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////----------//

///**GLOBAL**///
//----------////
//-Global Defines-//
//>SweetFX Suite General Settings<\\
//-Commentary:The SweetFX Suite contains various color correction and other neat
shader.\nBeginning from Levels, all following shader are grouped to together un
der the SharedShader set.
#define SharedShader_ToggleKey RFX_ToggleKey //[undef] //- Toggle key for all sh
ared shaders. Shared shaders are Bloom, Border,
////---------//
///**ASCII**///
//---------////
#define USE_ASCII 0 //[Ascii] //-Ascii : Converts the image to Ascii-art.
//>Ascii settings<\\
#define Ascii_input_image 1 //[1:2] //-1 = Color buffer, 2 = Depth buffer.
#define Ascii_spacing 1 //[0:9] //-Determines the spacing between characters. I
feel 1 to 3 looks best.
#define Ascii_font 2 //[1:2] //-1 = 5x5 font, 2 = 3x5 font
#define Ascii_font_color float3(255,255,255) //[0:255] //-What color the font sh
ould be. In integer RGB colors. X = Red, Y = Green, Z = Blue
#define Ascii_background_color float3(0,0,0) //[0:255] //-What color the backgro
und should be. In integer RGB colors. X = Red, Y = Green, Z = Blue
#define Ascii_font_color_mode 1 //[0:2] //-0 = font_color, 1 = image color, 2 =
colorized grayscale
#define Ascii_ToggleKey RFX_ToggleKey //[undef] //-Key used to toggle the effect
on and off. Go to ReShade/Common/KeyCodes.h for additional key codes.
////--------------//
///**Transition**///
//--------------////
#define USE_Transition 0 //[Transition] //-Transition : Shows transitions to the
regularly scheduled programming
//>Transition Settings<\\
#define Transition_time 5000 //[1:60000] //-No description given
#define Transition_texture "Curtain.jpg" //[undef] //-Filename for the texture t
o use. Put your custom textures in SweetFX/Textures/
#define Transition_texture_width 720 //[undef] //-Image width.
#define Transition_texture_height 480 //[undef] //-Image height.
#define Transition_type CurtainOpen //[undef] //-Can be "FadeIn", "FadeOut", "Cu
rtainOpen", "CurtainClose" or "ImageFadeOut"
#define Transition_ToggleKey RFX_ToggleKey //[undef] //////--------//
///**SMAA**///
//--------////
#define USE_SMAA 0 //[SMAAWrap] //-SMAA Anti-aliasing : Smoothens jagged lines u
sing the SMAA technique.
//>SMAA Anti-aliasing settings<\\
#define SMAA_THRESHOLD 0.10 //[0.05:0.20] //-Edge detection threshold. If SMAA m
isses 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 sea

rch for aliased edges


#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0:16] //-Determines the radius SMAA wil
l search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 //[0:100] //-Determines the percent of antialiasi
ng to apply to corners. 0 seems to affect fine text the least so it's the defaul
t.
#define SMAA_ToggleKey RFX_ToggleKey //[undef] ////>Advanced SMAA settings<\\
#define SMAA_EDGE_DETECTION 1 //[1|2|3] //-1
ge detection, 3 = Depth edge detection
#define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0:1]
rsion doesn't matter) if so this needs to be
his only if you use a Geforce 7xxx series or
s or older card.

= Luma edge detection, 2 = Color ed


//-Using DX9 HARDWARE? (software ve
1 - If not, leave it at 0. Enable t
older card, or a Radeon X1xxx serie

