/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game: Watch Dogs
Mod: A Real Beauty v1.2
Author: The X-Ray
SweetFX Version: 1.5
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CA 0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_LEVELS 0 //[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.
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#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 : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN 0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect
#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)
#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.
#define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.
#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.
#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)
#define USE_BORDER 1 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.
#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.
/*-----------------------------------------------------------.
/ SMAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#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.
#define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0 //[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.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#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.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
/*-----------------------------------------------------------.
/ FXAA Anti-aliasing settings /
'-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.1 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.3 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------.
/ Chromatic aberration / /
'-----------------------------------------------------------*/
#define outfocus 0.008 //[0.00 to 1.000] How strong the effect should be.
/*-----------------------------------------------------------.
/ Explosion settings /
'-----------------------------------------------------------*/
#define Explosion_Radius 1.0 //[0.2 to 100.0] Amount of effect you want.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 8.0 //[0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 2.0 //[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.
/*----------------------------------------------------------.
/ Levels settings /
'----------------------------------------------------------*/
#define Levels_black_point 16 //[0 to 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 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0
//Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping).
/*----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 1.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
/*-----------------------------------------------------------.
/ Bloom settings /
'-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.2 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.2 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.92 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.035 //[0.000 to 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 1.0 //[0.0 to 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 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*-----------------------------------------------------------.
/ Gaussian Blur settings /
'-----------------------------------------------------------*/
#define GaussEffect 0 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 1 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 3 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 1 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.10 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 90.00 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 2.84 //[0.00 to 1.00] Amount of effect blended into the final image
/*-----------------------------------------------------------.
/ Film grain settings /
'-----------------------------------------------------------*/
#define FilmGrainIntensity 0.6 //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 20 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 6 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)
/*-----------------------------------------------------------.
/ TECHNICOLOR settings /
'-----------------------------------------------------------*/
#define TechniAmount 0.21 //[0.0 to 1.0]
#define TechniPower 2.85 //[0.0 to 8.0]
#define redNegativeAmount 0.96 //[0.0 to 1.0]
#define greenNegativeAmount 0.96 //[0.0 to 1.0]
#define blueNegativeAmount 0.90 //[0.0 to 1.0]
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 10.1 //[1.0 to 15.0]
#define Green 10.1 //[1.0 to 15.0]
#define Blue 10.1 //[1.0 to 15.0]
#define ColorGamma 1.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 0.9 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.48 //[0.60 to 0.20]
#define GreenC 0.51 //[0.60 to 0.20]
#define BlueC 0.50 //[0.60 to 0.20]
#define Blend 0.43 //[0.00 to 1.00] How strong the effect should be
/*-----------------------------------------------------------.
/ Monochrome settings /
'-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
/*-----------------------------------------------------------.
/ Lift Gamma Gain settings /
'-----------------------------------------------------------*/
#define RGB_Lift float3(0.980, 0.980, 0.980) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.100, 1.070, 1.110) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(1.270, 1.300, 1.310) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 0.92 //[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.
#define Exposure 0.045 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.038 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.5, 0.5, 0.5) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*-----------------------------------------------------------.
/ Vibrance settings /
'-----------------------------------------------------------*/
#define Vibrance 0.42 //[-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(0.90, 0.95, 1.20) //[-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
/*-----------------------------------------------------------.
/ Curves settings /
'-----------------------------------------------------------*/
#define Curves_mode 1 //[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 -0.3 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 3 //[1|2|3|4|5|6|7|8|9|10] 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.
//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 settings /
'-----------------------------------------------------------*/
#define ColorTone float3(1.0, 1.0, 1.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.0 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style
#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.
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 6 //[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)
#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.
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
#define dither_method 1 //[1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
//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.
/*-----------------------------------------------------------.
/ Border settings /
'-----------------------------------------------------------*/
#define border_width float2(1,50) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0, 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.
/*-----------------------------------------------------------.
/ 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
/*-----------------------------------------------------------.
/ Key settings /
'-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
// key_toggle_sweetfx = 192 ; 192 = ~ (Tilde)
// key_screenshot = 44 ; 44 = Print (Print Screen)
// key_reload_sweetfx = 19 ; 19 = Pause (Pause Break)
/*-----------------------------------------------------------.
/ Misc settings /
'-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
// external_d3d9_wrapper = none
// external_dxgi_wrapper = none
cheers shafat and thanks for your words and support! :)
x-ray, a sincere thank you. Tried ur settings. The streets do show up now and the mod color difference in minimal. Thank you for the early x-mas gift.
Cheers.
hello shafat,
i looked into it, it's related to the shadow settings in lift gamma gain AND the new HDR Effect.
i tried several settings but as the streets are dark grey in the menu, changing anything so you can see them like normal changes the whole sweet fx profile for the in game graphics to normal Shadows and Lighting, so it destroys the effect of the mod.
as i am not the programmer of the game itself i cannot deactivate the effect on the menu screens.
and i can not change the settings so the mod still looks good. so i am not able to make an updated version that has a good street view on the menu map and a good mod quality.
what you can do is change the setting yourself, if you prefer the streets on the map to the mod quality in-game. you will have to live with a not so conrastful picture quality in-game and therefore the effect in general is not as good, but if you prefer seeing the streets on the map it's a solution to loose the shadow effect nearly completely.
you would have to change these two settings to the following values to have the least impact on the in-game quality.
Lift Gamma Gain settings
#define RGB_Lift float3(0.990, 0.990, 0.990)
HDR settings
#define HDRPower 1.0
i hope i could help you with this. you will still have the other effects like more vibrant colors, hdr for brightness and color corrections. so you will just see a difference in the contrast of the brightness and dark colors (Shadows).
hello x-ray. Loving the new settings. However, I realized the menu map doesnt show the streets (too dark). the only way to fix is to disable liftgammagain but that kinda breaks the mod and causes flashing screen, Could you elaborate?
v1.2 update is here.
i waited for quite some time and changed a lot, you won't see a lot of difference on first sight, but that's ok. i didn't want to make it even mre saturated and had to play a lot with the settings to get what i want. an even more color crisper and brighter daylight /darker nights effect without raising the saturation or turning up brightness so everything goes gray or white. i think it went pretty good again. i also added HDR Effect, which you can see best on the more colorful sky and more contrasted nights.
once again.. enjoy!
thanks Dennis!
Yeah, it's ok so. And for sure better than the original game, I only wanted to say my thoughts ;)
until then enjoy v1.0, i think it looks great like it is already ;)
sadly there is no possibility to divide between day and night cycle, because the colors are very vivid at night, so i could have turned them down when there is not much brightness in the picture. i will also think that over, maybe there's a trick with other graphic options..
thanks dennis.
i tried with less colour because i had the same thougts, but the effect and realistic feeling got lost then, so i readded it just as much to get the impression allover that i wanted to create, even more color would have really been too much though. i thought about adding a bit of gain to brightness levels, so it get's a bit more out of the mid colors and make the picture not that saturated, but it would be brighter then. i'll try that in the next weeks.
Well done! I think I'll be using them. Maybe a bit less colour...