
#define CDGreen 9.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected.
#define CDBlue 13.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected.
#define CDColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. Lower saturates.
#define CDDPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. Below 1 seems to desaturate.
#define CDRedC 0.45 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define CDGreenC 0.43 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define CDBlueC 0.40 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker.
#define CDBlend 0.20 //[0.00 to 1.00] How strong the effect should be. Higher is stronger.
#define DPXContrast 0.1
#define DPXGamma 1.0
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 2 //[1|2|3|4|8|9] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped, 8 = Normal + more texture passes, 9 = Pyramid with more taps
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. Lower makes finer details less affected.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.
// -- Debug sharpening settings --
#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------.
/ BicubicSharpen settings /
'-----------------------------------------------------------*/
#define SharpeningType 2 //[1 or 2] The type of sharpening to use. Type 1 is a High Pass Gaussian. Type 2 is a higher quality(slightly slower) Bicubic Sampling type.
#define SharpenStrength 0.75 //[0.10 to 1.00] Strength of the texture luma sharpening effect. This is the maximum strength that will be used.
#define SharpenClamp 0.015 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping.
#define SharpenBias 1.00 //[1.00 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen.
#define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly.
/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point 16 //[0 to 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 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
// -- Debug settings --
#define Levels_highlight_clipping 0 //[0 or 1] 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 settings /
'-----------------------------------------------------------*/
#define ColStrengthR 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.
#define ColStrengthG 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.
#define ColStrengthB 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.
#define TechniBrightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.
#define TechniStrength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.
#define TechniSat 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.
/*-----------------------------------------------------------.
/ SWFX TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.40 //[0.00 to 1.00] Higher numbers wash out and desaturate.
#define TechniPower 4.00 //[0.00 to 8.00] Lower is stronger. Affects highlights like Bleach and Exposure.
#define redNegativeAmount 0.98 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount 0.90 //[0.00 to 1.00]
/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[-1.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
#define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.
/*-----------------------------------------------------------.
/ Color Matrix settings /
'-----------------------------------------------------------*/
// Red Green Blue
#define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define ColorMatrix_strength 1.0 //Adjust the strength
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Highlights settings /
'-----------------------------------------------------------*/
#define fHighlights 0.000 //[0.000 to 1.000]
#define fShadows 0.000 //[0.000 to 1.000]
#define HTintColor float3(0.0, 0.0, 0.0)
#define STintColor float3(0.0, 0.0, 0.0)
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define AltGamma 0
#define fGamma 0.000
#define TGamma 1.000 //[0.000 to 2.000] Adjust midtones. Same as Lift Gamma Gain but reversed. Higher is darker.
#define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure.
#define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation.
#define Bleach 0.000 //[-1.000 to 1.000] Brightens the highlights and fades the colors. Similar to Exposure.
#define Defog 0.000 //[-1.000 to 1.000] How much of the color tint to remove.
#define TBlueShift 0.000 //Blueshift
#define EnableSat 0
#define Sat 0.920
#define FogColor float3(0.00, 0.00, 0.00) //[-2.55 to 2.55, -2.55 to 2.55, -2.55 to 2.55] What color to remove. RGB.
#define ExpAdjust 1.1
#define AddContrast 0.25
/*-----------------------------------------------------------.
/ Elep tonemap settings /
'-----------------------------------------------------------*/
#define TKeyVal 1.00 //[0.00 to 5.00] Tonemap: Exposure
#define TEGamma 1.00 //[
#define TLinear 0.00 //[0.00 to
#define TMaxWhite 1.00 //[0.01 to 25.00]
#define TLumSaturation 1.00 //[0.00 to 4.00]
#define TBias 1.00 //[0.00 to 4.00]
#define TShoulderStrength 0.22 //[0.001 to 2.00]
#define TLinearStrength 0.30 //[0.00 to 5.00]
#define TLinearAngle 0.10 //[0.001 to 1.00]
#define TToeStrength 0.20 //[0.00 to 2.00]
#define TToeNumerator 0.01 //[0.001 to 0.50]
#define TToeDenominator 0.30 //[0.00 to 2.00]
#define TLinearWhite 1.00 //[0.00 to 20.00]
#define TonemapOperator 8 //[0|1|2|3|4|5|6|7|8|9|10|11|12] 0-off, 1-Logarithmic, 2-Drago Logarithmic, 3-Exponential, 4-Reinhard Basic, 5-Reinhard Modified, 6-Filmic-ALU, 7-Filmic-Uncharted2D, 8-RomBinDaHouse, 9-Linear, 10-Simple Reinhard, 11-Luma Based Reinhard, 12-White Preserving Luma Based Reinhard
/*-----------------------------------------------------------.