//>SMAA Predication settings<\\


#define SMAA_PREDICATION 0 //[0:1] //-Enables predication which uses BOTH the co
lor and the depth texture for edge detection to more accurately detect edges.
#define SMAA_PREDICATION_THRESHOLD 0.001 //[undef] //-Threshold to be used in th
e depth buffer.
#define SMAA_PREDICATION_SCALE 2.0 //[undef] //-How much to scale the global thr
eshold 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
////--------//
///**FXAA**///
//--------////
#define USE_FXAA 0 //[FXAAWrap] //-FXAA Anti-aliasing : Smoothens jagged lines u
sing the FXAA technique.
//>FXAA Anti-aliasing settings<\\
#define FXAA_QUALITY__PRESET 9 //[1:9] //-Choose the quality preset. 9 is the hi
ghest quality.
#define fxaa_Subpix 0.000 //[0.000:1.000] //-Choose the amount of sub-pixel alia
sing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.166 //[0.000:1.000] //-Edge detection threshold. Th
e minimum amount of local contrast required to apply algorithm. Similar to SMAA_
THRESHOLD
#define fxaa_EdgeThresholdMin 0.000 //[0.000:1.000] //-Darkness threshold. Pixel
s darker than this are not processed in order to increase performance.
#define FXAA_ToggleKey RFX_ToggleKey //[undef] //////-------------//
///**EXPLOSION**///
//-------------////
#define USE_EXPLOSION 0 //[Explosion] //-Explosion : Scatters the pixels, making
the image look fuzzy.
//>Explosion settings<\\
#define Explosion_Radius 2.0 //[0.2:100.0] //-Amount of effect you want.
#define Explosion_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the
shader until time (in ms) runs out. "0" deactivates the timeout feature.
#define Explosion_ToggleKey RFX_ToggleKey //[undef] //-

////------//
///**CA**///
//------////
#define USE_CA 0 //[CA] //-Chromatic Aberration : Mimics the look of a cheap cam
era lens, by distorting the colors.
//>Chromatic Aberration settings<\\
#define Chromatic_shift float2(2.5,-0.5) //[-100.0:100.0] //-Distance (X,Y) in p
ixels to shift the color components. For a slightly blurred look try fractional
values (.5) between two pixels.
#define Chromatic_strength 0.5 //[0.0:1.0] //-Adjust the strength of the effect.
#define CA_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader
until time (in ms) runs out. "0" deactivates the timeout feature.
#define CA_ToggleKey RFX_ToggleKey //[undef] //////-----------//
///**CARTOON**///
//-----------////
#define USE_CARTOON 0 //[Cartoon] //-Cartoon : "Toon"s the image.
//>Cartoon settings<\\
#define CartoonPower 1.5 //[0.1:10.0] //-Amount of effect you want.
#define CartoonEdgeSlope 1.5 //[0.1:8.0] //-Raise this to filter out fainter edg
es. You might need to increase the power to compensate. Whole numbers are faster
.
#define Cartoon_ToggleKey RFX_ToggleKey //[undef] //////----------------//
///**ADVANCED_CRT**///
//----------------////
#define USE_ADVANCED_CRT 0 //[AdvancedCRT] //-Advanced CRT : Simulates an old CR
T TV display. (has a very high performance cost)
//>Advanced CRT settings<\\
#define CRTAmount 0.06 //[0.00:1.00] //-Amount of CRT effect you want
#define CRTResolution 1.15 //[1.00:8.00] //-Input size coefficent (low values gi
ves the "low-res retro look"). Default is 1.2
#define CRTgamma 2.4 //[0.0:4.0] //-Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.2 //[0.0:4.0] //-Gamma of display monitor (typically 2
.2 is correct)
#define CRTBrightness 0.9 //[0.0:3.0] //-Used to boost brightness a little. Defa
ult is 1.0
#define CRTScanlineIntensity 2.0 //[2.0:4.0] //-Scanlines intensity (use integer
values preferably). Default is 2.0
#define CRTScanlineGaussian 1 //[0:1] //-Use the "new nongaussian scanlines bloo
m effect". Default is on
#define CRTCurvature 0 //[0:1] //-"Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 1.5 //[0.0:2.0] //-Curvature Radius (only effective w
hen Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 //[0.0000:0.0200] //-Higher values, more rounded co
rner. Default is 0.001
//>Advanced CRT settings<\\
#define CRTDistance 2.00 //[0.00:4.00] //-Simulated distance from viewer to moni
tor. Default is 2.00
#define CRTAngleX 0.00 //[-0.20:0.20] //-Tilt angle in radians (X coordinates)

#define CRTAngleY 0.00 //[-0.20:0.20] //-Tilt angle in radians (Y coordinates).


(Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.01 //[1.00:1.10] //-Overscan (e.g. 1.02 for 2% overscan).
Default is 1.01
#define CRTOversample 1 //[0:1] //-Enable 3x oversampling of the beam profile (w
arning : performance hit)
#define AdvancedCRT_ToggleKey RFX_ToggleKey //[undef] //////----------------//
///**PIXELART_CRT**///
//----------------////
#define USE_PIXELART_CRT 0 //[PixelartCRT] //-PixelArt CRT : Scanlines for pixel
art (high performance cost)
//>Emulated input resolution<\\
#define PixelArtCRT_resolution_mode 1 //[1:2] //-1 = Ratio, 2 = Fixed resolution
#define PixelArtCRT_resolution_ratio (1.0/4.0) //[undef] //#define PixelArtCRT_fixed_resolution float2(320.0,160.0) //[undef] ////>Hardness<\\
#define PixelArtCRT_hardScan -24.0 //[-24.0:0.0] //-Hardness of scanline : -8.0
= soft, -16.0 = medium
#define PixelArtCRT_hardPix -24.0 //[undef] //-Hardness of pixels in scanline :
-2.0 = soft, -4.0 = hard
//>Display warp<\\
#define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) //[undef] //-Display warp : 0
.0 = none , 1.0/8.0 = extreme
//>Type of shadow mask<\\
#define PixelArtCRT_ShadowMask 3 //[1:4] //-Type of shadow mask : 1 = Very compr
essed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow
mask, 4 = VGA style shadow mask
//>Amount of shadow mask<\\
#define PixelArtCRT_maskDark 0.5 //[0.0:2.0] //#define PixelArtCRT_maskLight 1.5 //[0.0:2.0] ////>Falloff shape<\\
#define PixelArtCRT_shape 3.0 //[undef] //-Falloff shape : 1.0 = exp(x), 1.25 =
in between, 2.0 = gaussian, 3.0 = more square
//>Amp signal<\\
#define PixelArtCRT_overdrive 1.25 //[0.00:3.00] ////>Toggle Key<\\
#define PixelArt_ToggleKey RFX_ToggleKey //[undef] //////---------//
///**BLOOM**///
//---------////
#define USE_BLOOM 0 //[Bloom] //-Bloom : Makes bright lights bleed their light i
nto their surroundings (relatively high performance cost)
//>Bloom settings<\\
#define BloomThreshold 20.25 //[0.00:50.00] //-Threshold for what is a bright li
ght (that causes bloom) and what isn't.
#define BloomPower 1.446 //[0.000:8.000] //-Strength of the bloom

#define BloomWidth 0.0142 //[0.0000:1.0000] //-Width of the bloom


#define Bloom_ToggleKey RFX_ToggleKey //[undef] //////-------//
///**HDR**///
//-------////
#define USE_HDR 0 //[HDR] //-HDR : Not actual HDR - It just tries to mimic an HD
R look (relatively high performance cost)
//>HDR settings<\\
#define HDRPower 1.30 //[0.00:8.00] //-Strangely lowering this makes the image b
righter
#define radius2 0.87 //[0.00:8.00] //-Raising this seems to make the effect stro
nger and also brighter
#define HDR_ToggleKey RFX_ToggleKey //[undef] //////---------------//
///**LUMASHARPEN**///
//---------------////
#define USE_LUMASHARPEN 1 //[LumaSharpen] //-LumaSharpen : Sharpens the image.
//>LumaSharpen settings<\\
#define sharp_strength 0.50 //[0.10:3.00] //-Strength of the sharpening
#define sharp_clamp 0.050 //[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 2.0 //[0.0:6.0] //-Offset bias adjusts the radius of the sam
pling pattern. I designed the pattern for offset_bias 1.0, but feel free to expe
riment.
//>Debug sharpening settings<\\
#define show_sharpen 0 //[0:1] //-Visualize the strength of the sharpen (multipl
ied by 4 to see it better)
#define LumaSharpen_ToggleKey RFX_ToggleKey //[undef] //////-------------------//
///**LENS_DISTORTION**///
//-------------------////
#define USE_LENS_DISTORTION 0 //[LensDistortion] //-Cubic Lens Distortion : Dist
orts the lens cubicly.
////-------------//
///**NOSTALGIA**///
//-------------////
#define USE_NOSTALGIA 0 //[Shared] //-Nostalgia : Remember when you played that
game you always played on that first system of yours? You don't? Well here is a
reminder.
////----------//
///**LEVELS**///
//----------////
#define USE_LEVELS 0 //[Shared] //-Levels : Sets a new black and white point. Th

