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by Ogia

1920' TV

Created by Paul
Added April 29, 2015
Updated 1 May 09:42 CEST
Shader used: SweetFX 2.0
Preset description:
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/******************************************* * * This file has been generated by RadeonPro * from a user defined profile * * http://www.radeonpro.info * *******************************************/ #define USE_SMAA_ANTIALIASING 1 #define USE_LUMASHARPEN 0 #define USE_BLOOM 0 #define USE_HDR 0 #define USE_TECHNICOLOR 0 #define USE_DPX 0 #define USE_LIFTGAMMAGAIN 1 #define USE_TONEMAP 1 #define USE_VIBRANCE 0 #define USE_CURVES 0 #define USE_SEPIA 1 #define USE_VIGNETTE 1 #define USE_DITHER 0 #define USE_SPLITSCREEN 0 /* LumaSharpen settings */ #define sharp_strength 0.60 // [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 #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 to 6.0] Offset bias adjusts the radius of the sampling pattern. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /* 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 1.446 // [0.0000 to 8.0000] Strength of the bloom #define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom /* HDR settings */ #define HDRPower 1.30 // [0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 0.87 // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter /* Technicolor settings */ #define TechniAmount 0.11 // [0.0 to 1.0] #define TechniPower 2.8 // [0.0 to 8.0] #define redNegativeAmount 0.88 // [0.0 to 1.0] #define greenNegativeAmount 0.88 // [0.0 to 1.0] #define blueNegativeAmount 0.88 // [0.0 to 1.0] /* Cineon DPX settings */ #define Red 8.0 // [1.0 to 15.0] #define Green 8.0 // [1.0 to 15.0] #define Blue 8.0 // [1.0 to 15.0] #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. #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.2 // [0.6 to 0.2] #define GreenC 0.2 // [0.6 to 0.2] #define BlueC 0.2 // [0.6 to 0.2] #define Blend 0.1 // [0.0 to 0.1] How strong the effect should be. /* Lift Gamma Gain settings */ #define RGB_Lift float3(0.970,0.970,0.970) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.245,1.245,1.245) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.100,1.100,1.100) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue /* Tonemap settings */ #define Gamma 1.0 // [0.00 to 2.00] Adjust midtones #define Exposure 0.00 // [-1.00 to 1.00] Adjust exposure #define Saturation -1.00 // [-1.00 to 1.00] Adjust saturation #define Bleach 0.00 // [0.00 to 1.00] Brightens the shadows and fades the colors #define Defog 0.05 // [0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.20,0.00,0.00) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue /* Vibrance settings */ #define Vibrance -1.0 // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /* Curves settings */ #define Curves_contrast 0.30 // [-1.0 to 1.0] The amount of contrast you want #define Curves_formula 7 // [1|2|3|4|5|6|7] The constrast s-curve you want to use. /* Sepia settings */ #define ColorTone float3(1.40,1.10,0.90) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image #define GreyPower 0.11 // [0.0 to 1.0] How much desaturate the image before tinting it #define SepiaPower 0.58 // [0.0 to 1.0] How much to tint the image /* Vignette settings */ #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 // [1 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) // [0.00 to 1.00] Center of effect. /* Dither settings */ /* Splitscreen settings */ #define splitscreen_mode 3 // [1|2|3|4|5] 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

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