//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ReShade effect file
// visit facebook.com/MartyMcModding for news/updates
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// MasterEffect ReBorn 1.1.287 public beta by Marty McFly
// Continuation of MasterEffect 1.6.1
// Copyright © 2008-2015 Marty McFly
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/*==============================================================================*\
| GLOBAL PARAMETERS |
\*==============================================================================*/
#define MASTEREFFECT_TOGGLEKEY 0x7A //[depending on keyboard layout] Key used to toggle all
MasterEffect effects. See ReShade documentation for more info.
#define USE_DEPTHBUFFER_OUTPUT 0 //[0 or 1] Depth Buffer Output: Shows you the pixel depth,
this is for debugging or depth map creation only.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen: Disables all effects on the right
half of the screen to show changes.
#define USE_HDR_LEVEL 0 //[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1:
RGBA16F | 2: RGBA32F
#define USE_HUD_MASKING 0 //[0 or 1] HUD Masking: Uses a texture mask (mcmask.png)
to exclude certain screen areas from effects processing.
/*==============================================================================*\
| ENABLE EFFECTS |
\*==============================================================================*/
//COLOR
#define USE_LUT 0 //[0 or 1] Color Lookup Table: Uses a gradient texture to
adjust the colors of the image.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
#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. Algorithm from SweetFX
#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_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors
disappear. No control values.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color
of shadows, midtones and highlights.
#define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation,
bleach and defog. (may cause clipping).
#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_COLORMOOD 0 //[0 or 1] Color Mood: Applies a "mood" to the color,
tinting mainly the dark colors.
#define USE_CROSSPROCESS 0 //[0 or 1] Cross Processing: Simulates wrong chemistry in
color processing.
#define USE_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color
adjustments to mimic a more cinema-like look.
#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_WATCHDOG_TONEMAP 0 //[0 or 1] Watch Dogs Tonemap: Enables one of the numerous
watch dogs tonemapping algorithms. No tweaking values.
#define USE_SINCITY 0 //[0 or 1] Sin City: Effect from the movie "Sin City" -
everything else than red is grey.
#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!
//LIGHTING
#define USE_LENSDIRT 0 //[0 or 1] Lensdirt: Simulates a dirty camera lens.
IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt!
#define USE_GAUSSIAN_ANAMFLARE 0 //[0 or 1] Gaussian Anamflare: Applies a horizontal light
beam to bright pixels.
#define USE_BLOOM 0 //[0 or 1] Bloom: Makes bright lights bleed their light
into their surroundings. NOT the SweetFX way to do bloom but a more proper way.
#define USE_LENZFLARE 0 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare
with custom offsets, ported to MasterEffect.
#define USE_CHAPMAN_LENS 0 //[0 or 1] Chapman's lensflare: Simple lensflare shader
with one big halo.
#define USE_GODRAYS 0 //[0 or 1] Godrays: Adds some light rays rotating around
screen center.
#define USE_ANAMFLARE 0 //[0 or 1] Anamorphic Lensflare: adds some horizontal
light flare, simulating the use of an anamorphic lens while recording.
//DEPTH BASED
#define USE_AMBIENTOCCLUSION 1 //[0 or 1] Ambient Occlusion: Enables physically incorrect
shading that most newer gen games use. Multiple algorithms available.
#define USE_DEPTHOFFIELD 0 //[0 or 1] Depth of Field: Simulates out of focus blur of
a camera. Multiple algorithms available.
//IMAGE ENHANCEMENTS
#define USE_SHARPENING 0 //[0 or 1] Sharpen: Sharps the image but may increase
aliasing
#define USE_FISHEYE_CA 0 //[0 or 1] Fisheye lens & Chromatic Aberration: Adds some
RGB shift in colors and distorts image to look like the "fisheye" effect.
#define USE_GRAIN 0 //[0 or 1] Grain: Adds some image grain, looks like when a
TV has no signal.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the
image look fuzzy.
#define USE_SMAA 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines
using the SMAA technique.
