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Saints Row 2 Grindhouse

Preset for Saints Row 2
Created by Skolia
Added April 5, 2016
Shader used: SweetFX 2.0
Preset description:
This preset gives Saints Row 2 a "grindhouse" look. There is a Mass Effect style lens flare on lights, film grain (mostly to hide the lower quality textures), a slight boost to colors. SMAA is also used although you're welcome to switch it to FXAA. NOTE: The film grain doesn't look so good on the still images. It's much better in motion.
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// SAINTS ROW 2 // RESHADE/SWEET FX #define USE_LUMASHARPEN 1 //[LumaSharpen] //-LumaSharpen : Sharpens the image. #define USE_VIBRANCE 1 //[Shared] //-Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_GAUSSIAN_ANAMFLARE 1 //[Bloom] //-Gaussian Anamflare: Applies a horizontal light beam to bright pixels. #define USE_DPX 1 //[Shared] //-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_SMAA 1 //[SMAAWrap] //-SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_GRAIN 1 //[Grain] //-Adds an active graininess to the image. Helps with banding and can add the illusion of detail ////---------// ///**GRAIN**/// //---------//// //>Film Grain Settings<\\ #define GrainPower 0.06 //[0.00:1.00] //-Intensity of applied grain #define GrainColored 0 //[0:1] //-Whether grain should be colored or not. Colored grain is not as noticeable, so it helps to increase grain power. #define GrainColorAmount 1.00 //[0.00:1.00] //-Amount of color to add to grain #define GrainSize 1.95 //[1.25:2.50] //-Size of individual pieces of grain. Below 1.25 the pattern becomes noticeable. #define GrainLuma 0.80 //[0.00:1.00] //-Grain brightness. 0 makes grain not visible. #define Grain_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given ////--------// ///**SMAA**/// //--------//// //>SMAA Anti-aliasing settings<\\ #define SMAA_THRESHOLD 0.10 //[0.05:0.20] //-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 //[0:98] //-Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0:16] //-Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0 //[0:100] //-Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. #define SMAA_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- //>Advanced SMAA settings<\\ #define SMAA_EDGE_DETECTION 1 //[1|2|3] //-1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0:1] //-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. //>SMAA Predication settings<\\ #define SMAA_PREDICATION 0 //[0:1] //-Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges. #define SMAA_PREDICATION_THRESHOLD 0.001 //[undef] //-Threshold to be used in the depth buffer. #define SMAA_PREDICATION_SCALE 2.0 //[undef] //-How much to scale the global threshold used for luma or color edge detection when using predication #define SMAA_PREDICATION_STRENGTH 0.4 //[undef] //-How much to locally decrease the threshold. //>Debug SMAA settings<\\ #define SMAA_DEBUG_OUTPUT 0 //[0:4] //-No description given ////---------------// ///**LUMASHARPEN**/// //---------------//// //>LumaSharpen settings<\\ #define sharp_strength 0.65 //[0.10:3.00] //-Strength of the sharpening #define sharp_clamp 0.035 //[0.000:1.000] //-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 1.0 //[0.0:6.0] //-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 //[0:1] //-Visualize the strength of the sharpen (multiplied by 4 to see it better) #define LumaSharpen_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- ////-------// ///**DPX**/// //-------//// //>Cineon DPX settings<\\ #define Red 8.0 //[1.0:15.0] //- #define Green 8.0 //[1.0:15.0] //- #define Blue 8.0 //[1.0:15.0] //- #define ColorGamma 2.5 //[0.1:2.5] //-Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 //[0.0:8.0] //-Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 //[0.20:0.60] //- #define GreenC 0.36 //[0.20:0.60] //- #define BlueC 0.34 //[0.20:0.60] //- #define Blend 0.20 //[0.00:1.00] //-How strong the effect should be. ////------------// ///**VIBRANCE**/// //------------//// //>Vibrance settings<\\ #define Vibrance 0.20 //[-1.00:1.00] //-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) //[-10.00:10.00] //-A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. X = Red, Y = Green, Z = Blue ////----------------------// ///**GAUSSIAN_ANAMFLARE**/// //----------------------//// //>Gaussian Anamorphic Lens Flare Settings<\\ #define fAnamFlareThreshold 0.90 //[0.10:1.00] //-Every pixel brighter than this value gets a flare. #define fAnamFlareWideness 1.05 //[1.0:2.5] //-Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible #define fAnamFlareAmount 1.10 //[1.0:20.0] //-Intensity of anamorphic flare. #define fAnamFlareCurve 1.15 //[1.0:2.0] //-Intensity curve of flare with distance from source #define fAnamFlareColor float3(0.012,0.313,0.588) //[0.000:1.000] //-R, G and B components of anamorphic flare. Flare is always same color.

Comments

Skolia
6 Apr 21:20 CEST

I agree it's a little too bright, unfortunately even with the filter set to minimums it still comes out that way.

romix
6 Apr 12:17 CEST

in my opinion bright is too high but nice colors anyway

Skolia
6 Apr 08:02 CEST

NOTE: This is my first ReShade/SweetFX preset, please be nice to me ;)

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