/ Gamma settings /
'-----------------------------------------------------------*/
#define Gamma 2.20 //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)
/*-----------------------------------------------------------.
/ Tonemap2 settings /
'-----------------------------------------------------------*/
#define ModFilmicPoint1 3.0 //[0.0 to 100.0] Modified filmic: Curve point one
#define ModFilmicPoint2 1.3 //[0.0 to 100.0] Modified filmic: Curve point two
#define ModFilmicPoint3 1.3 //[0.0 to 100.0] Modified filmic: Curve point three
#define ModFilmicPoint4 1.0 //[0.0 to 100.0] Modified filmic: Curve point four
/*-----------------------------------------------------------.
/ Filmic settings /
'-----------------------------------------------------------*/
#define Strenght 0.725 //[0.05 to 1.5] Strength of the color curve altering
#define BaseGamma 1.6 //[0.7 to 2.0] Gamma Curve
#define Fade 0.2 //[0.0 to 0.6] Decreases contrast to imitate faded image
#define Contrast 1.0 //[0.5 to 2.0] Contrast.
#define FSaturation -0.15
#define FBleach 0.005 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image
#define FRedCurve 6.0
#define FGreenCurve 6.0
#define FBlueCurve 6.0
#define BaseCurve 1.5
#define EffectGammaR 1.0
#define EffectGammaG 1.0
#define EffectGammaB 1.0
#define EffectGamma 0.75
#define Linearization 1.3 //[0.5 to 2.0] Linearizes the color curve
/*-----------------------------------------------------------.
/ Second Filmic settings /
'-----------------------------------------------------------*/
#define ShoulderStrength 1.00 //[0.00 - 2.00]
#define LinearStrength 1.00 //[0.00 - 5.00]
#define LinearAngle 0.50 //[0.00 - 1.00]
#define ToeStrength 1.00 //[0.00 - 2.00]
#define ToeNumerator 0.25 //[0.00 - 0.50]
#define ToeDenominator 1.00 //[0.00 - 2.00]
#define LinearWhite 11.2 //[0.00 - 20.00]
/*-----------------------------------------------------------.
/ ColorMood settings /
'-----------------------------------------------------------*/
#define fRatio 1.0
#define moodR 1.0
#define moodG 1.1
#define moodB 1.0
/*-----------------------------------------------------------.
/ ColorWashout settings /
'-----------------------------------------------------------*/
#define ColorSaturation 1.25
#define ColorWashoutThreshold 0.85
#define ColorWashoutPow 1.0
#define ColorWashoutAmount 1.0
#define ColorDullnessAmount 1.0
#define ExpAdjustment 1.1
/*-----------------------------------------------------------.
/ Desaturation settings /
'-----------------------------------------------------------*/
#define desat_red 0 //Range 0-inf.
#define desat_green 0 //Range 0-inf.
#define desat_blue 0 //Range 0-inf.
#define desat_magenta 0 //Range 0-inf.
/*-----------------------------------------------------------.
/ FinalAdjuster settings /
'-----------------------------------------------------------*/
#define DSaturation float3(1.0, 1.0, 1.0) //RGB
#define DBrightness 1.0
#define DContrast 0.2
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. Hardly affects already vibrant colors.
#define Test 0
#define Tes2 0
// -- Advanced vibrance settings --
#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00]
// A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curves settings --
#define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10|11|12|14|15] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles, 11 = Cubic Catmull, 12 = Cubic Bezier Spline, 14 = Exp formula alternative, 15 = Mod Cubic Bezier Spline
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
/*-----------------------------------------------------------.
/ Sepia settings /
'-----------------------------------------------------------*/
#define ColorTone float3(1.00, 0.85, 0.40) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.10 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.20 //[0.00 to 1.00] How much to tint the image
/*-----------------------------------------------------------.