#define USE_HEATHAZE 0 //[0 or 1] Heat Haze: Convection in heated air causes the
temperature of the air to vary and causes a shimmery effect that distorts whatever is behind.
#define USE_LED_SHADER 0 //[0 or 1] LED: Simulates the look of a LED panel.
//OVERLAYS
#define USE_HD6_VIGNETTE 0 //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced
vignette (darkening shader) to lead focus to screen center
#define USE_COLORVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple colorable
version of vignette, darkens/tints the image at the corners
#define USE_BORDER 0 //[0 or 1] Border: Can be used to create letterbox borders
around the image.
#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.
/*==============================================================================*\
| EFFECT PARAMETERS - COLOR |
\*==============================================================================*/
//COLOR LOOKUP TABLE
#define iLookupTableMode 2 //[1 or 2] 1: mclut.png (gradient) | 2: mclut3d
(3D Photoshop LUT)
#define fLookupTableMix 1.0 //[0.0 to 1.0] Amount of color change by lookup
table. 0.0 means no change, 1.0 means full effect.
//CARTOON
#define CartoonPower 4.5 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.5 //[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.
//LEVELS
#define Levels_black_point 36 //[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
//TECHNICOLOR
#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.
//SWEETFX TECHNICOLOR
#define TechniAmount 0.4 //[0.00 to 1.00] Amount of color change you want
#define TechniPower 4.0 //[0.00 to 8.00] Power of color change
#define redNegativeAmount 0.88 //[0.00 to 1.00] controls for different
technicolor power on the respective color channels
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount 0.88 //[0.00 to 1.00]
//DPX
#define DPXRed 8.0 //[1.0 to 15.0] Amount of DPX applies on Red color
channel
#define DPXGreen 8.0 //[1.0 to 15.0] ""
#define DPXBlue 8.0 //[1.0 to 15.0] ""
#define DPXColorGamma 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 DPXRedC 0.36 //[0.60 to 0.20]
#define DPXGreenC 0.36 //[0.60 to 0.20]
#define DPXBlueC 0.34 //[0.60 to 0.20]
#define DPXBlend 0.2 //[0.00 to 1.00] How strong the effect should be.
//LIFTGAMMAGAIN
#define RGB_Lift float3(0.970, 0.970, 1.0100) //[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(1.100, 0.970, 0.970) //[0.000 to 2.000] Adjust highlights
for Red, Green and Blue
//TONEMAP
#define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. 1.000 is
neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
#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 //[0.000 to 1.000] Brightens the shadows and fades
the colors
#define Defog 0.000 //[0.000 to 1.000] How much of the color tint to
remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55,
0.00 to 2.55] What color to remove - default is blue
//VIBRANCE
#define Vibrance 1.15 //[-1.00 to 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 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
#define Curves_mode 2 //[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 1.15 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10] 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.
//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
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to
2.55] What color to tint the image
#define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image
before tinting it
#define SepiaPower 0.58 //[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
//COLORMOOD
#define fRatio 0.4 //[0.00 to 3.00] Amount of moody coloring you want
#define moodR -0.1 //[0.0 to 2.0] How strong dark red colors shall be
boosted
#define moodG -0.2 //[0.0 to 2.0] How strong dark green colors shall
be boosted
#define moodB 0.3 //[0.0 to 2.0] How strong dark blue colors shall
be boosted
//CROSSPROCESS
#define CrossContrast 0.95 //[0.5 to 2.00] The names of these values should
explain their functions
#define CrossSaturation 1.12 //[0.5 to 2.00]
#define CrossBrightness -0.052 //[-0.3 to 0.30]
#define CrossAmount 1.0 //[0.05 to 1.5]
//FILMICPASS
#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
//REINHARD TONEMAP
#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
#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
#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
#define sphericalAmount 1.0 //[0.0 to 2.0] Amount of spherical tonemapping
applied...sort of
//COLOR HUE FX
#define USE_COLORSAT 0 //[0 or 1] This will use original color saturation
as an added limiter to the strength of the effect
#define hueMid 0.6 //[0.0 to 1.0] 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.
