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Nexus Node

Preset for Dead Space 1
Created by necropriest
Added July 25, 2017
Updated 25 Jul 21:42 CEST
Shader used: ReShade
Preset description:
This is imo, closer to the dark vibrant look of movies like Event Horizon or Pandorum. I added more Cinematic effects as well as some lightning effects. <Instructions are in the readme> Dll: http://www.mediafire.com/file/1cf409mf36thg74/deadspace1_nexusnode.rar
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/*----------------------------. | :: Framework Initializer :: | '----------------------------*/ // Global Settings #include "ReShade\PersonalFiles\KeyCodes.h" #include "ReShade\Common.cfg" #if RFX_Screenshot_Format != 2 #pragma reshade screenshot_format bmp #else #pragma reshade screenshot_format png #endif #if RFX_ShowFPS == 1 #pragma reshade showfps #endif #if RFX_ShowClock == 1 #pragma reshade showclock #endif #if RFX_ShowStatistics == 1 #pragma reshade showstatistics #endif #if RFX_ShowToggleMessage == 1 #pragma reshade showtogglemessage #endif // Global Variables #define RFX_pixelSize RFX_PixelSize #define RFX_PixelSize float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) #define RFX_ScreenSize float2(BUFFER_WIDTH, BUFFER_HEIGHT) #define RFX_ScreenSizeFull float4(BUFFER_WIDTH, BUFFER_RCP_WIDTH, float(BUFFER_WIDTH) / float(BUFFER_HEIGHT), float(BUFFER_HEIGHT) / float(BUFFER_WIDTH)) // x = Width, y = 1 / Width, z = ScreenScaleY, w = 1 / ScreenScaleY uniform float RFX_timer < string source = "timer"; >; uniform float RFX_timeleft < string source = "timeleft"; >; uniform float RFX_frametime < source = "frametime"; >; // Global Textures and Samplers texture RFX_depthBufferTex : DEPTH; texture RFX_depthTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = R32F; }; texture RFX_backbufferTex : COLOR; #if RFX_InitialStorage texture RFX_originalTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; }; #else texture RFX_originalTex : COLOR; #endif sampler RFX_depthColor { Texture = RFX_depthBufferTex; }; sampler RFX_depthTexColor { Texture = RFX_depthTex; }; sampler RFX_backbufferColor { Texture = RFX_backbufferTex; }; sampler RFX_originalColor { Texture = RFX_originalTex; }; // Fullscreen Triangle Vertex Shader void RFX_VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 texcoord : TEXCOORD) { texcoord.x = (id == 2) ? 2.0 : 0.0; texcoord.y = (id == 1) ? 2.0 : 0.0; pos = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); } #if RFX_InitialStorage float4 RFX_PS_StoreColor(float4 vpos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { return tex2D(RFX_backbufferColor, texcoord); } #endif #if RFX_DepthBufferCalc float RFX_PS_StoreDepth(in float4 position : SV_Position, in float2 texcoord : TEXCOORD0) : SV_Target { float depth = tex2D(RFX_depthColor, texcoord).x; // Linearize depth #if RFX_LogDepth depth = saturate(1.0f - depth); depth = (exp(pow(depth, 150 * pow(depth, 55) + 32.75f / pow(depth, 5) - 1850f * (pow((1 - depth), 2)))) - 1) / (exp(depth) - 1); // Made by LuciferHawk ;-) #else const float zFarPlane = RFX_Depth_z_far; const float zNearPlane = RFX_Depth_z_near; depth = 1.0 / ((depth * ((zFarPlane - zNearPlane) / (-zFarPlane * zNearPlane)) + zFarPlane / (zFarPlane * zNearPlane))); #endif // SweetFX Dither Method #1 const float dither_bit = 8.0; float dither_shift = 0.25 * (1.0 / (pow(2, dither_bit) - 1.0)); dither_shift = lerp(2.0 * dither_shift, -2.0 * dither_shift, frac(dot(texcoord, RFX_ScreenSize * float2(1.0 / 16.0, 10.0 / 36.0)) + 0.25)); return depth + dither_shift; } #endif #if RFX_InitialStorage || RFX_DepthBufferCalc technique RFX_Setup_Tech < enabled = true; > { #if RFX_InitialStorage pass StoreColor { VertexShader = RFX_VS_PostProcess; PixelShader = RFX_PS_StoreColor; RenderTarget = RFX_originalTex; } #endif #if RFX_DepthBufferCalc pass StoreDepth { VertexShader = RFX_VS_PostProcess; PixelShader = RFX_PS_StoreDepth; RenderTarget = RFX_depthTex; } #endif } #endif // Global Defines #if defined(__RESHADE__) && __RESHADE__ >= 1700 #define NAMESPACE_ENTER(name) namespace name { #define NAMESPACE_LEAVE() } #else #define NAMESPACE_ENTER(name) #define NAMESPACE_LEAVE() #endif #define STR(name) #name #define EFFECT(l,n) STR(ReShade/l/##n.h) /*----------------------------. | :: Effect Pipeline :: | '----------------------------*/ #include "ReShade\Pipeline.cfg" /*----------------------------. | :: Framework Finalizer :: | '----------------------------*/ #if RFX_ShowToggleMessage float4 RFX_PS_ToggleMessage(in float4 position : SV_Position, in float2 texcoord : TEXCOORD0) : SV_Target { return tex2D(RFX_backbufferColor, texcoord); } technique Framework < enabled = RFX_Start_Enabled; toggle = RFX_ToggleKey; > { pass { VertexShader = RFX_VS_PostProcess; PixelShader = RFX_PS_ToggleMessage; } } #endif

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