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Galahad Beta Test

Preset for Albion Online
Created by SoloTango
Added April 28, 2017
Updated 28 Apr 03:55 CEST
Shader used: ReShade
Preset description:
First time doing this and uploaded screenshots backwards, but you get the idea. In-game with Reshade configuration open, make sure both search paths are FULL! Like so: D:\Games\AlbionOnline\game\reshade-shaders\Shaders D:\Games\AlbionOnline\game\reshade-shaders\Textures Obviously edit to suit your installation location. https://reshade.me/ Install Reshade with OpenGL chosen. Though it should be by default. You can download all the shaders or only those used in this preset: AdaptiveSharpen.fx Levels.fx ReShade.fxh SMAA.fxh Vibrance.fx
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'-----------------------------------------------------------*/=0 #define USE_TECHNICOLOR 0 // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)=0 #define Green 9.0 // [1.0 to 15.0]=0 #define Red 9.0 // [1.0 to 15.0]=0 #define BloomPower 1.446 // [0.0000 to 8.0000] Strength of the bloom=0 #define USE_SMAA_ANTIALIASING 1 // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.=0 #define USE_LIFTGAMMAGAIN 0 // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)=0 #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)=0 #define USE_LUMASHARPEN 0 // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.=0 #define Bleach 0.0 // [0.00 to 1.00] Brightens the shadows and fades the colors=0 #define GreyPower 0.0 // [0.0 to 1.0] How much desaturate the image before tinting it=0 #define USE_BLOOM 0 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)=0 #define blueNegativeAmount 0.9 // [0.0 to 1.0]=0 #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.=0 #define USE_HDR 0 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)=0 KeyLumaSharpen=0,0,0,0 #define USE_TONEMAP 0 // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)=0 #define TechniPower 4.0 // [0.0 to 8.0]=0 #define Gamma 1.0 // [0.00 to 2.00] Adjust midtones=0 #define USE_VIBRANCE 0 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0 #define HDRPower 1.00 // [0.0 to 8.0] Strangely lowering this makes the image brighter=0 #define RedC 0.33 // [0.6 to 0.2]=0 #define USE_CURVES 0 // [0 or 1] Curves : Contrast adjustments using S-curves.=0 #define USE_SEPIA 0 // [0 or 1] Sepia : Sepia tones the image.=0 #define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.=0 #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.=0 #define USE_SPLITSCREEN 0 // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.=0 #define SMAA_THRESHOLD 0.10 // [0.05 to 0.20] Edge detection threshold=0 #define RGB_Gain float3(1.005, 1.000, 1.060) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue=0 #define SMAA_MAX_SEARCH_STEPS 98 // [0 to 98] Determines the radius SMAA will search for aliased edges=0 #define BloomWidth 0.0142 // [0.0000 to 1.0000] Width of the bloom=0 #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges=0 #define VignetteCenter float2(0.500, 0.500) // [0.00 to 1.00] Center of effect.=0 #define SMAA_CORNER_ROUNDING 100 // [0 to 100] Determines the percent of antialiasing to apply to corners.=0 #define COLOR_EDGE_DETECTION 1 // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)=0 #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.=0 #define sharp_strength 0.85 // [0.10 to 3.00] Strength of the sharpening=0 KeySMAA=0,0,0,0 #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035=0 #define TechniAmount 0.46 // [0.0 to 1.0]=0 #define pattern 2 // [1|2|3|4] Choose a sample pattern. 1=Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define greenNegativeAmount 0.83 // [0.0 to 1.0]=0 #define Blend 0.23 // [0.0 to 0.1] How strong the effect should be.=0 #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.=0 #define Exposure 0.0 // [-1.00 to 1.00] Adjust exposure=0 #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)=0 #define radius2 0.85 // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter=0 #define redNegativeAmount 0.74 // [0.0 to 1.0]=0 #define VignetteSlope 6 // [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)=0 #define Blue 9.0 // [1.0 to 15.0]=0 #define ColorGamma 1.2 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.=0 #define DPXSaturation 2.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.=0 #define GreenC 0.36 // [0.6 to 0.2]=0 #define BlueC 0.35 // [0.6 to 0.2]=0 #define RGB_Lift float3(0.971, 1.000, 1.010) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue=0 #define RGB_Gamma float3(0.971, 1.000, 1.010) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue=0 #define Saturation 0.20 // [-1.00 to 1.00] Adjust saturation=0 #define Defog 0.0 // [0.00 to 1.00] How much of the color tint to remove=0 #define FogColor float3(0.0, 0.0, 0.0) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue=0 #define splitscreen_mode 1 // [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 #define Vibrance 0.25 // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0 #define Curves_contrast 0.53 // [-1.0 to 1.0] The amount of contrast you want=0 #define Curves_formula 2 // [1|2|3|4|5|6|7] The constrast s-curve you want to use.=0 #define ColorTone float3(1.0, 1.0, 1.0) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image=0 #define SepiaPower 0.58 // [0.0 to 1.0] How much to tint the image=0 #define VignetteRadius 1.00 // [-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. KeyAdaptiveSharpen=0,0,0,0 KeyClarity=0,0,0,0 KeyFXAA=0,0,0,0 KeyLevels=0,0,0,0 KeyLiftGammaGain=0,0,0,0 KeyTonemap=0,0,0,0 KeyVibrance=0,0,0,0 Techniques=AdaptiveSharpen,Levels,SMAA,Vibrance TechniqueSorting=AdaptiveSharpen,Clarity,FXAA,Levels,LiftGammaGain,LumaSharpen,SMAA,Tonemap,Vibrance [SMAA.fx] EdgeDetectionType=1.000000 EdgeDetectionThreshold=0.100000 MaxSearchSteps=98.000000 MaxSearchStepsDiagonal=16.000000 CornerRounding=0.000000 DebugOutput=0.000000 [AdaptiveSharpen.fx] curve_height=0.800000 L_compr_low=0.169000 D_compr_low=0.253000 curveslope=0.400000 L_overshoot=0.003000 D_overshoot=0.009000 scale_cs=0.056000 L_compr_high=0.337000 D_compr_high=0.504000 scale_lim=0.100000 pm_p=0.750000 [Levels.fx] BlackPoint=16.000000 WhitePoint=235.000000 HighlightClipping=0.000000 [Vibrance.fx] Vibrance=0.060000 VibranceRGBBalance=1.000000,1.000000,1.000000

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