is increases contrast but causes clipping. Use Curves instead if you want to avo
id that.
//>Levels settings<\\
#define Levels_black_point 8 //[0:255] //-The black point is the new black - lit
erally. Everything darker than this will become completely black. Default is 16.
0
#define Levels_white_point 200 //[0:255] //-The new white point. Everything brig
hter than this becomes completely white. Default is 235.0
//>Debug settings<\\
#define Levels_highlight_clipping 0 //[0:1] //-Colors between the two points wil
l stretched, which increases contrast, but details above and below the points ar
e lost (this is called clipping). Highlight the pixels that clip. Red = Some det
ail is lost in the highlights, Yellow = All detail is lost in the highlights, Bl
ue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadow
s.
////---------------//
///**TECHNICOLOR**///
//---------------////
#define USE_TECHNICOLOR 0 //[Shared] //-TECHNICOLOR : Attempts to mimic the look
of an old movie using the Technicolor three-strip color process (Techicolor Pro
cess 4) 1
//>TECHNICOLOR settings<\\
#define TechniAmount 0.40 //[0.00:1.00] //#define TechniPower 4.00 //[0.00:8.00] //#define redNegativeAmount 0.88 //[0.00:1.00] //#define greenNegativeAmount 0.88 //[0.00:1.00] //#define blueNegativeAmount 0.88 //[0.00:1.00] //////----------------//
///**TECHNICOLOR2**///
//----------------////
#define USE_TECHNICOLOR2 0 //[Shared] //-TECHNICOLOR 2 : Yet another Technicolor
effect - not sure if this stays or not. Let me know if you like it.
//>TECHNICOLOR 2 settings<\\
#define Technicolor2_Red_Strength 0.20 //[0.05:1.0] //-Color Strength of Red cha
nnel. Higher means darker and more intense colors.
#define Technicolor2_Green_Strength 0.20 //[0.05:1.0] //-Color Strength of Green
channel. Higher means darker and more intense colors.
#define Technicolor2_Blue_Strength 0.20 //[0.05:1.0] //-Color Strength of Blue c
hannel. Higher means darker and more intense colors.
#define Technicolor2_Brightness 1.0 //[0.5:1.5] //-Brightness Adjustment, higher
means brighter image.
#define Technicolor2_Strength 1.0 //[0.0:1.0] //-Strength of Technicolor effect.
0.0 means original image.
#define Technicolor2_Saturation 0.7 //[0.0:1.5] //-Additional saturation control
since technicolor tends to oversaturate the image.
////-------//
///**DPX**///
//-------////
#define USE_DPX 0 //[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.
//>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.
////--------------//
///**MONOCHROME**///
//--------------////
#define USE_MONOCHROME 0 //[Shared] //-Monochrome : Monochrome makes the colors
disappear.
//>Monochrome settings<\\
#define Monochrome_conversion_values float3(0.21,0.72,0.07) //[0.00:1.00] //-No
description given
////---------------//
///**COLORMATRIX**///
//---------------////
#define USE_COLORMATRIX 0 //[Shared] //-Color Matrix : Allows color modification
using a user-defined color matrix.
//>Color Matrix settings<\\
#define ColorMatrix_Red float3(0.817,0.183,0.000) //[0.00:1.00] //-How much of R
ed, Green and Blue the new red value should contain - Should sum to 1.000 if y
ou don't wish to change the brightness
#define ColorMatrix_Green float3(0.667,0.000,0.000) //[0.00:1.00] //-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
#define ColorMatrix_Blue float3(0.875,1.00,1.00) //[0.00:1.00] //-How much of Re
d, Green and Blue the new blue value should contain - Should sum to 1.000 if yo
u don't wish to change the brightness
#define ColorMatrix_strength 1.0 //[0.0:2.0] //-Adjust the strength
////-----------------//
///**LIFTGAMMAGAIN**///
//-----------------////
#define USE_LIFTGAMMAGAIN 0 //[Shared] //-Lift Gamma Gain : Adjust brightness an
d color of shadows, midtones and highlights.
//>Lift Gamma Gain settings<\\
#define RGB_Lift float3(1.000,1.000,1.000) //[0.000:2.000] //-Adjust shadows for
Red, Green and Blue. Note that a value of 1.000 is a neutral setting that leave
the color unchanged. X = Red, Y = Green, Z = Blue
#define RGB_Gamma float3(0.875,0.875,0.875) //[0.000:2.000] //-Adjust midtones f
or Red, Green and Blue. Note that a value of 1.000 is a neutral setting that lea
ve the color unchanged. X = Red, Y = Green, Z = Blue
#define RGB_Gain float3(1.000,1.000,1.000) //[0.000:2.000] //-Adjust highlights

