////----------//
///**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 under the SharedShader set.
#define SharedShader_ToggleKey RFX_ToggleKey //[undef] //- Toggle key for all shared 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 should be. In integer RGB colors. X = Red, Y = Green, Z = Blue
#define Ascii_background_color float3(0,0,0) //[0:255] //-What color the background 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 to 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", "CurtainOpen", "CurtainClose" or "ImageFadeOut"
#define Transition_ToggleKey RFX_ToggleKey //[undef] //-
////--------//
///**SMAA**///
//--------////
#define USE_SMAA 0 //[SMAAWrap] //-SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
//>SMAA Anti-aliasing settings<\\
#define SMAA_THRESHOLD 0.10 //[0.05:0.20] //-Edge detection threshold. If SMAA misses 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 search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0:16] //-Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 //[0:100] //-Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
#define SMAA_ToggleKey RFX_ToggleKey //[undef] //-
//>Advanced SMAA settings<\\
#define SMAA_EDGE_DETECTION 1 //[1|2|3] //-1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection
#define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0:1] //-Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
//>SMAA Predication settings<\\
#define SMAA_PREDICATION 0 //[0:1] //-Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.
#define SMAA_PREDICATION_THRESHOLD 0.001 //[undef] //-Threshold to be used in the depth buffer.
#define SMAA_PREDICATION_SCALE 2.0 //[undef] //-How much to scale the global threshold 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 using the FXAA technique.
//>FXAA Anti-aliasing settings<\\
#define FXAA_QUALITY__PRESET 9 //[1:9] //-Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.000 //[0.000:1.000] //-Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.166 //[0.000:1.000] //-Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin 0.000 //[0.000:1.000] //-Darkness threshold. Pixels 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 camera lens, by distorting the colors.
//>Chromatic Aberration settings<\\
#define Chromatic_shift float2(2.5,-0.5) //[-100.0:100.0] //-Distance (X,Y) in pixels 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 edges. 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 CRT 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 gives 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. Default 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 bloom 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 when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 //[0.0000:0.0200] //-Higher values, more rounded corner. Default is 0.001
//>Advanced CRT settings<\\
#define CRTDistance 2.00 //[0.00:4.00] //-Simulated distance from viewer to monitor. 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 (warning : 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 compressed 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 1 //[Bloom] //-Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
//>Bloom settings<\\
#define BloomThreshold 22.38 //[0.00:50.00] //-Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.518 //[0.000:8.000] //-Strength of the bloom
#define BloomWidth 0.0105 //[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 HDR look (relatively high performance cost)
//>HDR settings<\\
#define HDRPower 1.30 //[0.00:8.00] //-Strangely lowering this makes the image brighter
#define radius2 0.87 //[0.00:8.00] //-Raising this seems to make the effect stronger and also brighter
#define HDR_ToggleKey RFX_ToggleKey //[undef] //-
////---------------//
///**LUMASHARPEN**///
//---------------////
#define USE_LUMASHARPEN 1 //[LumaSharpen] //-LumaSharpen : Sharpens the image.
//>LumaSharpen settings<\\
#define sharp_strength 0.47 //[0.10:3.00] //-Strength of the sharpening
#define sharp_clamp 0.035 //[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 1.3 //[0.0:6.0] //-Offset bias adjusts the radius of the sampling pattern. I designed the pattern for offset_bias 1.0, but feel free to experiment.
//>Debug sharpening settings<\\
#define show_sharpen 0 //[0:1] //-Visualize the strength of the sharpen (multiplied by 4 to see it better)
#define LumaSharpen_ToggleKey RFX_ToggleKey //[undef] //-
////-------------------//
///**LENS_DISTORTION**///
//-------------------////
#define USE_LENS_DISTORTION 0 //[LensDistortion] //-Cubic Lens Distortion : Distorts 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. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.
//>Levels settings<\\
#define Levels_black_point 16 //[0:255] //-The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0
#define Levels_white_point 235 //[0:255] //-The new white point. Everything brighter than this becomes completely white. Default is 235.0
//>Debug settings<\\
#define Levels_highlight_clipping 0 //[0:1] //-Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping). Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights, Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows.