/ SKYRIM TONEMAPPING /
'-----------------------------------------------------------*/
#define POSTPROCESS 6 //[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc
//
#define EAdaptationMinV1 0.05
#define EAdaptationMaxV1 0.125
#define EContrastV1 1.0
#define EColorSaturationV1 1.0
#define EToneMappingCurveV1 6.0
//
#define EAdaptationMinV2 0.36
#define EAdaptationMaxV2 0.29
#define EToneMappingCurveV2 8.0
#define EIntensityContrastV2 2.5
#define EColorSaturationV2 3.2
#define EToneMappingOversaturationV2 180.0
//
#define EAdaptationMinV3 0.001
#define EAdaptationMaxV3 0.025
#define EToneMappingCurveV3 30.0
#define EToneMappingOversaturationV3 111160.0
//
#define EAdaptationMinV4 0.2
#define EAdaptationMaxV4 0.125
#define EBrightnessCurveV4 0.7
#define EBrightnessMultiplierV4 0.45
#define EBrightnessToneMappingCurveV4 0.3
//
#define EAdaptationMinV5 0.08
#define EAdaptationMaxV5 0.20
#define EToneMappingCurveV5 8
#define EIntensityContrastV5 3.475
#define EColorSaturationV5 4
#define HCompensateSatV5 2
#define EToneMappingOversaturationV5 180.0
//
#define EBrightnessV6Day 2.5
#define EIntensityContrastV6Day 1.5
#define EColorSaturationV6Day 2.0
#define HCompensateSatV6Day 3.0
#define EAdaptationMinV6Day 0.64
#define EAdaptationMaxV6Day 0.24
#define EToneMappingCurveV6Day 8
#define EToneMappingOversaturationV6Day 2500.0
/*-----------------------------------------------------------.
/ CROSSPROCESS settings /
'-----------------------------------------------------------*/
#define CContrast 0.95 //[0.5 to 2.00] The names of these values should explain their functions
#define CSaturation 1.12 //[0.5 to 2.00]
#define CBrightness -0.052 //[-0.3 to 0.30]
#define CAmount 1.0 //[0.05 to 1.5]
#define Cross_Red float2(1.030, 0.040) //[0.00 to 100.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define Cross_Green float2(1.090, 0.010) //[0.00 to 100.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness
#define Cross_Blue float2(0.780, 0.130) //[0.00 to 100.00] How much of Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you don't wish to change the brightness
/*-----------------------------------------------------------.
/ REINHARD TONEMAP settings /
'-----------------------------------------------------------*/
#define ReinhardWhitepoint 4.0 //[1.0 to 10.0] Point above which everything is pure white
#define ReinhardScale 0.5 //[0.0 to 2.0] Amount of applied tonemapping
/*-----------------------------------------------------------.
/ REINHARD LINEAR TONEMAP settings /
'-----------------------------------------------------------*/
#define ReinhardLinearWhitepoint 4.4
#define ReinhardLinearPoint 0.06
#define ReinhardLinearSlope 2.25 //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment.
/*-----------------------------------------------------------.
/ COLORMOD settings /
'-----------------------------------------------------------*/
#define ColormodChroma 0.78 // Saturation
#define ColormodGammaR 1.05 // Gamma for Red color channel
#define ColormodGammaG 1.05 // Gamma for Green color channel
#define ColormodGammaB 1.05 // Gamma for Blue color channel
#define ColormodContrastR 0.50 // Contrast for Red color channel
#define ColormodContrastG 0.50 // ...
#define ColormodContrastB 0.50 // ...
#define ColormodBrightnessR -0.08 // Brightness for Red color channel
#define ColormodBrightnessG -0.08 // ...
#define ColormodBrightnessB -0.08 // ...
/*-----------------------------------------------------------.
/ SPHERICAL TONEMAP settings /
'-----------------------------------------------------------*/
#define sphericalAmount 1.0 //[0.0 to 2.0] Amount of spherical tonemapping applied...sort of
/*-----------------------------------------------------------.
/ Color Blind Correction settings /
'-----------------------------------------------------------*/
#define COLORBLIND_MODE 2 //[1, 2 or 3] 1 = Protanope, 2 = Deuteranope, 3 = Tritanope
/*-----------------------------------------------------------.
/ Post Sharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define psharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening
#define psharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define ppattern 2 //[1|2|3|4|8|9] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped, 8 = Normal + more texture passes, 9 = Pyramid with more taps
#define poffset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. Lower makes finer details less affected.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.
// -- Debug sharpening settings --
#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.78 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high. 1.78 (16/9).
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8 //[2 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)
#define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
/*-----------------------------------------------------------.