/*==============================================================================*\
| EFFECT PARAMETERS - LIGHTING |
\*==============================================================================*/
//LENSDIRT
#define fLensdirtIntensity 3.0 //[0.0 to 2.0] Intensity of lensdirt.
#define fLensdirtSaturation 4.0 //[0.0 to 2.0] Color saturation of lensdirt.
#define fLensdirtTint float3(1.0,1.0,1.0) //[0.0 to 1.0] R, G and B components of
lensdirt tintcolor the lensdirt color gets shifted to.
#define iLensdirtMixmode 2 //[1 to 4] 1: Linear add | 2: Screen add | 3:
Screen/Lighten/Opacity | 4: Lighten
//GAUSSIAN ANAMORPHIC LENSFLARE
#define fAnamFlareThreshold 0.90 //[0.1 to 1.0] Every pixel brighter than this
value gets a flare.
#define fAnamFlareWideness 2.4 //[1.0 to 2.5] Horizontal wideness of flare. Don't
set too high, otherwise the single samples are visible
#define fAnamFlareAmount 14.5 //[1.0 to 20.0] Intensity of anamorphic flare.
#define fAnamFlareCurve 1.2 //[1.0 to 2.0] Intensity curve of flare with
distance from source
#define fAnamFlareColor float3(0.012,0.313,0.588) //[0.0 to 1.0] R, G and B components of
anamorphic flare. Flare is always same color.
//BLOOM
#define iBloomMixmode 2 //[1 to 4] 1: Linear add | 2: Screen add | 3:
Screen/Lighten/Opacity | 4: Lighten
#define fBloomThreshold 0.6 //[0.1 to 1.0] Every pixel brighter than this
value triggers bloom.
#define fBloomAmount 0.3 //[1.0 to 20.0] Intensity of bloom.
#define fBloomSaturation 0.8 //[0.0 to 2.0] Bloom saturation. 0.0 means white
bloom, 2.0 means very very colorful bloom.
#define fBloomTint float3(0.7,0.8,1.0) //[0.0 to 1.0] R, G and B components of bloom
tintcolor the bloom color gets shifted to.
//LENZ FLARE
#define LENZDEPTHCHECK 1 //[0 or 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 1.0 //[0.2 to 3.0] power of lens flare effect
#define fLenzThreshold 0.8 //[0.6 to 1.0] Minimum brightness an object must
have to cast lensflare
//CHAPMAN LENS
#define CHAPMANDEPTHCHECK 1 //[0 or 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 0.9 //[0.7 to 0.99] Brightness threshold for lensflare
generation. Everything brighter than this value gets a flare.
#define ChapFlareCount 15 //[1 to 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 to 1.0] Distance from screen center (and
from themselves) the flares are generated.
#define ChapFlareSize 0.45 //[0.2 to 0.8] Distance (from screen center) the
halo and flares are generated.
#define ChapFlareCA float3(0.0,0.01,0.02) //[-0.5 to 0.5] Offset of RGB components of
flares as modifier for Chromatic abberation. Same 3 values means no CA.
#define ChapFlareIntensity 100.0 //[5.0 to 20.0] Intensity of flares and halo,
remember that higher threshold lowers intensity, you might play with both values to get desired
result.