for Red, Green and Blue. Note that a value of 1.000 is a neutral setting that le
ave the color unchanged. X = Red, Y = Green, Z = Blue
////-----------//
///**TONEMAP**///
//-----------////
#define USE_TONEMAP 0 //[Shared] //-Tonemap : Adjust gamma, exposure, saturation
, bleach and defog. (may cause clipping)
//>Tonemap settings<\\
#define Gamma 1.000 //[0.000:2.000] //-Adjust midtones. 1.000 is neutral. This s
etting does exactly the same as the one in Lift Gamma Gain, only with less contr
ol.
#define Exposure 0.000 //[-1.000:1.000] //-Adjust exposure
#define Saturation 0.000 //[-1.000:1.000] //-Adjust saturation
#define Bleach 0.000 //[0.000:1.000] //-Brightens the shadows and fades the colo
rs
#define Defog 0.000 //[0.000:1.000] //-How much of the color tint to remove
#define FogColor float3(0.00,0.00,2.55) //[0.00:2.55] //-What color to remove default is blue
////------------//
///**VIBRANCE**///
//------------////
#define USE_VIBRANCE 0 //[Shared] //-Vibrance : Intelligently saturates (or desa
turates if you use negative values) the pixels depending on their original satur
ation.
//>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 ch
annel multiplier to the Vibrance strength so you can give more boost to certain
colors over others. X = Red, Y = Green, Z = Blue
////----------//
///**CURVES**///
//----------////
#define USE_CURVES 0 //[Shared] //-Curves : Contrast adjustments using S-curves.
//>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 0.65 //[-1.00:1.00] //-The amount of contrast you want
//>Advanced curve settings<\\
#define Curves_formula 5 //[1|2|3|4|5|6|7|8|9|10|11] //-The contrast s-curve you
want to use. 1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simp
lified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep, 7 = Abs add, 8 = Techico
lor Cinestyle, 9 = Parabola, 10 = Half-circles. 11 = Polynomial split. Note that
Technicolor Cinestyle is practically identical to Sine, but runs slower. In fac
t 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 high
light and shadows) and it's the fastest formula.
////---------//

///**SEPIA**///
//---------////
#define USE_SEPIA 0 //[Shared] //-Sepia : Sepia tones the image.
//>Sepia settings<\\
#define ColorTone float3(1.40,1.10,0.90) //[0.00:2.55] //-What color to tint the
image.
#define GreyPower 0.11 //[0.00:1.00] //-How much desaturate the image before tin
ting it.
#define SepiaPower 0.58 //[0.00:1.00] //-How much to tint the image.
////--------------//
///**FILMICPASS**///
//--------------////
#define USE_FILMICPASS 0 //[Shared] //-Filmic Pass: Applies some common color ad
justments to mimic a more cinema-like look.
//>FilmicPass settings<\\
#define Strenght 0.85 //[0.05:1.50] //-Strength of the color curve altering
#define BaseGamma 1.0 //[0.7:2.0] //-Gamma Curve
#define Fade 0.4 //[0.0:0.6] //-Decreases contrast to imitate faded image
#define Contrast 1.0 //[0.5:2.0] //-Contrast.
#define FBleach 0.00 //[-0.50:1.00] //-More bleach means more contrasted and les
s colorful image
#define FSaturation -0.15 //[undef] //#define FRedCurve 1.0 //[undef] //#define FGreenCurve 1.0 //[undef] //#define FBlueCurve 1.0 //[undef] //#define BaseCurve 1.5 //[undef] ////>FilmicPass settings<\\
#define Linearization 0.50 //[0.50:2.00] //-No description given
#define EffectGammaR 1.0 //[undef] //#define EffectGammaG 1.0 //[undef] //#define EffectGammaB 1.0 //[undef] //#define EffectGamma 0.65 //[undef] //#define LumCoeff float3(0.212656,0.715158,0.072186) //[undef] //////------------------//
///**REINHARDLINEAR**///
//------------------////
#define USE_REINHARDLINEAR 0 //[Shared] //-Reinhard: Reinhard mixed with some li
near tonemapping.
//>ReinhardLinear settings<\\
#define ReinhardLinearSlope 2.25 //[1.00:5.00] //-how steep the color curve is a
t linear point. You need color curve understanding to know what this means, just
experiment.
#define ReinhardLinearWhitepoint 3.0 //[undef] //#define ReinhardLinearPoint 0.15 //[undef] //////-------------//
///**FILMGRAIN**///
//-------------////
#define USE_FILMGRAIN 0 //[Shared] //-Film Grain : Adds film grain to the image.
A side effect of the Film Grain effect is that it also dithers the screen. You
don't need both the Film Grain and the Dither effect enabled at the same time.