////---------------//
///**TECHNICOLOR**///
//---------------////
#define USE_TECHNICOLOR 1 //[Shared] //-TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) 1
//>TECHNICOLOR settings<\\
#define TechniAmount 0.21 //[0.00:1.00] //-
#define TechniPower 2.85 //[0.00:8.00] //-
#define redNegativeAmount 0.96 //[0.00:1.00] //-
#define greenNegativeAmount 0.96 //[0.00:1.00] //-
#define blueNegativeAmount 0.90 //[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 channel. 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 channel. 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 1 //[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 10.1 //[1.0:15.0] //-
#define Green 10.1 //[1.0:15.0] //-
#define Blue 10.1 //[1.0:15.0] //-
#define ColorGamma 1.0 //[0.1:2.5] //-Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 0.9 //[0.0:8.0] //-Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.48 //[0.20:0.60] //-
#define GreenC 0.51 //[0.20:0.60] //-
#define BlueC 0.50 //[0.20:0.60] //-
#define Blend 0.10 //[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 Red, Green and Blue the new red value should contain - Should sum to 1.000 if you 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 Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you 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 and 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(1.000,1.000,1.000) //[0.000:2.000] //-Adjust midtones 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_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 leave the color unchanged. X = Red, Y = Green, Z = Blue
////-----------//
///**TONEMAP**///
//-----------////
#define USE_TONEMAP 1 //[Shared] //-Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
//>Tonemap settings<\\
#define Gamma 0.942 //[0.000:2.000] //-Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.
#define Exposure -0.045 //[-1.000:1.000] //-Adjust exposure
#define Saturation -0.038 //[-1.000:1.000] //-Adjust saturation
#define Bleach 0.000 //[0.000:1.000] //-Brightens the shadows and fades the colors
#define Defog 0.040 //[0.000:1.000] //-How much of the color tint to remove
#define FogColor float3(0.00,0.65,0.00) //[0.00:2.55] //-What color to remove - default is blue
////------------//
///**VIBRANCE**///
//------------////
#define USE_VIBRANCE 1 //[Shared] //-Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
//>Vibrance settings<\\
#define Vibrance 0.15 //[-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(-0.60,-0.65,-0.65) //[-10.00:10.00] //-A per channel 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 1 //[Shared] //-Curves : Contrast adjustments using S-curves.
//>Curves settings<\\
#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 Curves_contrast 0.68 //[-1.00:1.00] //-The amount of contrast you want
//>Advanced curve settings<\\
#define Curves_formula 9 //[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 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep, 7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. 11 = Polynomial split. Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact 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 highlight 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 tinting 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 adjustments 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 less 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 linear tonemapping.
//>ReinhardLinear settings<\\
#define ReinhardLinearSlope 2.25 //[1.00:5.00] //-how steep the color curve is at 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. Higher is more visible.
#define FilmGrain_variance 0.40 //[0.00:1.00] //-Controls the variance of the gaussian noise. Lower values look smoother.
#define FilmGrain_SNR 6 //[0:16] //-Higher Signal-to-Noise Ratio values give less 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 noise. Probably best kept at the middle value (0.50)
////------------//
///**VIGNETTE**///
//------------////
#define USE_VIGNETTE 0 //[Shared] //-Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
//>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 effect from center
#define VignetteAmount -1.00 //[-2.00:1.00] //-Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 2 //[2:16] //-How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500,0.500) //[0.000:1.000] //-Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
////----------//
///**DITHER**///
//----------////
#define USE_DITHER 1 //[Shared] //-Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused 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 space.
//>Dither settings<\\
#define dither_method 1 //[1:2] //-1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
////----------//
///**BORDER**///
//----------////
#define USE_BORDER 0 //[Shared] //-Border : Can be used to create letterbox borders around the image.
//>Border settings<\\
#define border_width float2(0,1) //[0:2048] //-(X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead
#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 desired 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-after 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 = 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
Fixed the Defog bug turning everyone's game purple. Thanks, H3X, I wouldn't have known what the problem was otherwise! :D
for some reason it crashes. if anyone can help i will appreciate it!
@H3X Man, you're a life saver! thumbs up!
Btw, I was wondering how I could possibly add more color to this preset w/o changing anything else. Any ideas?
Figured I'd post to help anyone getting that purple image tone as I've found the setting causing it through a bit of experimentation.
Under the tonemap settings there's an option for defog with a value of 0.400 in this preset, which combined with the fog color values gives that purple shade. Simply alter the defog setting to 0.040 and it removes the purple image tint while keeping the other tonemap alterations.
