#define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness=0
#define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)=0
#define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.=0
Game:=0
#define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1=Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask
'------------------------------------------------------------/=0
#define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)=0
KeyMagicDOF=0,0,0,0
#define PixelArtCRT_resolution_mode 1 //[1 or 2] 1=Ratio, 2 = Fixed resolution
#define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves.=0
Preset:=0
#define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.=0
#define redNegativeAmount 0.87 //[0.00 to 1.00]=0
- CeeJay.dk=0
SweetFX: v2.0 Preview 8 by CeeJay.dk=0
#define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.=0
#define USE_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.=0
Hope you enjoy SweetFX and ReShade.=0
API hook: Reshade by Crosire=0
KeyTint=0,0,0,0
This is a preview release meant to allow users to beta test SweetFXs 2.0 new injector called ReShade.=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
More features, bugfixes and performance optimizations will come before release.=0
#define Ascii_background_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.=0
#define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure=0
'-----------------------------------------------------------*/=0
#define Red 8.0 //[1.0 to 15.0]=0
#define SMAA_EDGE_DETECTION 2 //[1|2|3] 1=Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
#define Green 8.0 //[1.0 to 15.0]=0
#define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.=0
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.=0
#define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2=0
#define Ascii_font 2 //[1 or 2] 1=5x5 font, 2 = 3x5 font
#define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)=0
#define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)=0
#define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.=0
#define VignetteSlope 2 //[2 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 Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want to use.=0
#define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.=0
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.=0
KeyUIMask_Top=0,0,0,0
#define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)=0
#define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.=0
KeyNonLocalMeans=0,0,0,0
#define SMAA_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.=0
#define Ascii_font_color float3(255, 255, 255) //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.=0
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)=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 CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.=0
#define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)=0
#define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.=0
#define dither_method 1 //[1 or 2] 1=Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
#define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)=0
#define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.=0
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.=0
#define greenNegativeAmount 0.88 //[0.00 to 1.00]=0
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. (Only partially working right now)=0
#define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges=0
#define Ascii_input_image 1 //[1 or 2] 1=Color buffer, 2 = Depth buffer.
#define fxaa_Subpix 0.055 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.=0
#define Transition_type ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"=0
#define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming=0
#define PixelArtCRT_fixed_resolution float2(320.0,160.0) //=0
#define USE_NOSTALGIA 0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.=0
#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.=0
#define USE_TECHNICOLOR2 0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.=0
KeyDeband=0,0,0,0
#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 CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)=0
#define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.=0
Techniques=Levels,LumaSharpen,Vibrance,LiftGammaGain
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.=0
#define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it=0
#define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)=0
#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0
#define VignetteType 1 //[1|2|3] 1=Original, 2 = New, 3 = TV style
#define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication=0
#define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.=0
#define Ascii_invert_brightness 0 //[0 or 1]=0
#define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.=0
#define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want=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 fxaa_EdgeThreshold 0.443 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD=0
#define USE_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.=0
#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.=0
#define USE_DEPTH 0 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game=0
#define Ascii_font_color_mode 1 //[0 to 2] 0=font_color, 1 = image color, 2 = colorized grayscale
#define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.=0
#define SMAA_THRESHOLD 0.10 //[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.=0
#define PixelArtCRT_resolution_ratio (1.0/4.0) //=0
#define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges=0
#define SMAA_CORNER_ROUNDING 50 //[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.=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 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=0
#define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.=0
#define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer.=0
#define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold.=0
#define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0=Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this.
