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ArcheAge Vibriant Fantasy

Preset for ArcheAge
Created by mitch91
Added Oct. 9, 2014
Shader used: SweetFX 1.4
Preset description:
i couldn't believe they released the game with such a foggy muddy shader. i tried to fix that. hope you like it :) to get sweetfx to work with archeage, follow these steps. http://www.reddit.com/r/archeage/comments/2dntsj/how_to_get_sweetfx_working_for_those_who_want_it/
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/*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 0 #define USE_CARTOON 0 #define USE_ADVANCED_CRT 0 #define USE_BLOOM 0 #define USE_HDR 1 #define USE_LUMASHARPEN 1 #define USE_TECHNICOLOR 1 #define USE_DPX 0 #define USE_MONOCHROME 0 #define USE_LIFTGAMMAGAIN 0 #define USE_TONEMAP 1 #define USE_VIBRANCE 0 #define USE_CURVES 1 #define USE_SEPIA 0 #define USE_VIGNETTE 0 #define USE_DITHER 0 #define USE_BORDER 1 #define USE_SPLITSCREEN 0 /* Cartoon settings */ #define CartoonPower 0.10 // [0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 1.00 // [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. /* 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 1.446 // [0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0639 // [0.0000 to 1.0000] Width of the bloom /* HDR settings */ #define HDRPower 1.10 // [0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.85 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /* LumaSharpen settings */ // -- Sharpening -- #define sharp_strength 1.41 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.036 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 4 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 0.2 //[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) /* Technicolor settings */ #define TechniAmount 0.32 // [0.00 to 1.00] #define TechniPower 6.0 // [0.00 to 8.00] #define redNegativeAmount 0.99 // [0.00 to 1.00] #define greenNegativeAmount 0.99 // [0.00 to 1.00] #define blueNegativeAmount 0.99 // [0.00 to 1.00] /* Cineon DPX settings */ #define Red 8.00 // [1.0 to 15.0] #define Green 8.00 // [1.0 to 15.0] #define Blue 8.00 // [1.0 to 15.0] #define ColorGamma 2.00 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.00 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.30 // [0.20 to 0.60] #define GreenC 0.30 // [0.20 to 0.60] #define BlueC 0.32 // [0.20 to 0.60] #define Blend 0.20 // [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(0.800,0.800,0.800) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.000,0.980,0.970) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.980,0.980,1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue /* Tonemap settings */ #define Gamma 0.700 //[0.000 to 2.000] Adjust midtones #define Exposure 0.10 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.81 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.000 // [-1.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.020 // [-1.000 to 1.000] How much of the color tint to remove #define FogColor float3(2.55, 2.55, 2.55) //[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 -0.20 // [-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(0.30,0.50,1.00) // [-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 /* 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 0.40 // [-1.00 to 1.00] The amount of contrast you want #define Curves_formula 9 // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use. /* Sepia settings */ #define ColorTone float3(1.12, 0.66, 0.20) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.11 // [0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.22 // [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 1.78 // [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 1.20 // [-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -0.45 // [-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) /* Border settings */ #define border_width float2(0,64) // [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] 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 /*-----------------------------------------------------------. / 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 = 145 // key_screenshot = 44 // key_reload_sweetfx = 19 /*-----------------------------------------------------------. / 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

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