//GODRAYS
#define bGodrayDepthCheck 1 //[0 or 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 iGodraySamples 128 //[2^x format] How many samples the godrays get
#define fGodrayDecay 0.99 //[0.5 to 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 to 1.5] Upscales the godray's brightness
#define fGodrayWeight 1.25 //[0.8 to 1.7] weighting
#define fGodrayDensity 1.0 //[0.2 to 2.0] Density of rays, higher means more
and brighter rays
#define fGodrayThreshold 0.9 //[0.6 to 1.0] Minimum brightness an object must
have to cast godrays
//ANAMORPHIC LENSFLARE
#define bFlareDepthCheckEnable 1 //[0 or 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 0.95 //[0.6 to 1.0] bright pass luminance value
#define fFlareBlur 200.0 // [1.0 to 9999999] manages the size of the flare
#define fFlareIntensity 2.07 // [0.2 to 5.0] effect intensity
#define fFlareTint float3(0.137, 0.216, 1.0) // [0.0 to 2.0] effect
tint RGB
/*==============================================================================*\
| EFFECT PARAMETERS - DEPTH BASED EFFECTS |
\*==============================================================================*/
/*==============================================================================*/
//AMBIENT OCCLUSION - GLOBAL PARAMETERS
#define AO_METHOD 1 //[1 to 2] 1: SSAO | 2: Raymarch AO | 3: HBAO | 4: SSGI |
5: Raymarch HBAO | 6: Alchemy SAO
#define AO_TEXSCALE 1.00 //[0.25 to 1.0] 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 2.2 //[0.05 to 2.0] 1: AO sharpness, higher means more
sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance.
#define AO_SHARPNESS_DETECT 2 //[1 or 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 11 //[5 to 15] Offset count for AO smoothening.
Higher means more smooth AO but also blurrier AO.
#define AO_DEBUG 0 //[0 to 2] Enables raw debug output. 1: occlusion
| 2: color bouncing (SSGI only!)
#define AO_LUMINANCE_CONSIDERATION 1 //[0 or 1] Enables dampening of AO intensity on
bright pixels, to preserve bright light sprites or beter lit areas. Not for GI!
#define AO_LUMINANCE_LOWER 0.0 //[0.0 to 1.0] Lower brightness threshold where AO
starts to fade out. Below this threshold AO has full power.
#define AO_LUMINANCE_UPPER 0.25 //[0.0 to 1.0] Upper brightness threshold where AO
starts to fade out. Above this threshold AO is 0.
#define AO_FADE_START 0.0 //[0.0 to 1.0] Distance from camera where AO
starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_FADE_END 0.8 //[0.0 to 1.0] Distance from camera where AO fades
out completely. 0.0 means camera itself, 1.0 means infinite distance.
//AMBIENT OCCLUSION - SSAO
#define iSSAOSamples 16 //[32 to 128] Amount of samples. Don't set too
high or shader compilation time goes through the roof.
#define fSSAOSamplingRange 80.0 //[10.0 to 50.0] SSAO sampling range. High range
values might need more samples so raise both.
#define fSSAODarkeningAmount 1.5 //[0.0 to 5.0] Amount of SSAO corner darkening
#define fSSAOBrighteningAmount 1.0 //[0.0 to 5.0] Amount of SSAO edge brightening
//AMBIENT OCCLUSION - RAYMARCH SSAO
#define iRayAOSamples 24 //[10 to 78] Amount of sample "rays" Higher means
more accurate AO but also less performance.
#define fRayAOSamplingRange 0.0005 //[0.0001 to 0.02] Range of AO sampling. Higher
values ignore small geometry details and shadow more globally.
#define fRayAOMaxDepth 0.02 //[0.01 to 0.2] Range clip factor to avoid far
objects to occlude close objects just because they are besides each other on screen.
#define fRayAOMinDepth 0.0003 //[0.000 to 0.001] Minimum depth difference cutoff
to prevent (almost) flat surfaces to occlude themselves.
#define fRayAOPower 2.0 //[0.2 to 5.0] Amount of darkening.
//AMBIENT OCCLUSION - HBAO
#define iHBAOSamples 9 //[7 to 36] Amount of samples. Higher means more
accurate AO but also less performance.
#define fHBAOSamplingRange 2.6 //[0.5 to 5.0] Range of HBAO sampling. Higher
values ignore small geometry details and shadow more globally.
#define fHBAOAmount 3.0 //[1.0 to 10.0] Amount of HBAO shadowing.
#define fHBAOClamp 0.1 //[0.0 to 1.0] Clamps HBAO power. 0.0 means full
power, 1.0 means no HBAO.