#define fxaa_EdgeThresholdMin 0.000 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.=0
KeyBorder=0,0,0,0
#define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)=0
#define Explosion_Radius 0.2 //[0.2 to 100.0] Amount of effect you want.=0
KeyColourfulness=0,0,0,0
#define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1=Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (missing blue spectrum)
#define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.=0
#define Chromatic_strength 1.0 //Adjust the strength of the effect.=0
KeyKNearestNeighbors=0,0,0,0
#define CartoonEdgeSlope 1.5 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.=0
'----------------------------------------------------------*/=0
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want=0
#define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0=0
#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0=0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on=0
#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)=0
KeyEmphasize=0,0,0,0
#define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5=0
#define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001=0
#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00=0
#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)=0
#define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01=0
#define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0=soft, -16.0 = medium
#define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0=soft, -4.0 = hard
#define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0=none , 1.0/8.0 = extreme
#define PixelArtCRT_maskDark 0.5 //=0
KeyAdaptiveFog=0,0,0,0
#define PixelArtCRT_maskLight 1.5 //=0
#define PixelArtCRT_shape 3.0 // Falloff shape : 1.0=exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square
#define PixelArtCRT_overdrive 1.25 //=0
#define BloomThreshold 21.28 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.=0
#define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom=0
#define BloomWidth 0.5574 //[0.0000 to 1.0000] Width of the bloom=0
#define Blue 8.0 //[1.0 to 15.0]=0
#define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter=0
#define radius2 1.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter=0
#define sharp_strength 0.70 //[0.10 to 3.00] Strength of the sharpening=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 pattern 1 //[1|2|3|4] Choose a sample pattern. 1=Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
KeyVignette=0,0,0,0
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.=0
#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)=0
#define Levels_black_point 0 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0=0
#define Levels_white_point 240 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0=0
#define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red=Some detail is lost in the highlights, Yellow = All detail is lost in the highlights
#define TechniAmount 0.42 //[0.00 to 1.00]=0
#define TechniPower 4.00 //[0.00 to 8.00]=0
#define blueNegativeAmount 0.91 //[0.00 to 1.00]=0
#define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.=0
#define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.=0
#define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.=0
#define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.=0
#define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.=0
#define DPXSaturation 3.9 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.=0
#define RedC 0.20 //[0.60 to 0.20]=0
#define GreenC 0.36 //[0.60 to 0.20]=0
#define BlueC 0.34 //[0.60 to 0.20]=0
