/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_CARTOON 1 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_HDR 1 //[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_MONOCHROME 1 //[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_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 1 //[0 or 1] Sepia : Sepia tones the image.
#define USE_DITHER 1 //[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_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define SMAA_THRESHOLD 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 SMAA_MAX_SEARCH_STEPS 32 //[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 25 //[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.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 0.04 //[0.1 to 10.0] Amount of effect you want.
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 0.96 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.78 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.63 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.070 //[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] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.15 //[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)
/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.36,0.35,0.35) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.960, 0.955, 0.960) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.003, 0.988, 0.993) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.995, 1.005, 1.010) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ 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 0.25 //[-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] 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.
//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 0.21 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.03 //[0.00 to 1.00] How much to tint the image
/*-----------------------------------------------------------.
/ 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)
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.00 //[0.000 to 2.000] Adjust midtones
#define Exposure 0.02 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.00 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.00 //[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
That's what I wrote in my description above ;) This one is more artbased. Of course you can play with it...but wasn't designed for it. I already did one for actual gameplay.
maybe, but in my opinion not for gaming :)
cuz it looks cool in many areas and it's great for making screenshots and wallpapers.
Why?