#define fHBAOAttenuation 0.02 //[0.001 to 0.2] Affects the HBAO range, prevents
shadowing of very far objects which are close in screen space.
//AMBIENT OCCLUSION - SSGI
#define iSSGISamples 16 //[5 to 24] Amount of SSGI sampling iterations,
higher means better GI but less performance.
#define fSSGISamplingRange 0.4 //[5.0 to 80.0] Radius of SSGI sampling.
#define fSSGIIlluminationMult 4.5 //[1.0 to 8.0] Multiplier of SSGI illumination
(color bouncing/reflection).
#define fSSGIOcclusionMult 2.8 //[1.0 to 10.0] Multiplier of SSGI occlusion.
#define fSSGIModelThickness 100.0 //[0.5 to 100.0] Amount of unit spaces the
algorithm assumes the model's thickness. Lower if scene only contains small objects.
#define fSSGISaturation 2.8 //[0.2 to 2.0] Saturation of bounced/reflected
colors.
//AMBIENT OCCLUSION - RAYMARCH HBAO
#define iRayHBAO_StepCount 9 //[5 to 32] Amount of steps to march per direction
to check for occluders.
#define iRayHBAO_StepDirections 10 //[5 to 25] Amount of rays / directions to march
to check for occluders.
#define fRayHBAO_SampleRadius 0.005 //[0.001 to 0.01] Range of AO sampling. Higher
values ignore small geometry details and shadow more globally.
#define fRayHBAO_Attenuation 2.0 //[0.4 to 5.0] Sampling attenuation. Used for
ignoring objects that are close onscreen but actually far away (i.e. sky and player).
#define fRayHBAO_AngleBiasTan 0.0 //[0.0 to 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.
//AMBIENT OCCLUSION - SCALABLE AMBIENT OBSCURANCE
#define fSAOIntensity 5.0 //[1.0 to 10.0] Linearly multiplies AO intensity.
#define fSAOClamp 4.5 //[1.0 to 10.0] Higher values shift AO more into
black. Useful for light gray AO caused by high SAO radius.
#define fSAORadius 3.3 //[1.0 to 10.0] SAO sampling radius. Higher values
also lower AO intensity extremely because of Alchemy's extremely retarded falloff formula.
#define fSAOBias 0.1 //[0.001 to 0.05] Minimal surface angle for AO
consideration. Useful to prevent self-occlusion of flat surfaces caused by floating point
inaccuracies.
#define iSAOSamples 16 //[10 to 96] Amount of SAO Samples. Maximum of 96
is defined by formula.
/*==============================================================================*/
//DEPTH OF FIELD - GLOBAL PARAMETERS
#define DOF_METHOD 4 //[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic
DOF 3: GP65CJ042 DOF 4: Matso DOF
#define DOF_FOCUSPOINT float2(0.5,0.5) //[0.0 to 1.0] Screen coordinates of focus
point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is
right/lower.
#define DOF_NEARBLURCURVE 10.0 //[0.4 to X] Power of blur of closer-than-focus
areas.
#define DOF_FARBLURCURVE 0.5 //[0.4 to X] Elementary, my dear Watson: Blur
power of areas behind focus plane.
#define DOF_BLURRADIUS 4.0 //[5.0 to 50.0] Blur radius approximately in
pixels. Radius, not diameter.
#define DOF_MANUALFOCUS 1 //[0 or 1] Enables manual focus.
#define DOF_MANUALFOCUSDEPTH 0.1 //[0.0 to 1.0] Manual focus depth. 0.0 means
camera is focus plane, 1.0 means sky is focus plane.
//DEPTH OF FIELD - RING DOF
#define iRingDOFSamples 6 //[5 to 30] Samples on the first ring. The other
rings around have more samples
#define iRingDOFRings 4 //[1 to 8] Ring count
#define fRingDOFThreshold 2.5 //[0.8 to 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 fRingDOFGain 0.1 //[0.1 to 2.0] Amount of brightening for pixels
brighter than threshold.