#define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.=0
'------------------------------------------------------------*/=0
#define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)=0
#define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.=0
#define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness=0
#define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you don't wish to change the brightness=0
KeyLevels=0,0,0,0
KeyHighPassSharp=0,0,0,0
#define ColorMatrix_strength 1.0 //Adjust the strength=0
#define RGB_Lift float3(1.720, 1.720, 1.720) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.=0
#define border_width float2(43.6,1) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead=0
#define RGB_Gamma float3(0.450, 0.450, 0.450) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue=0
#define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue=0
#define Gamma 1.000 //[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.=0
#define Saturation 0.130 //[-1.000 to 1.000] Adjust saturation=0
#define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors=0
#define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove=0
#define Vibrance 0.50 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0
#define Vibrance_RGB_balance float3(0.72, 1.57, 1.49) //[-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=0
#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 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=0
#define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image=0
#define FilmGrain_intensity 0.60 //[0.00 to 1.00] How visible the grain is. Higher is more visible.=0
#define FilmGrain_variance 0.47 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.=0
#define FilmGrain_SNR 9 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.=0
#define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)=0
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values=stronger radial effect from center
#define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00=Max Black, 1.00 = Max White.
#define border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.=0
#define border_color float3(180, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.=0
#define splitscreen_mode 2 //[1|2|3|4|5|6] 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, 6 = Curvy vertical 50/50 split
#define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)=0
KeyHDR=0,0,0,0
#define Transition_texture "Winners_Dont_Use_Drugs.png" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/=0
#define Transition_texture_width 720 //Image width.=0
KeyCartoon=0,0,0,0
#define Transition_texture_height 480 //Image height.=0
#define Depth_z_near 0.01000 //[0.00001 to 100000.0] Camera z near=0
#define Depth_z_far 100.00000 //[0.00001 to 100000.0] Camera z far, must be further than the near value.=0
#define custom_strength 1.1 //[0.00 to 1.00] Adjust the strength of the effect=0
KeyAdaptiveSharpen=0,0,0,0
KeyAmbientLight=0,0,0,0
KeyClarity=0,0,0,0
KeyCurves=0,0,0,0
KeyDepthHaze=0,0,0,0
KeyDisplayDepth=0,0,0,0
KeyDPX=0,0,0,0
KeyMode1=0,0,0,0
KeyMode2=0,0,0,0
KeyMode3=0,0,0,0
KeyFXAA=0,0,0,0
KeyHQ4X=0,0,0,0
KeyLumaSharpen=0,0,0,0
KeyReflectiveBumpmapping=0,0,0,0
KeySMAA=0,0,0,0
KeySurfaceBlur=0,0,0,0
KeyTechnicolor2=0,0,0,0
KeyTonemap=0,0,0,0
KeyVibrance=0,0,0,0
KeyFilmGrain=0,0,0,0
KeyMXAO=0,0,0,0
KeyFilmGrain2=0,0,0,0
KeyFilmicPass=0,0,0,0
KeyMartyMcFlyDOF=0,0,0,0
KeyBloomAndLensFlares=0,0,0,0
KeyGaussianBlur=0,0,0,0
KeyCA=0,0,0,0
KeyColorMatrix=0,0,0,0
KeyMagicBloom=0,0,0,0
KeyAdvancedCRT=0,0,0,0
KeyLiftGammaGain=0,0,0,0
KeyLightDoF_AutoFocus=0,0,0,0
KeyLightDoF_Far=0,0,0,0
