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FX-Amazing v2 - Final

Created by Earthquake
Added Aug. 4, 2014
Updated 4 Aug 13:03 CEST
Shader used: SweetFX 1.5
Preset description:
Notes: Choose your Proper level brightness in Game. Recommended not change Gamma&Contrast in Setting Game. •FXAA •DPX •HDR •CURVES •TONEMAP •LUMASHARPEN •LIFTGAMMAGAIN
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Prince of Persia Warrior Within Author: Earthquake SweetFX version: 1.5.1 Description: FX-Amazing v2 - Final Notes: Choose your Proper level brightness in Game. Recommended not change Gamma&Contrast in Setting Game. •FXAA •DPX •HDR •CURVES •TONEMAP •LUMASHARPEN •LIFTGAMMAGAIN /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_FXAA_ANTIALIASING 1 // [0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls. #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_HDR 1 // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_DPX 1 // [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_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_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves. /*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 9 // [1 to 9] Choose the quality preset. 9 is the highest quality. #define fxaa_Subpix 0.03 // [0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.250 // [0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.001 // [0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.99 // [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) /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 0.90 // [0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 0.75 // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 8.0 // [1.0 to 15.0] #define Green 8.0 // [1.0 to 15.0] #define Blue 8.0 // [1.0 to 15.0] #define ColorGamma 1.2 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 1.5 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.38 // [0.6 to 0.2] #define GreenC 0.36 // [0.6 to 0.2] #define BlueC 0.34 // [0.6 to 0.2] #define Blend 0.2 // [0.0 to 0.1] How strong the effect should be. /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(0.965, 0.965, 0.965) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(0.990, 0.990, 0.990) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.018, 1.018, 1.018) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.040 // [0.00 to 2.00] Adjust midtones #define Exposure 0.0 // [-1.00 to 1.00] Adjust exposure #define Saturation 0.100 // [-1.00 to 1.00] Adjust saturation #define Bleach 0.00 // [0.00 to 1.00] Brightens the shadows and fades the colors #define Defog 0.04 // [0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.0, 0.0, 0.0) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #define Curves_contrast 0.30 // [-1.0 to 1.0] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 13 // [1|2|3|4|5|6|7] The constrast s-curve you want to use.

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