#define fRingDOFBias 0.0 //[0.1 to 2.0] bokeh bias.
#define fRingDOFFringe 0.5 //[0.0 to 1.0] Amount of chromatic abberation
//DEPTH OF FIELD - MAGIC DOF
#define iMagicDOFBlurQuality 2 //[1 to 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 3.0 //[1.0 to 10.0] DOF weighting curve.
//DEPTH OF FIELD - GP65CJ042 DOF
#define iGPDOFQuality 2 //[0 to 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 or 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 to 9] Controls the amount pf polygons for
polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc.
#define fGPDOFBias 0.00 //[0.0 to 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 0.0 //[0.0 to 3.0] Power of Bokeh Bias. Raise for more
defined bokeh outlining on bokeh shape edge.
#define fGPDOFBrightnessThreshold 1.8 //[0.6 to 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 2.00 //[0.0 to 2.0] Amount of brightening for pixels
brighter than fGPDOFBrightnessThreshold.
#define fGPDOFChromaAmount 0.0 //[0.00 to 0.4] Amount of color shifting applied
on blurred areas.
//DEPTH OF FIELD - MATSO DOF
#define bMatsoDOFChromaEnable 1 //[0 or 1] Enables Chromatic Abberation.
#define bMatsoDOFBokehEnable 1 //[0 or 1] Enables Bokeh weighting do define
bright light spots and increase bokeh shape definiton.
#define fMatsoDOFChromaPow 1.4 //[0.2 to 3.0] Amount of chromatic abberation
color shifting.
#define fMatsoDOFBokehCurve 8.0 //[0.5 to 20.0] Bokeh curve.
#define fMatsoDOFBokehLight 0.012 //[0.0 to 2.0] Bokeh brightening factor.
#define iMatsoDOFBokehQuality 2 //[1 to 10] Blur quality as control value over tap
count.
#define fMatsoDOFBokehAngle 0 //[0 to 360] Rotation angle of bokeh shape.
/*==============================================================================*\
| EFFECT PARAMETERS - IMAGE ENHANCEMENTS |
\*==============================================================================*/
//SHARPEN
#define fSharpBias 0.35 //[0.05 to 1.0] How big the sharpen offset is
(used to compare neighbor pixels to get sharpen amount
#define fSharpStrength 1.0 //[0.05 to 1.0] Amount of sharpening you want.
#define fSharpClamp 0.5 //[0.2 to 2.0] Clamps the sharpening to a maximum
amount to prevent aliasing
//FISHEYE, CHROMATIC ABBERATION
#define fFisheyeZoom 0.5 //[0.5 to 1.0] some lens zoom to hide bugged edges
due to texcoord modification
#define fFisheyeDistortion 0.15 //[-0.3 to 0.3] distortion of image, fish eye
effect
#define fFisheyeDistortionCubic 0.15 //[-0.3 to 0.3] distortion of image, fish eye
effect, cube based
#define fFisheyeColorshift -0.03 //[-0.1 to 0.1] Amount of color shifting
//IMAGE GRAIN
#define fGrainSaturation 1.0 //[0.0 to 2.0] Saturation of Grain. Higher means
more colored noise, 0.0 means blacknwhite no TV signal noise.
#define fGrainIntensityBright 0.0 //[0.0 to 2.0] Intensity of Grain in bright areas.
#define fGrainIntensityMid 0.0 //[0.0 to 2.0] Intensity of Grain in midtone
areas.
#define fGrainIntensityDark 0.1 //[0.0 to 2.0] Intensity of Grain in dark areas.
//EXPLOSION
#define fExplosionRadius 10.5 //[0.2 to 100.0] Amount of effect you want.
//SMAA
#define fSMAAThreshold 0.05 //[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 iSMAAMaxSearchSteps 64 //[0 to 98] Determines the radius SMAA will search
for aliased edges
#define iSMAAMaxSearchStepsDiag 32 //[0 to 32] Determines the radius SMAA will search
for diagonal aliased edges
#define iSMAACornerRounding 100 //[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.