You can not sort out the purple tone? the reshade looks good, but it looks purple >_<
use Windows 10 and I can not use any reshade 1.5 not work for me, this would be my only option :S
Thank you very much for letting me know about this issue and for doing the troubleshooting work, chairmanZZZ! I am very sorry to hear that the preset is having problems, since I no longer have the game installed on my system. If you can solve the issue by turning the tonemap section off, then I can certainly turn it off myself on the preset page as well.
If you think that would be a good idea, please let me know and I will do so straight away! ;)
@Verrenus The game has problems with the tonemap setting. When it's on, I get weird pink/purple in the intro and the entire sky. As soon as I set it to 0 everything is fine. I went through each setting and that was the only one that caused issues. I realize this game is old but I'm looking to do a new playthrough with the Worse 1.0 and I loved this classic preset back in the day.
I am very sorry for my extremely late reply, but I have now updated the profile to use ReShade Framework and it should work perfectly fine once again. Have a blast playing the game! :D
Doesn't work anymore.
Good good good!
Oops, disregard that. I see what's wrong.
My game crashes when trying to launch. Here's the log file.
[22:33:01] D3D11CreateDeviceAndSwapChain redirected successfully
[22:33:01] Hooking swapchain...
[22:33:01] D3D11CreateDeviceAndSwapChain redirected successfully
[22:33:01] D3D10CreateDeviceAndSwapChain redirected successfully
[22:33:01] D3D11CreateDeviceAndSwapChain redirected successfully
[22:33:03] D3D11CreateDeviceAndSwapChain redirected successfully
[22:33:03] D3D11CreateDeviceAndSwapChain redirected successfully
[22:33:03] D3D11CreateDeviceAndSwapChain redirected successfully
[22:33:03] D3D10CreateDeviceAndSwapChain redirected successfully
[22:33:03] D3D11CreateDeviceAndSwapChain redirected successfully
[22:33:06] D3D11CreateDeviceAndSwapChain redirected successfully
[22:33:06] D3D11CreateDeviceAndSwapChain redirected successfully
[22:33:07] ResizeBuffers succeeded !
[22:33:07] Created DeferredContext successfully !
[22:33:07] Unable to load 'FXAA_DX11.fx': E:\Uplay\Games\Watch_Dogs\bin\SweetFX\Shaders\FXAA_DX11.fx(14,10): error X1507: failed to open source file: '..\..\SweetFX_preset.txt'
@Milamber My preset uses K-putt's custom version of SweetFX, which is even faster and more capable than 1.5.1, not mention that it runs on 64-bit Windows without a hitch! Just follow the instructions I've included in the description and see for yourself - I run this preset on Windows 7 Professional x64 perfectly fine! :D
I've edited the SweetFX version to 1.6, but it's really K-putt's version that should be written there. :P
@Verrenus Please can you update to sweetfx 1.5.1? So we can use with Win7x64?
@ninoalcamo You can try to enable LiftGamaGain (I've already placed some settings there, but haven't enabled them) or to tweak Tonemap a little by removing more blue. However, my monitor is color calibrated with a professional tool and it look fine to me!
@wael I've uploaded the rainy pics and will try to upload more pics for sunset and sunshine rays soon!
Verrenus / can u plz upload more pics for sunset or sunshine rays
, another pic for raining at day and another pic for the loop at night
thanks
I noticed that the black is not black but it is dark blue, how do I correct this in preset file?
@LR4004 Thank you for your kind words and for giving my preset a chance, I really appreciate it and I'm glad you liked it in the end! ;)
Did you try using Temporal SMAA instead of TXAA? It's much less taxing on your rig and, technically, it should stop the annoying texture flicker which occurs in-motion! I personally use Temporal SMAA and it looks decent, not as good as MSAA or TXAA, but really decent and a hell of a lot better performance-wise!
But anyway, thanks again man and I'm glad you're enjoying the game. Have a good one! :D
Tested it. It looks really cool. At first I thought it doesn't run. But it was and it just looked so natural I didn't notice. :D
But (yeah ^^) performance drops a bit (3 to 4 fps) and because of the hightened contrast I notice the lack of antialiasing.
Now I do use antialiasing, but can only afford TXAA 2x. I hate when small background objects flicker and "move" then I'm in motion so TXAA is a relief. But its not as potent on objects closer to the camera.
So...I will save this in my favorites for later, meaning for some day when I have a rig that can run Watch_Dogs with TXAA 4x and all kinds of other fancy stuff.