KeyLightDoF_Near=0,0,0,0
KeyLUT=0,0,0,0
KeyDaltonize=0,0,0,0
KeyMonochrome=0,0,0,0
KeyMotionBlur=0,0,0,0
KeyRingDOF=0,0,0,0
KeyTechnicolor=0,0,0,0
KeyTiltShift=0,0,0,0
KeyGP65CJ042DOF=0,0,0,0
KeyUIMask_Bottom=0,0,0,0
KeyMatsoDOF=0,0,0,0
TechniqueSorting=AdaptiveSharpen,AmbientLight,Clarity,Colourfulness,Curves,KNearestNeighbors,NonLocalMeans,DepthHaze,DisplayDepth,DPX,Emphasize,Mode1,Mode2,Mode3,FXAA,HDR,HighPassSharp,HQ4X,Levels,LumaSharpen,ReflectiveBumpmapping,SMAA,SurfaceBlur,Technicolor2,Tonemap,Vibrance,FilmGrain,FilmGrain2,FilmicPass,MartyMcFlyDOF,BloomAndLensFlares,Border,GaussianBlur,CA,Cartoon,ColorMatrix,MagicBloom,AdvancedCRT,LiftGammaGain,LightDoF_AutoFocus,LightDoF_Far,LightDoF_Near,LUT,Daltonize,Monochrome,MotionBlur,MXAO,Deband,Tint,AdaptiveFog,RingDOF,Technicolor,MagicDOF,TiltShift,GP65CJ042DOF,UIMask_Top,UIMask_Bottom,MatsoDOF,Vignette
[Clarity.fx]
ClarityBlendMode=2.000000
ClarityRadius=3.000000
ClarityOffset=2.000000
ClarityDarkIntensity=0.400000
ClarityBlendIfDark=50.000000
ClarityBlendIfLight=205.000000
ClarityStrength=0.400000
ClarityViewBlendIfMask=0.000000
ClarityLightIntensity=0.000000
ClarityViewMask=0.000000
[Border.fx]
border_width=0.000000,1.000000
border_ratio=2.350000
border_color=0.700000,0.000000,0.000000
[AmbientLight.fx]
alAdaptBaseMult=0.000000
alDebug=0.000000
AL_DirtTex=-1.000000
alInt=0.000000
alThreshold=0.000000
AL_Adaptation=0.000000
AL_Dirt=-1.000000
alAdapt=0.000000
alLensThresh=0.000000
alAdaptBaseBlackLvL=2.000000
AL_Vibrance=-1.000000
AL_Adaptive=0.000000
alDirtInt=0.000000
alLensInt=0.000000
alDirtOVInt=0.000000
AL_Lens=0.000000
[AdaptiveFog.fx]
FogCurve=1.500000
FogColor=0.900000,0.900000,0.900000
MaxFogFactor=0.800000
BloomPower=10.000000
FogStart=0.050000
BloomThreshold=10.250000
BloomWidth=0.200000
[HQ4X.fx]
k=-1.980000
s=0.114000
mx=1.000000
max_w=1.000000
lum_add=1.000000
min_w=1.000000
[AdaptiveSharpen.fx]
D_compr_low=0.253000
L_compr_low=0.169000
curve_height=1.980000
curveslope=0.400000
D_overshoot=0.009000
L_overshoot=0.003000
D_compr_high=0.504000
L_compr_high=0.337000
scale_lim=0.100000
scale_cs=0.056000
pm_p=0.750000
[CRT.fx]
Resolution=1.150000
Curvature=0.000000
Gamma=2.400000
Brightness=0.900000
MonitorGamma=2.200000
ScanlineIntensity=2.000000
CornerSize=0.010000
ScanlineGaussian=1.000000
CurvatureRadius=1.500000
ViewerDistance=2.000000
Angle=0.000000,0.000000
Overscan=1.010000
Oversample=1.000000
[Bloom.fx]
bGodrayEnable=0.000000
iBloomMixmode=2.000000
fBloomSaturation=0.800000
bAnamFlareEnable=0.000000
fBloomThreshold=0.800000
fLensdirtSaturation=2.000000
fBloomAmount=0.800000
fLensdirtIntensity=0.400000
fBloomTint=0.700000,0.800000,1.000000
fFlareLuminance=0.095000
bLensdirtEnable=0.000000
iLensdirtMixmode=1.000000
bLenzEnable=0.000000
fLensdirtTint=1.000000,1.000000,1.000000
fAnamFlareThreshold=0.900000
fAnamFlareWideness=2.400000
fAnamFlareAmount=14.500000
fAnamFlareCurve=1.200000
fAnamFlareColor=0.012000,0.313000,0.588000
fLenzIntensity=1.000000
fLenzThreshold=0.800000
bChapFlareEnable=0.000000
fChapFlareTreshold=0.900000
iChapFlareCount=15.000000
fChapFlareDispersal=0.250000
fFlareIntensity=2.070000
fChapFlareSize=0.450000
fChapFlareCA=0.000000,0.010000,0.020000
fChapFlareIntensity=100.000000
fGodrayDecay=0.990000
fGodrayExposure=1.000000
fGodrayWeight=1.250000
fGodrayDensity=1.000000
fGodrayThreshold=0.900000
iGodraySamples=128.000000
fFlareBlur=200.000000
fFlareTint=0.137000,0.216000,1.000000
[Sepia.fx]
Tint=0.550000,0.430000,0.420000
Strength=0.580000
[Cartoon.fx]
Power=1.500000
EdgeSlope=1.500000
[CA.fx]
Shift=2.500000,-0.500000
Strength=0.500000
[ColorMatrix.fx]