#define iSMAAEdgeDetectionMode 2 //[1 to 3] 1: Luma edge detection 2: Color edge
detection 3: Depth edge detection
#define bSMAAPredication 0 //[0 or 1] Enables predication which uses BOTH the
color and the depth texture for edge detection to more accurately detect edges.
#define fSMAAPredicationThreshold 0.01 //[0.001 to 0.2] Threshold to be used in the depth
buffer.
#define fSMAAPredicationScale 2.0 //[0.5 to 4.0] How much to scale the global
Threshold used for luma or color edge detection when using predication
#define fSMAAPredicationStrength 0.4 //[0.1 to 1.0] How much to locally decrease the
Threshold.
#define iSMAADebugOutput 0 //[0 to 4] 0: Normal | 1: edgesTex | 2: blendTex |
3: areaTex | 4: searchTex - Only for troubleshooting. Users don't need to mess with this.
//HEAT HAZE
#define fHeatHazeSpeed 2.0 //[0.5 to 10.0] Speed of heathaze waves
#define fHeatHazeOffset 5.0 //[0.5 to 20.0] Amount of image distortion caused
by heathaze effect
#define fHeatHazeTextureScale 1.0 //[0.5 to 5.0] Scale of source texture, affecting
the tile size. Use Heathaze debug effect for better visible effect.
#define fHeatHazeChromaAmount 0.6 //[0.0 to 2.0] Amount of color shift caused by
heat haze. Linearly scales with fHeatHazeOffset.
#define bHeatHazeDebug 0 //[0 or 1] Enables raw texture output for
debugging purposes. Useful for texture experiments.
//LED SHADER
#define fLEDCircleSize 25.0 //[10.0 to 50.0] Size of the single LED's
#define fLEDBackgroundColor float3(0.2,0.2,0.2) //[0.0 to 1.0] R G and B components of
background color between LED's.
/*==============================================================================*\
| EFFECT PARAMETERS - OVERLAYS |
\*==============================================================================*/
//HD6VIGNETTE
#define fHD6VignetteMode 1 //[1 to 3] Vignette Alignment 1: Left and right |
2: top and bottom | 3: corners.
#define fHD6VignetteTop 0.7 //[0.3 to 1.5] Top/left (depending on mode) height
of bar.
#define fHD6VignetteBottom 0.7 //[0.3 to 1.5] Bottom/right (depending on mode)
height of bar.
#define fHD6VignetteRoundness 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 fHD6VignetteColorDistort 0.0 //[0.0 to 5.0] Distorts the colors.
#define fHD6VignetteContrast 11.6 //[0.0 to 20.0] Contrast of vignette curve.
#define fHD6VignetteBorder 6.5 //[0.0 to 5.0] Vignette Border factor.
//STANDARDVIGNETTE
#define fVignetteAmount 2.9 //[0.0 to 5.0] Amount of vignette color change.
#define fVignetteCurve 1.5 //[0.0 to 5.0] Curve of vignette color change.
#define fVignetteRadius 0.95 //[0.0 to 5.0] Radius from center where vignette
color change kicks in.
#define fVignetteColor float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB vignette color.
//BORDER
#define fBorderWidth float2(10,10) //[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 fBorderRatio float(1920.0 / 1080.0) //[0.1 to 10.0] Set the desired ratio for the
visible area. You MUST use floating point - Integers do not work right.
#define fBorderColor float3(1.0, 0.0, 0.0) //[0.0 to 1.0] What color the border should be. In
RGB colors, 0,0,0 is black, 1,1,1 is pure white.
new link?
Hey there. To install mastereffect, you have to copy over some modified SweetFX files plus the additional mastereffects files. If you've unzipped the file I've made available in the description to the game directory, you're all set.
How do you install Master Effects? I wish you would upload readme instructions how to make this work. Sweetfx is easy but i wanna know how Master Effects work.
The one in the download. Sorry, forgot to update that.
The sweetfx settings file in the download doesn't match the preset you have supplied on here. So which do you use?