Again, thanks for taking the time to answer the requests of your fans. :)
@Verrenus
Thanks for the new pics. Well I know a SweetFX is not an ENB (in terms of customization)...but can anythint be done about the bright sky? It's probably realistic, but it kinda swallows the cloud textures. ^^
Anyway...I think it's time to give this a try. :)
Uploaded new daylight pics everyone! :D
@LR4004 I know exactly what you mean about performance, especially in an unoptimised game such as Watch_Dogs! Fear not, I've made the preset as "lean" as possible. What do you think of the new pics? :D
@Verrenus: Yes and I'm definitely intrigued. It's just...I feel like I need every single ounce of performance I can get. I tested some SweetFX shortly after the game released, and they did impact performance a bit. ^^
So in order to get me trying again, it should really look good. The "Realistic Preset" looks awesome, but too dark (I imagined being much more handicaped with this SweetFX while being invaded by another player and not seeing him in a dark corner lol). So your's seem like a good compromise.
Oh and BTW...I forgot one word in my first post. What I meant was "bright daylight pics". Because normal daylight pics are there, four of them. ^^
@LR4004 You are perfectly right! I really should have thought of doing this before, but I will upload more daylight pics tonight, when I get back from work! I hope that you will see why this preset does the E3 2012 trailer graphics justice after that! ;)
I'd really appreciate a few more pics. But then again this is just me being lazy...I could just install it. :D
Just saying, there is only one daylight-picture showing the city (the other shows the ocean).
@ninoalcamo Exactly what I wanted to hear! :D
Have a great time playing the game and if you have any other questions or problems, please come back here and I will do my best to help you out once again! ;)
@Verrenus oh yes now it works, thanks for the support ^^
@OBERON36 Haha, that's terrific news man! Now you see what PC gaming is all about - going above and beyond what everyone else plays on consoles! I can't imagine playing my games without SweetFX either! Have fun playing Watch_Dogs (and any other game) now! :D
@ninoalcamo So the game works now - that's great to hear! For K-putt's version of SweetFX you have the following keys: "Ins" (Insert) - switches SweetFX on/off; "Del" (Delete) - reloads SweetFX so that you can make changes to the preset even while the game is running!; "End" - takes a screenshot and saves it to the folder where the game's .exe file is, in this case the "bin" folder. Each of these three keys can usually be found above the arrow keys on your keyboard!
@Verrenus i have done that you said me, now the game starts, but i can't understand how to switch on/off Sweetfx
I LOVE U! I LOBE U! I LOVE U! Its finally works! TTTHX! 2 moments what i done:
1. Also, make sure that you only have ONE .dll file in the "bin" folder - d3d9.dll is not needed for Watch-Dogs
2. Run this program in compatibility mode for:" and then select "Windows Vista (Service Pack 2)"
and game has began! after a week of mishaps I can start playing because I can no longer play the game without SFX.
PS. THX!
@ninoalcamo Thank you very much for the update! Is that everything that is written in your log.txt file? If that's true, then you might want to delete dxgi.dll from the "bin" folder and re-copy it from the "x64" folder of the SweetFX archive. Also, make sure that you only have ONE .dll file in the "bin" folder - d3d9.dll is not needed for Watch-Dogs at all, only the 64-bit dxgi.dll! Furthermore, if that doesn't solve your crash, then try running Watch_Dogs in Windows Vista SP2 compatibility. To do that, right-click the Watch_Dogs.exe file in the "bin" folder, select "Properties", go to the "Compatibility" tab, tick the box next to "Run this program in compatibility mode for:" and then select "Windows Vista (Service Pack 2)" from the drop-down menu. Report back after you try these things and good luck! ;)
@Verrenus here you are:
[13:43:29] D3D11CreateDeviceAndSwapChain redirected successfully
[13:43:29] Hooking swapchain...
[13:43:29] D3D10CreateDeviceAndSwapChain failed: 0000000080070057 !
