SweetFX Settings DB
Latest forum threads
1 hour, 36 minutes ago
by sk2
1 hour, 42 minutes ago
1 hour, 49 minutes ago
1 hour, 51 minutes ago
by markio

ENRICHED Hollow 1.0 (GeDoSaTo Patch)

Preset for Dark Souls 2
Created by strelokgunslinger
Added April 28, 2014
Shader used: SweetFX 1.5
Preset description:
>>>>>>>>>>>>>>>> GeDoSaTo Patch Required: <<<<<<<<<<<<<<<< http://blog.metaclassofnil.com/?p=510   I recommend this preset to users who know how to set it up.   Insert the settings text into the "post.fx", under \assets\ directory   Get the free fly camera controls from here: http://174.142.61.111/forum/viewtopic.php?p=5529978&highlight=&sid=1f60dd784d161158b08151edeb307f82
Download preset Show / Hide settings
// Post processing effect file // most shader code taken from SweetFX 1.5 // -------------------- Settings ----------------------------------------------- // Set to 1 for ON or 0 for OFF #define USE_BLOOM 1 // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 1 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 // [0 or 1] LumaSharpen #define USE_VIBRANCE 1 // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. // Bloom settings #define BloomThreshold 15 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.600 // [0.00 to 8.00] Strength of the bloom #define BloomWidth 0.035 // [0.00 to 1.00] Width of the bloom // HDR settings #define HDRPower 1.20 // [0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.835 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter // LumaSharpen settings #define sharp_strength 1.3 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.012 // [0.00 to 1.00] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 #define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. // Vibrance settings #define Vibrance 0.11 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define Vibrance_RGB_balance float3(0.99, 1.00, 1.00) // [-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 // -------------------- Interface ----------------------------------------------- texture2D thisframeTex; static float2 rcpres = PIXEL_SIZE; sampler s0 = sampler_state { texture = <thisframeTex>; AddressU = CLAMP; AddressV = CLAMP; MINFILTER = LINEAR; MAGFILTER = LINEAR; SRGBTexture = 1; }; struct VSOUT { float4 vertPos : POSITION; float2 UVCoord : TEXCOORD0; }; struct VSIN { float4 vertPos : POSITION0; float2 UVCoord : TEXCOORD0; }; VSOUT FrameVS(VSIN IN) { VSOUT OUT; OUT.vertPos = IN.vertPos; OUT.UVCoord = IN.UVCoord; return OUT; } // -------------------- Effects ----------------------------------------------- #include "LumaSharpen.h" // -------------------- Bloom ----------------------------------------------- float4 BloomPass(float4 ColorInput2, float2 Tex) { float3 BlurColor2 = 0; float3 Blurtemp = 0; float MaxDistance = 8*BloomWidth; float CurDistance = 0; float Samplecount = 25.0; float2 blurtempvalue = Tex * rcpres * BloomWidth; float2 BloomSample = float2(2.5,-2.5); float2 BloomSampleValue; for(BloomSample.x = (2.5); BloomSample.x > -2.0; BloomSample.x = BloomSample.x - 1.0) // runs 5 times { BloomSampleValue.x = BloomSample.x * blurtempvalue.x; float2 distancetemp = BloomSample.x * BloomSample.x * BloomWidth; for(BloomSample.y = (- 2.5); BloomSample.y < 2.0; BloomSample.y = BloomSample.y + 1.0) // runs 5 ( * 5) times { distancetemp.y = BloomSample.y * BloomSample.y; CurDistance = (distancetemp.y * BloomWidth) + distancetemp.x; BloomSampleValue.y = BloomSample.y * blurtempvalue.y; Blurtemp.rgb = tex2D(s0, float2(Tex + BloomSampleValue)).rgb; BlurColor2.rgb += lerp(Blurtemp.rgb,ColorInput2.rgb, sqrt(CurDistance / MaxDistance)); } } BlurColor2.rgb = (BlurColor2.rgb / (Samplecount - (BloomPower - BloomThreshold*5))); float Bloomamount = (dot(ColorInput2.rgb,float3(0.299f, 0.587f, 0.114f))); float3 BlurColor = BlurColor2.rgb * (BloomPower + 4.0); ColorInput2.rgb = lerp(ColorInput2.rgb,BlurColor.rgb, Bloomamount); return saturate(ColorInput2); } // -------------------- HDR ----------------------------------------------- float4 HDRPass(float4 colorInput, float2 Tex) { float3 c_center = tex2D(s0, Tex).rgb; float radius1 = 0.793; float3 bloom_sum1 = tex2D(s0, Tex + float2(1.5, -1.5) * radius1).rgb; bloom_sum1 += tex2D(s0, Tex + float2(-1.5, -1.5) * radius1).rgb; bloom_sum1 += tex2D(s0, Tex + float2(1.5, 1.5) * radius1).rgb; bloom_sum1 += tex2D(s0, Tex + float2(-1.5, 1.5) * radius1).rgb; bloom_sum1 += tex2D(s0, Tex + float2(0, -2.5) * radius1).rgb; bloom_sum1 += tex2D(s0, Tex + float2(0, 2.5) * radius1).rgb; bloom_sum1 += tex2D(s0, Tex + float2(-2.5, 0) * radius1).rgb; bloom_sum1 += tex2D(s0, Tex + float2(2.5, 0) * radius1).rgb; bloom_sum1 *= 0.005; float3 bloom_sum2 = tex2D(s0, Tex + float2(1.5, -1.5) * radius2).rgb; bloom_sum2 += tex2D(s0, Tex + float2(-1.5, -1.5) * radius2).rgb; bloom_sum2 += tex2D(s0, Tex + float2(1.5, 1.5) * radius2).rgb; bloom_sum2 += tex2D(s0, Tex + float2(-1.5, 1.5) * radius2).rgb; bloom_sum2 += tex2D(s0, Tex + float2(0, -2.5) * radius2).rgb; bloom_sum2 += tex2D(s0, Tex + float2(0, 2.5) * radius2).rgb; bloom_sum2 += tex2D(s0, Tex + float2(-2.5, 0) * radius2).rgb; bloom_sum2 += tex2D(s0, Tex + float2(2.5, 0) * radius2).rgb; bloom_sum2 *= 0.010; float dist = radius2 - radius1; float3 HDR = (c_center + (bloom_sum2 - bloom_sum1)) * dist; float3 blend = HDR + colorInput.rgb; colorInput.rgb = HDR + pow(blend, HDRPower); // pow - don't use fractions for HDRpower return saturate(colorInput); } // -------------------- Vibrance ----------------------------------------------- float4 VibrancePass(float4 colorInput) { #define Vibrance_coeff float3(Vibrance_RGB_balance * Vibrance) float4 color = colorInput; //original input color float3 lumCoeff = float3(0.212656, 0.715158, 0.072186); //Values to calculate luma with float luma = dot(lumCoeff, color.rgb); //calculate luma (grey) float max_color = max(colorInput.r, max(colorInput.g,colorInput.b)); //Find the strongest color float min_color = min(colorInput.r, min(colorInput.g,colorInput.b)); //Find the weakest color float color_saturation = max_color - min_color; //The difference between the two is the saturation color.rgb = lerp(luma, color.rgb, (1.0 + (Vibrance_coeff * (1.0 - (sign(Vibrance_coeff) * color_saturation))))); return color; } // -------------------- Main ----------------------------------------------- float4 postProcessing(VSOUT IN) : COLOR0 { float2 tex = IN.UVCoord; float4 c0 = tex2D(s0, tex); #if (USE_BLOOM == 1) c0 = BloomPass(c0, tex); #endif #if (USE_HDR == 1) c0 = HDRPass(c0, tex); #endif #if (USE_LUMASHARPEN == 1) c0 = LumaSharpenPass(c0, tex); #endif #if (USE_VIBRANCE == 1) c0 = VibrancePass(c0); #endif c0.w = 1.0; return saturate(c0); } technique t0 { pass P0 { VertexShader = compile vs_3_0 FrameVS(); PixelShader = compile ps_3_0 postProcessing(); ZEnable = false; SRGBWriteEnable = true; AlphaBlendEnable = false; AlphaTestEnable = false; ColorWriteEnable = RED|GREEN|BLUE|ALPHA; } }

Comments

strelokgunslinger
29 Apr 09:30 CEST

Free Fly Camera tutorial: https://www.youtube.com/watch?v=xVnsB8SBsjc

strelokgunslinger
28 Apr 03:44 CEST

Any issues, please post questions in the comment section.

You need to be logged in to post a comment