/ HD6Vignette settings /
'-----------------------------------------------------------*/
#define LEFTANDRIGHT 0 //[0 or 1] self-explaining, I think. Keep only one of these 3 booleans enabled!!
#define TOPANDBOTTOM 1 //[0 or 1] self-explaining, I think. Keep only one of these 3 booleans enabled!!
#define CORNERDARKEN 0 //[0 or 1] self-explaining, I think. Keep only one of these 3 booleans enabled!!
#define SquareTop 0.58
#define SquareBottom 0.58
#define CircularPower 0.0 //[0.0 to 100000.0] amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle
#define ColorDistortion 0.0 //[0.0 to 5.0] distorts the colors a bit
#define ContrastSharpen 11.6
#define VignetteBorder 6.5
/*-----------------------------------------------------------.
/ BorisVignette settings /
'-----------------------------------------------------------*/
#define EVignetteAmount 2.9 //[0.0 to 5.0] self-explaining variable name
#define EVignetteCurve 1.5 //[0.0 to 5.0] self-explaining variable name
#define EVignetteRadius 0.8 //[0.0 to 5.0] self-explaining variable name
#define VIGNCOLORING 1 //[0 or 1] enables color override, RGB controls below.
#define VIGNREDAMOUNT 2.5
#define VIGNGREENAMOUNT 2.5
#define VIGNBLUEAMOUNT 2.5
/*-----------------------------------------------------------.
/ Blur settings /
'-----------------------------------------------------------*/
#define blur_range 0.05 //[0.00 to 1.00]
#define use_h_blur 0 //[0 or 1]
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
#define dither_method 1 //[1 or 6] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering), 3 = New Dithering, 4 = A Dither Dithering, 5 = New Ordered dithering, 6 = Checkerboard Ordered dithering
//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.
/*-----------------------------------------------------------.
/ SWFXBorder settings /
'-----------------------------------------------------------*/
#define border_width float2(0,1) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
#define border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.
//Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10)
#define border_color float3(180, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
/*-----------------------------------------------------------.
/ Moviebars settings /
'-----------------------------------------------------------*/
#define HeightTop 0.12 //[0.00 to 1.00]
#define HeightDown 0.88 //[0.00 to 1.00]
#define MBColor 0.0 //[0.00 to 1.00] 0.0 black 1.0 white
/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 1 //[1|2|3|4|5|6]
//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, 6 = Curvy vertical 50/50 split
/*-----------------------------------------------------------.
/ Custom settings /
'-----------------------------------------------------------*/
#define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect
/*-----------------------------------------------------------.
/ SinCity settings /
'-----------------------------------------------------------*/
#define sincity_strength 0.6 //[0.00 to 1.00] Adjust the strength of the effect
/*-----------------------------------------------------------.
/ Color Hue Fx settings /
'-----------------------------------------------------------*/
#define USE_COLORSAT 0 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
#define ccFilterLuma float3(0.2125, 0.7154, 0.0721) //Luma
#define hueColor 121 //[0.0 to 360.0] Hue (rotation around the color wheel) of the color which you want to keep
#define hueRange 0.1 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
#define satLimit 2.9 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
#define fxcolorMix 0.8 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.
/*-----------------------------------------------------------.
/ Leifx Reduct settings /
'-----------------------------------------------------------*/
#define DITHERAMOUNT 0.0 // was 0.33f
#define DITHERBIAS 8 // -XXX to XXX, biases the value of the dither up. - was 8
#define Dcolor 8 // 32 - 32bit color, 16 - 16bit color and etc...
/*-----------------------------------------------------------.
/ Leifx Filter settings /
'-----------------------------------------------------------*/
#define FILTCAP 0.0313725490196078 // filtered pixel should not exceed this
#define FILTCAPG 0.0156862745098039
/*-----------------------------------------------------------.
/ Leifx Gamma settings /
'-----------------------------------------------------------*/
#define GAMMA_LEVEL 1.3 // 1.3 = Voodoo2. 1.7 = Voodoo Graphics
/*-----------------------------------------------------------.
/ Key settings /
'-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
// key_toggle_sweetfx = 145 ; 145 = Scroll Lock
// key_screenshot = 44 ; 44 = Print Screen
// key_reload_sweetfx = 19 ; 19 = Pause/Break
/*-----------------------------------------------------------.
/ Misc settings /
'-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
// external_d3d9_wrapper = none
// external_dxgi_wrapper = none
Re-upload the mega pack please, please? please! please.
not work