7 hours, 43 minutes ago
NEW VISION
Preset description:
I have created a nice config file without eyestrain and visually emphasizing the game world and the objects in it
Leave your comments
Download ReShade 0.19.2 Public Beta with SweetFX 2.0 Beta 8 installer (with icon): https://drive.google.com/open?id=0B5DOutW7XINGSFpXU2lVYkhVQlk
/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game: Kingdom v1.0
SweetFX version: ReShade 0.19.2 Public Beta with SweetFX 2.0 Beta 8
Author: Nukvil (DovganYriu)
Description: NEW VISION
/*-----------------------------------------------------------.
/ 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_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
#define USE_LEVELS 1 //[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_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_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed
their light into their surroundings (relatively high performance cost)
#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_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the
antialiased edges which makes them less smooth - I'm working on fixing
that.
#define USE_GAUSSIAN 1 //[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_TECHNICOLOR 1 //[0 or 1] TECHNICOLOR : Attempts to mimic
the look of an old movie using the Technicolor three-strip color process
(Techicolor Process 4)
#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.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust
brightness and color of shadows, midtones and highlights (avoids
clipping)
#define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure,
saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or
desaturates if you use negative values) the pixels depending on their
original saturation.
#define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using
S-curves.
#define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
#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_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_BORDER 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_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-
and-after splitscreen comparison mode.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 0.2 // [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 98 // [0 to 98] Determines the
radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines
the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 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.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge
detection (slower but slightly more acurate) - 0 uses 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 0.400 //[0.000 to 1.000] Choose the amount of
sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection
threshold. The minimum amount of local contrast required to apply
algorithm.
#define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness
threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 1.0 //[0.1 to 10.0] Amount of effect you want.
/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point 1 // [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 252 // [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).
/*-----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you
want
#define CRTResolutionX 1920 //[1 to 2048] Original input width of
the game (ie. 320)
#define CRTResolutionY 1080 //[1 to 2048] Original input height of
the game (ie. 240)
#define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT
(default 2.4)
#define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display
monitor (typically 2.2 is correct)
#define CRTBrightness 2.1 //[1.0 to 3.0] Used to boost brightness a
little. Default is 1.0
#define CRTScanlineIntensity 0.0 //[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 1.2 //[0.0 to 2.0] Curvature Radius (only
effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0300 //[0.0000 to 0.0020] Higher values, more
rounded corner. Default is 0.001
#define CRTDistance 4.00 //[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 0.00 //[-0.20 to 0.20] Tilt angle in radians (Y
coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.02 //[1.00 to 1.10] Overscan (e.g. 1.02 for
2% overscan). Default is 1.01
#define CRTOversample 1 //[0 or 1] Enable 3x oversampling of
the beam profile (warning : performance hit)
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 22.50 //[0.00 to 50.00] Threshold for what is
a bright light (that causes bloom) and what isn't.
#define BloomPower 1.500 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.3750 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.50 //[0.00 to 8.00] Strangely lowering this makes the
image brighter
#define radius2 0.85 //[0.00 to 8.00] Raising this seems to make the effect
stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 1.30 // [0.10 to 3.00] Strength of the
sharpening
#define sharp_clamp 0.034 // [0.000 to 1.000] Limits maximum
amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 3 // [1|2|3|4] Choose a sample pattern. 1 =
Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 0.80 // [0.0 to 6.0] Offset bias adjusts the
radius of the sampling pattern.
//I designed the pattern for offset_bias 1.0, but feel free to
experiment.
// -- Debug sharpening settings --
#define show_sharpen 0 // [0 or 1] Visualize the strength of the
sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#define GaussEffect 1 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask
(expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 1 //[0|1|2|3] Warning: 2 and 3 are expensive.
Default is 1
#define GaussSigma 2 //[1 to 4] The higher the wider blur/bloom is
(only effective when Bloom selected)
#define GaussBloomWarmth 0 //[0|1|2] "Temperature" of the bloom -
0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold
for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0 //[0.00 to 100.00] [DX10/11 only] Exposure of
the effect (the lower the brighter)#define GaussStrength 0.36 //[0.00
to 1.00] Amount of effect blended into the final image
/*-----------------------------------------------------------.
/ Film grain settings /
'-----------------------------------------------------------*/
#define FilmGrainIntensity 0.5 //[0.00 to 1.00] Intensity of grain. Default is
0.46
#define FilmGrainExposure 50 //[0 to 100] Grain Exposure. Default is
40 (Lower -> darker noise)
#define FilmGrainSize 3 //[0 to 10] Size of the grain. Default is 2
(Higher -> thinner noise)
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.04 // [0.00 to 1.00]
#define TechniPower 4.5 // [0.00 to 8.00]
#define redNegativeAmount 1.0 // [0.00 to 1.00]
#define greenNegativeAmount 1.0 // [0.00 to 1.00]
#define blueNegativeAmount 0.3 // [0.00 to 1.00]
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 7.0 //[1.0 to 15.0]
#define Green 7.0 //[1.0 to 15.0]
#define Blue 7.0 //[1.0 to 15.0]
#define ColorGamma 1.85 //[0.1 to 2.5] Adjusts the colorfulness of the
effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 0.4 //[0.0 to 8.0] Adjust saturation of the effect. 1.0
is neutral.
#define RedC 0.460 //[0.60 to 0.20]
#define GreenC 0.452 //[0.60 to 0.20]
#define BlueC 0.455 //[0.60 to 0.20]
#define Blend 0.10 //[0.00 to 1.00] How strong the effect should be
/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to
1.00] Percentage of RGB to include (should sum up to 1.00)
/*-----------------------------------------------------------.
/ 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(1.009, 1.008, 1.008) // [0.000 to 2.000]
Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.011, 1.010, 1.012) // [0.000 to 2.000]
Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 0.952 //[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 0.008 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.002 //[0.000 to 1.000] Brightens the shadows
and fades the colors
#define Defog 0.004 //[0.000 to 1.000] How much of the color
tint to remove
#define FogColor float3(-0.33, -0.33, -0.36) //[0.00 to 2.55, 0.00 to 2.55, 0.00
to 2.55] What color to remove - default is blue
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.60 // [-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(0.25, 0.25, 0.25) // [-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 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 0.4 //[-1.00 to 1.00] The amount of contrast you
want
// -- Advanced curve settings --
#define Curves_formula 3 //[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 settings /
'-----------------------------------------------------------*/
#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
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteRadius 0.97 //[-1.00 to 3.00] lower values = stronger
radial effect from center
#define VignetteAmount -0.40 //[-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, 0.350) //[0.00 to 1.00] Center of effect.
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
#define dither_method 1 //[1 or 2] 1 = Ordering dithering (good and very
fast), 2 = Random dithering (even better dithering but not as fast)
//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.
/*-----------------------------------------------------------.
/ Border settings /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
/*-----------------------------------------------------------.
/ 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
/*-----------------------------------------------------------.
/ 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
// key_screenshot = 44
// key_reload_sweetfx = 19
/*-----------------------------------------------------------.
/ 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