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Unreal Preset v1.1

Created by piterrrxd
Added Dec. 20, 2014
Updated 31 Dec 22:07 CET
Shader used: SweetFX 1.5
Preset description:
v1.1 GAUSSIAN CA2 LUMASHARPEN TECHNICOLOR LIFTGAMMAGAIN TONEMAP VIBRANCE CURVES POSTSHARPEN Just download and unrar all files in to game folder. http://www33.zippyshare.com/v/29433431/file.html In game birghtness - 3. Adjust to your own screen preferences. Thanks to Quentin-Tarantino for good SweetFX files version.
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game:Metal Gear Solid V Ground Zeroes Author:piterrrxd /*-----------------------------------------------------------. / 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_GAUSSIAN 1 //[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_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #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_CA2 1 //[0 or 1] Chromatic Aberration : Color Shift new method. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen). #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 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost). #define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost). #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_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #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_TECHNICOLOR 1 //[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_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_POSTSHARPEN 1 //[0 or 1] Post Sharpen : Luma Sharpen at the end of the chain. #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_COLORBLIND 0 //[0 or 1] Color Blind: Enable Color Blind Correction using LMS Daltonization Algorithm. #define USE_BORDER 0 //[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.hlsl, and then enable it here. #define USE_SINCITY 0 //[0 or 1] SinCity : Make the game look like the movie Sin City. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.08 //[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 36 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 12 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 26 //[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 0.400 //[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 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Gaussian Blur settings / '-----------------------------------------------------------*/ #define GaussEffect 1 //[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 0 //[0 to 4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussBloomWarmth 3 //[0|1|2|3] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy, 3 = Sekta #define GaussThreshold 0.5 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't. #define GaussExposure 50.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter) #define GaussStrength 0.3 //[0.00 to 1.00] Amount of effect blended into the final image /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrainIntensity 0.46 //[0.00 to 1.00] Intensity of grain. Default is 0.46 #define FilmGrainExposure 40 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise) #define FilmGrainSize 5 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise) /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 2.5 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Chromatic Aberration settings / '-----------------------------------------------------------*/ #define outfocus 0.005 //[0.00 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Chromatic Aberration 2 settings / '-----------------------------------------------------------*/ #define chromatic_strength 0.03 //[0.000 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 0.2 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 1.5 //[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 1.2 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2) #define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.0 //[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 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0010 //[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 1.01 //[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 5.446 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.2142 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.1 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.86 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 10.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected. #define Green 10.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected. #define Blue 10.0 //[1.0 to 15.0] Some kind of filter? Higher numbers made that color less affected. #define ColorGamma 0.85 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. Lower saturates. #define DPXSaturation 0.8 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. Below 1 seems to desaturate. #define RedC 0.51 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker. #define GreenC 0.50 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker. #define BlueC 0.52 //[0.20 to 0.60] Lower Numbers seem to be brighter. Higher seem to be darker. #define Blend 0.20 //[0.00 to 1.00] How strong the effect should be. Higher is stronger. /*-----------------------------------------------------------. / 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 4 //[1|2|3|4|8|9] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped, 8 = Normal + more texture passes, 9 = Pyramid with more taps #define offset_bias 0.5 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. Lower makes finer details less affected. //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) /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 1 //[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 254 //[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). /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.40 //[0.00 to 1.00] Higher numbers wash out and desaturate. #define TechniPower 6.50 //[0.00 to 8.00] Lower is stronger. Affects highlights like Bleach and Exposure. #define redNegativeAmount 0.95 //[0.00 to 1.00] #define greenNegativeAmount 0.95 //[0.00 to 1.00] #define blueNegativeAmount 0.99 //[0.00 to 1.00] /*-----------------------------------------------------------. / Monochrome settings / '-----------------------------------------------------------*/ #define Monochrome_conversion_values float3(0.18,0.41,0.41) //[-1.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.000, 1.000, 0.960) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.000, 1.000, 0.998) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 0.900 //[0.000 to 2.000] Adjust midtones. Same as Lift Gamma Gain but reversed. Higher is darker. #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure. #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation. #define Bleach 0.000 //[-1.000 to 1.000] Brightens the highlights and fades the colors. Similar to Exposure. #define Defog 0.000 //[-1.000 to 1.000] How much of the color tint to remove. #define FogColor float3(0.00, 0.00, 0.00) //[-2.55 to 2.55, -2.55 to 2.55, -2.55 to 2.55] What color to remove. RGB. /*-----------------------------------------------------------. / 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. Hardly affects already vibrant colors. // -- Advanced vibrance settings -- #define Vibrance_RGB_balance float3(1.00, 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. /*-----------------------------------------------------------. / 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 0.58 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curves settings -- #define Curves_formula 8 //[1|2|3|4|5|6|7|8|9|10|11|12|14] 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 = Cubic Catmull, 12 = Cubic Bezier Spline, 14 = Exp formula alternative //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(1.00, 0.85, 0.40) //[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 0.28 //[0.00 to 1.00] How much to tint the image /*-----------------------------------------------------------. / Color Blind Correction settings / '-----------------------------------------------------------*/ #define COLORBLIND_MODE 2 //[1, 2 or 3] 1 = Protanope, 2 = Deuteranope, 3 = Tritanope /*-----------------------------------------------------------. / Post Sharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define psharp_strength 0.35 //[0.10 to 3.00] Strength of the sharpening #define psharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define ppattern 4 //[1|2|3|4|8|9] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped, 8 = Normal + more texture passes, 9 = Pyramid with more taps #define poffset_bias 0.5 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. Lower makes finer details less affected. //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) /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style #define VignetteRatio 1.75 //[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. 1.78 (16/9). #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //[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 /*-----------------------------------------------------------. / Custom settings / '-----------------------------------------------------------*/ #define custom_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect /*-----------------------------------------------------------. / SinCity settings / '-----------------------------------------------------------*/ #define sincity_strength 1.0 //[0.00 to 1.00] Adjust the strength of the effect /*-----------------------------------------------------------. / 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 ; 145 = Scroll Lock // key_screenshot = 44 ; 44 = Print Screen // key_reload_sweetfx = 19 ; 19 = 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

Comments

QTmodz
21 Dec 01:27 CET

piterrrxd

I agree mate! This game has been the hardest to work with out of my many presents.

I see you used VIBRANCE :)

VIBRANCE Really messes with this game and is why i turned it off it my updated settings.

It makes some textures look kinda pixelated!

piterrrxd
20 Dec 21:13 CET

I forgot to change brightness, on 3-4 its good for me. Hard to work with this game, gives a strange effects compared to other games.

QTmodz
20 Dec 20:46 CET

piterrrxd

You say mine is too bright but yours is way to dark. The exteriors and interiors are missing :}

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