//>Film Grain settings<\\


#define FilmGrain_intensity 0.50 //[0.00:1.00] //-How visible the grain is. High
er is more visible.
#define FilmGrain_variance 0.40 //[0.00:1.00] //-Controls the variance of the ga
ussian noise. Lower values look smoother.
#define FilmGrain_SNR 6 //[0:16] //-Higher Signal-to-Noise Ratio values give les
s grain to brighter pixels. 0 disables this feature.
//>Advanced Film Grain settings<\\
#define FilmGrain_mean 0.50 //[0.00:1.00] //-The average mean of the gaussian no
ise. Probably best kept at the middle value (0.50)
////------------//
///**VIGNETTE**///
//------------////
#define USE_VIGNETTE 0 //[Shared] //-Vignette : Darkens the edges of the image t
o make it look more like it was shot with a camera lens. May cause banding artif
acts.
//>Vignette settings<\\
#define VignetteType 1 //[1|2|3] //-1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 //[0.15:6.00] //-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.
#define VignetteRadius 2.00 //[-1.00:3.00] //-lower values = stronger radial eff
ect from center
#define VignetteAmount -1.00 //[-2.00:1.00] //-Strength of black. -2.00 = Max Bl
ack, 1.00 = Max White.
#define VignetteSlope 2 //[2:16] //-How far away from the center the change shou
ld start to really grow strong (odd numbers cause a larger fps drop than even nu
mbers)
#define VignetteCenter float2(0.500,0.500) //[0.000:1.000] //-Center of effect f
or VignetteType 1. 2 and 3 do not obey this setting.
////----------//
///**DITHER**///
//----------////
#define USE_DITHER 0 //[Shared] //-Dither : Applies dithering to simulate more c
olors than your monitor can display. This lessens banding artifacts (mostly caus
ed by Vignette). Note that the patterns used by Dither, makes an image harder to
compress. This can make your screenshots and video recordings take up more spac
e.
//>Dither settings<\\
#define dither_method 1 //[1:2] //-1 = Ordered dithering (very good and very fas
t), 2 = Random dithering (different but slightly slower dithering)
////----------//
///**BORDER**///
//----------////
#define USE_BORDER 1 //[Shared] //-Border : Can be used to create letterbox bord
ers around the image.
//>Border settings<\\
#define border_width float2(0,60) //[0:2048] //-(X,Y)-width of the border. Measu
red in pixels. If this is set to 0,0 then the border_ratio will be used instead
#define border_color float3(0,0,0) //[0:255] //-What color the border should be.

In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
#define border_ratio float(2.35/1.0) //[undef] //-[0.1000 to 10.0000] Set the de
sired ratio for the visible area. You MUST use floating point - Integers do not
work right. Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples
that does NOT work right: (1680 / 1050), (16 / 10)
////---------------//
///**SPLITSCREEN**///
//---------------////
#define USE_SPLITSCREEN 0 //[Shared] //-Splitscreen : Enables the before-and-aft
er splitscreen comparison mode. (Only partially working right now)
//>Splitscreen settings<\\
#define splitscreen_mode 1 //[1|2|3|4|5|6] //-1 = Vertical 50/50 split, 2 = Vert
ical 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

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