ColorMatrix_Red=0.817000,0.183000,0.000000
ColorMatrix_Green=0.333000,0.667000,0.000000
ColorMatrix_Blue=0.000000,0.125000,0.875000
Strength=1.000000
[Colourfulness.fx]
lim_luma=0.570000
colourfulness=0.180000
[SurfaceBlur.fx]
BlurRadius=4.000000
BlurOffset=0.000000
BlurEdge=10.000000
BlurStrength=1.000000
[Curves.fx]
Mode=0.000000
Formula=4.000000
Contrast=0.220000
[UIMask.fx]
fMask_Intensity=1.000000
bDisplayMask=0.000000
[Daltonize.fx]
Type=0.000000
[Deband.fx]
Threshold=0.004000
Range=16.000000
Iterations=1.000000
Grain=0.006000
[Denoise.fx]
LerpCoefficeint=0.800000
NoiseLevel=0.150000
WeightThreshold=0.030000
CounterThreshold=0.050000
GaussianSigma=50.000000
[DepthHaze.fx]
FogStart=0.200000
EffectStrength=0.900000
FogColor=0.800000,0.800000,0.800000
FogFactor=0.200000
[DOF.fx]
DOF_FARBLURCURVE=2.000000
fADOF_ShapeCurvatureAmount=0.300000
DOF_AUTOFOCUS=1.000000
DOF_MOUSEDRIVEN_AF=0.000000
fGPDOFChromaAmount=0.150000
DOF_INFINITEFOCUS=1.000000
fGPDOFBiasCurve=2.000000
DOF_FOCUSPOINT=0.500000,0.500000
bADOF_ShapeApertureEnable=0.000000
DOF_FOCUSSAMPLES=6.000000
DOF_MANUALFOCUSDEPTH=0.020000
DOF_NEARBLURCURVE=1.600000
fGPDOFBrightnessMultiplier=2.000000
bGPDOFPolygonalBokeh=1.000000
fRingDOFFringe=0.500000
DOF_FOCUSRADIUS=0.050000
DOF_BLURRADIUS=15.000000
fADOF_BokehCurve=4.000000
iRingDOFSamples=6.000000
iRingDOFRings=4.000000
fGPDOFBrightnessThreshold=0.500000
fRingDOFThreshold=0.700000
bADOF_ShapeCurvatureEnable=0.000000
fRingDOFGain=27.000000
fRingDOFBias=0.000000
bADOF_ImageChromaEnable=0.000000
iMagicDOFBlurQuality=8.000000
fMagicDOFColorCurve=4.000000
iGPDOFQuality=6.000000
fADOF_ShapeChromaAmount=0.125000
fADOF_ShapeRotation=0.000000
iGPDOFPolygonCount=5.000000
fGPDOFBias=10.000000
fADOF_SmootheningAmount=1.000000
bMatsoDOFChromaEnable=1.000000
fMatsoDOFChromaPow=1.400000
fMatsoDOFBokehCurve=8.000000
iADOF_ShapeQuality=17.000000
iMatsoDOFBokehQuality=2.000000
fMatsoDOFBokehAngle=0.000000
bADOF_RotAnimationEnable=0.000000
fADOF_RotAnimationSpeed=2.000000
fADOF_ShapeWeightAmount=1.000000
fADOF_ShapeApertureAmount=0.010000
bADOF_ShapeAnamorphEnable=0.000000
fADOF_ShapeAnamorphRatio=0.200000
bADOF_ShapeDistortEnable=0.000000
bADOF_ShapeChromaEnable=0.000000
fADOF_ShapeWeightCurve=4.000000
fADOF_ShapeDistortAmount=0.200000
bADOF_ShapeDiffusionEnable=0.000000
fADOF_ShapeDiffusionAmount=0.100000
bADOF_ShapeWeightEnable=0.000000
iADOF_ImageChromaHues=5.000000
iADOF_ShapeChromaMode=3.000000
fADOF_ImageChromaCurve=1.000000
fADOF_ImageChromaAmount=3.000000
[Vignette.fx]
Type=0.000000
Center=0.500000,0.500000
Ratio=1.761000
Radius=3.000000
Amount=-1.000000
Slope=2.000000
[DPX.fx]
Strength=0.200000
RGB_Curve=8.000000,8.000000,8.000000
RGB_C=0.360000,0.360000,0.340000
Contrast=0.100000
Saturation=3.000000
Colorfulness=2.500000
[Emphasize.fx]
ManualFocusDepth=0.026000
FocusRangeDepth=0.010000
EffectFactor=0.900000
BlendColor=0.000000,0.000000,0.000000
FocusEdgeDepth=0.050000
BlendFactor=0.000000
[FilmGrain.fx]
Intensity=0.500000
Variance=0.400000
Mean=0.500000
SignalToNoiseRatio=6.000000
[FilmGrain2.fx]
grainamount=0.050000
coloramount=0.600000
lumamount=1.000000
grainsize=1.600000
[FilmicPass.fx]
Linearization=0.500000
Strength=0.850000
Contrast=1.000000
Fade=0.400000
Bleach=0.000000
Saturation=-0.150000
GreenCurve=1.000000
RedCurve=1.000000
BlueCurve=1.000000
BaseCurve=1.500000
BaseGamma=1.000000
EffectGamma=0.650000
EffectGammaR=1.000000
EffectGammaG=1.000000
EffectGammaB=1.000000
LumCoeff=0.212656,0.715158,0.072186
[SMAA.fx]
EdgeDetectionType=0.000000
EdgeDetectionThreshold=0.050000
MaxSearchSteps=78.000000
MaxSearchStepsDiagonal=16.000000