[13:43:29] D3D11CreateDeviceAndSwapChain redirected successfully
[13:43:31] D3D11CreateDeviceAndSwapChain redirected successfully
@AziD That's great to hear, thank you very much for giving the preset a chance! I'm really glad you like it and please, feel free to modify and tweak it anyway you like! Also, let's not forget that this preset is also a spin-off of piterrrxd's original realistic preset, so kudos need to go to him as well! :D
Thanks for reply Verremus. I was thinking about adding hdrpower and adjust that. But might not be nessecary as I can just raise ingame brightness as you said. I checked out daytime, and looks great. I guess I will take this preset and tweak a litle bit on my own and see how it goes. Thanks for a amazing inspiration to start with. :)
Thanks for reply Verremus. I was thinking about adding hdrpower and adjust that. But might not be nessecary as I can just raise ingame brightness as you said. I checked out daytime, and looks great. I guess I will take this preset and tweak a litle bit on my own and see how it goes. Thanks for a amazing inspiration to start with. :)
@CubicMaestro No problem! Yes, the Raptr app could be another culprit, most definitely. I am personally running SweetFX with the uPlay Overlay enabled, but this might not work for others! What I suggest is to disable absolutely every application that you suspect might influence SweetFX (i.e. any that affect screen space) and then when you get it working, try to re-enable each one in turn so that you can find out exactly which one was actually responsible!
Thanks for the tips and I think that the raptr app might be the reason it doesn't work. And what about the uPlay Overlay? Could that also keep SweetFX from functioning correctly?
@CubicMaestro Hi there! I'm sorry to hear you're having difficulties, but rest assured - there are some things we can try. I just deleted and reinstalled SweetFX and redownloaded the preset straight into my "bin" folder and it still works fine, so that part seems alright. I'm also running Windows 7 64-bit and I even have Temporal SMAA enabled in-game, so that should work fine as well. Are you running any software while playing the game, such as FRAPS, ShadowPlay, Steam Overlay, Origin In Game or any other software that has some effect on your in-game screen? If you do, please disable ANY such software, as they can cause games to crash in combination with SweetFX or might cause SweetFX to not run at all!
Hi Verrenus, I downloaded K-putt's files and your preset and copied the things you listed in the description. Unfortunately the game doesn't start. It always hangs on the loading screen. Is there something in the options menu I need to change? Already tried to disable AA but didn't work. I have Windows 7 64-bit.
@lastbreathe You should definitely keep giving SweetFX a shot, because it can improve image quality in all games dramatically! Are you getting crashes with this preset or do you simply not like it? Have you tried increasing in-game brightness if you find it too dark? Also, why not use someone else's preset if you don't like this one?
dude, this preset my last try for my short sweetfx history :)
i wish i can run it.
@lastbreathe Try the preset during in-game daytime, it's only as dark as you would expect it to be during nighttime! :P
@ninoalcamo Could you please post the contents of the log.txt file that SweetFX generated in the "bin" folder? It should be able to tell us what caused the crash!
dark? too dark?
I have w7 x64
Hi, I have the problem that wd crashes at start, with dxgi.dll error crash. I have copied 64bit version but it isnt fix the problem...
@ AziD I guess it was also my mistake for only including nighttime shots! I'll update the page with some daytime ones as soon as I get home from work, so you can see that the preset is balanced between light and dark. :P
@AziD If you find it a bit on the dark side, increase the in-game brightness slider to, let's say, 75% (I think default is 50%). HDR is not something I use in this preset, but I think you could tweak Tonemap to make it less dark as well. :P
@HeLL No problem! There are a number of changes, that's true. From piterrrxd's preset I disabled Chromatic Aberration (it was turning whites into greens in certain points), disabled Border (it is not necessary with Chromatic Aberration disabled) and tweaked LumaSharpen and Tonemap down a little bit because I found them to oversaturate the image a bit too much (after playing for several hours in one go my eyes were way more tired than usual). However, to answer your original question, I believe the preset works because it's both edited in K-putt's format and also using Notepad++, which is what K-putt himself uses. K-putt's SweetFX is also the most up-to-date version, so technically it is superior and performs better than the other versions, including the latest official release (1.5.1). :D
Thanks so much Verrenus! Can you explain why your preset works for me with K-putt's SweetFX while piterrrxd's one not? I compared both .txt and I see a lot of changes.
Thanks so much Verrenus! Can you explain why your preset works for me with K-putt's SweetFX while piterrrxd's one not? I compared both .txt and I see a lot of changes.
Looks a little to dark for me. It is realisitc and looks good, not that, but will I mess up if lowering hdr abit to make it brighter?.
No prob! ;)
Thanks for the upload bro!
Uploaded some quick 'n dirty pics! Give it a shot guys, it looks even better in-game! :P
People need sleep as well! Uploading pictures now! :D
pic?
Thanks a lot Verrenus :)
No picture comparaison = no download
where the pics ? i have ur 1st version it's great