CornerRounding=14.000000
DebugOutput=0.000000
[MagicBloom.fx]
f2Adapt_Clip=0.000000,1.000000
fBloom_Intensity=0.500000
fBloom_Threshold=2.000000
fDirt_Intensity=0.000000
fExposure=0.500000
fAdapt_Sensitivity=1.000000
fAdapt_Speed=0.025000
iDebug=0.000000
iAdapt_Precision=1076677888.000000
[FineSharp.fx]
cstr=0.900000
sstr=2.000000
pstr=1.272000
xstr=0.190000
lstr=1.490000
xrep=0.250000
[FXAA.fx]
Subpix=0.980000
EdgeThreshold=1.000000
EdgeThresholdMin=1.000000
[GaussianBlur.fx]
GaussianBlurRadius=1.000000
GaussianBlurOffset=1.000000
GaussianBlurStrength=0.300000
[HDR.fx]
HDRPower=0.820000
radius1=1.000000
radius2=0.900000
[HighPassSharpen.fx]
HighPassSharpRadius=3.000000
HighPassViewBlendIfMask=0.000000
HighPassSharpOffset=0.320000
HighPassBlendMode=5.000000
HighPassBlendIfLight=255.000000
HighPassBlendIfDark=38.000000
HighPassLightIntensity=0.000000
HighPassDarkIntensity=5.000000
HighPassSharpStrength=1.000000
HighPassViewSharpMask=0.000000
[LUT.fx]
fLUT_AmountChroma=1.000000
fLUT_AmountLuma=1.000000
[Levels.fx]
BlackPoint=0.000000
WhitePoint=242.000000
HighlightClipping=0.000000
[TiltShift.fx]
BlurMultiplier=10.000000
Line=0.000000
Axis=0.000000
Offset=0.000000
BlurCurve=1.000000
[LiftGammaGain.fx]
RGB_Lift=1.550000,1.550000,1.550000
RGB_Gamma=0.510000,0.510000,0.510000
RGB_Gain=1.000000,1.000000,1.000000
[MXAO.fx]
bMXAOSmoothNormalsEnable=0.000000
fMXAOAmbientOcclusionAmount=2.000000
fMXAONormalBias=0.200000
fMXAOFadeoutStart=0.200000
iMXAOBayerDitherLevel=3.000000
fMXAOIndirectLightingAmount=4.000000
iMXAOSampleCount=24.000000
fMXAOIndirectLightingSaturation=1.000000
fMXAOSampleRadius=2.500000
fMXAOBlurSharpness=2.000000
fMXAOBlurSteps=2.000000
bMXAODebugViewEnable=0.000000
fMXAOFadeoutEnd=0.400000
[LightDoF.fx]
fLightDoF_Width=5.000000
f2LightDoF_CA=0.000000,1.000000
f2Bokeh_AutoFocusCenter=0.500000,0.500000
fLightDoF_Amount=10.000000
bLightDoF_UseCA=0.000000
bLightDoF_AutoFocus=1.000000
fLightDoF_ManualFocus=0.000000
bLightDoF_UseMouseFocus=0.000000
fLightDoF_AutoFocusSpeed=0.100000
[LumaSharpen.fx]
pattern=0.000000
sharp_strength=3.000000
sharp_clamp=0.110000
offset_bias=0.840000
show_sharpen=0.000000
[Monochrome.fx]
Coefficients=0.210000,0.720000,0.070000
ColorSaturation=0.000000
[MotionBlur.fx]
mbRecall=0.400000
mbSoftness=1.000000
[RBM.fx]
iRBM_SampleCount=32.000000
fRBM_LowerThreshold=0.100000
fRBM_BlurWidthPixels=100.000000
fRBM_ColorMask_Orange=1.000000
fRBM_ReliefHeight=0.300000
fRBM_FresnelMult=0.500000
fRBM_FresnelReflectance=0.300000
fRBM_UpperThreshold=0.200000
fRBM_ColorMask_Red=1.000000
fRBM_ColorMask_Yellow=1.000000
fRBM_ColorMask_Green=1.000000
fRBM_ColorMask_Cyan=1.000000
fRBM_ColorMask_Blue=1.000000
fRBM_ColorMask_Magenta=1.000000
[Technicolor2.fx]
Saturation=0.975000
ColorStrength=0.200000,0.200000,0.200000
Brightness=0.510000
Strength=1.000000
[Technicolor.fx]
Power=4.000000
RGBNegativeAmount=0.880000,0.880000,0.880000
Strength=0.400000
[Tonemap.fx]
Defog=0.006000
Bleach=0.020000
Gamma=0.800000
Exposure=-0.280000
Saturation=0.460000
FogColor=0.000000,0.000000,1.000000
[Vibrance.fx]
Vibrance=0.080000
VibranceRGBBalance=8.000000,8.000000,8.000000
В пабге и так глаза вытекают от контраста так, что в темноте ничего не видно, а на солнышке слепнешь от яркости. Эта игра не про красоту, а про геймплей. Когда нет такого сильного контраста проще ориентироваться в игре. А через что еще можно высветлить темные участки кроме LiftGammaGane? Предложения принимаются.
Первый раз вижу, чтобы человек добровольно сделал деконтраст картинки и навернул себе мыльца на экран и сделал это через LiftGammaGrain. У людей играющих в пубг в 4к свои причуды...