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- Clear HD v4.5 ENB (Update) -

Created by RFiD
Added April 18, 2015
Updated 1 Jun 20:05 CEST
Shader used: MasterEffect
Preset description:
———————————————————————————————————————————— Preset created with ENB & ReShade v0.18.4. & MasterEffect 1.1.205 Update: 01/06/2015 Ultra-Realistic colors, better graphics More traffic, More Peds, More Ped Variety better vehicle demolition, more blood, better blood color, peds have more health Updated ReShade 0.18.4 You need OpenIV for this mod!!!DOWNLOAD LINK You need these files (& OpenIV) to work • Clear HD v4.5 ENB = https://goo.gl/K56LB0 Old Version • Clear HD v1.0 = http://adf.ly/1HLaA0 • Clear HD v2.0 = http://adf.ly/1HLa5n • Clear HD v3.0 = http://adf.ly/1HLZzq • Clear HD v4.0 = http://adf.ly/1HLZYe • Clear HD v4.3.1 ENB = https://goo.gl/ZOCWC2 • Clear HD v4.4 ENB = https://goo.gl/1fwxrR _________________________Shader Toggle Key = DELETE Tweaked Settings •SMAA •Cineon DPX •LEVELS •SHARPENING •LIFTGAMMAGAIN •TONEMAP •VIBRANCE •CURVES ———————————————————————————————————————————— Read the Readme for Instructions All files needed are included. Except OpenIV Download: https://goo.gl/K56LB0 If you Update Clear HD from previous versions: delete all files when you had Mastereffects before: mastereffect folder, reshade.fx, mastereffect.h & dxgi.dll or d3d11.dll or d3d9.dll and the txt file named dxgi or d3d11 or d3d9 ÚNINSTALL SweetFX 2.0 first when installed Easy Cleanup remove all Files/Folders listed if existing: SweetFX Folder, sweet.fx file, reshade32.dll, reshade64.dll, dxgi.dll or d3d11.dll, dxgi.txt or d3d11.txt when done - follow the instructions EASY INSTALL ____________________________________________ TROUBLESHOOTING If game crashes at start: - Effect sometimes disabled when changing resolution - enable with DELETE again - Close FRAPS - if you run it - ASUS Mainboard Users: Close Sonic Radar (Sonic Sound) If game crashes with ENB (all versions from v4.3) at start - you maybe have a file called d3d9.dll or dxgi.dll in there please delete those and test again. If still crashing you maybe have a videocard not supporting DX11 (or just not activated DX11 ingame in graphic options) in this case you cannot use ENB - delete d3d11.dll, enbseries.ini & enblocal.ini then rename reshade.dll to dxgi.dll (or in some cases d3d9.dll) • Shader Toggle Key = DELETE Please visit the official ReShade forums for further troubleshooting • http://reshade.me/forum/index Official ReShade Website • http://reshade.me • Thanks to Marty McFly (MasterEffect dev) • Thanks to Crosire (ReShade dev)
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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // ReShade effect file // visit facebook.com/MartyMcModding for news/updates //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // MasterEffect ReBorn 1.1.205 public beta by Marty McFly // April's edition - do not take seriously :) // Continuation of MasterEffect 1.6.1 // Copyright © 2008-2015 Marty McFly //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ /*==============================================================================*\ | GLOBAL PARAMETERS | \*==============================================================================*/ #define MASTEREFFECT_TOGGLEKEY 0x2E //[depending on keyboard layout] Key used to toggle all MasterEffect effects. See ReShade documentation for more info. #define USE_DEPTHBUFFER_OUTPUT 0 //[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes. #define USE_HDR_LEVEL 0 //[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1: RGBA16F | 2: RGBA32F #define USE_HUD_MASKING 0 //[0 or 1] HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing. /*==============================================================================*\ | ENABLE EFFECTS | \*==============================================================================*/ //COLOR #define USE_LUT 0 //[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #define USE_LEVELS 1 //[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 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80 #define USE_SWFX_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX #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. No control values. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. #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_SKYRIMTONEMAP 0 //[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's. #define USE_COLORMOOD 0 //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors. #define USE_CROSSPROCESS 0 //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing. #define USE_FILMICPASS 0 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look. #define USE_REINHARD 0 //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works. #define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping. #define USE_COLORMOD 0 //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi. #define USE_SPHERICALTONEMAP 0 //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms. #define USE_HPD 0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves. #define USE_FILMICCURVE 0 //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3. #define USE_WATCHDOG_TONEMAP 0 //[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values. #define USE_SINCITY 0 //[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey. #define USE_COLORHUEFX 0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80! //LIGHTING #define USE_LENSDIRT 0 //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt! #define USE_GAUSSIAN_ANAMFLARE 0 //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels. #define USE_BLOOM 1 //[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way. #define USE_LENZFLARE 0 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect. #define USE_CHAPMAN_LENS 0 //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo. #define USE_GODRAYS 0 //[0 or 1] Godrays: Adds some light rays rotating around screen center. #define USE_ANAMFLARE 0 //[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording. //DEPTH BASED #define USE_AMBIENTOCCLUSION 0 //[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available. #define USE_DEPTHOFFIELD 0 //[0 or 1] Depth of Field: Simulates out of focus blur of a camera. Multiple algorithms available. #define USE_REFLECTIONS 0 //[0 or 1] Reflections: Adds screen space reflections similiar to those used in Half-Life 3. //IMAGE ENHANCEMENTS #define USE_SHARPENING 1 //[0 or 1] Sharpen: Sharps the image but may increase aliasing #define USE_FISHEYE_CA 0 //[0 or 1] Fisheye lens & Chromatic Abberation: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect. #define USE_GRAIN 0 //[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_HEATHAZE 0 //[0 or 1] Heat Haze: Convection in heated air causes the temperature of the air to vary and causes a shimmery effect that distorts whatever is behind. //OVERLAYS #define USE_HD6_VIGNETTE 0 //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center #define USE_COLORVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners #define USE_BORDER 0 //[0 or 1] Border: Can be used to create letterbox borders around the image. #define USE_MOVIEBARS 0 //[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio. /*==============================================================================*\ | EFFECT PARAMETERS - COLOR | \*==============================================================================*/ //CARTOON #define CartoonPower 4.5 //[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. //LEVELS #define Levels_black_point 2 //[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 255 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0 //TECHNICOLOR #define ColStrengthR 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define ColStrengthG 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define ColStrengthB 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define TechniBrightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define TechniStrength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define TechniSat 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image. //SWEETFX TECHNICOLOR #define TechniAmount 0.4 //[0.00 to 1.00] Amount of color change you want #define TechniPower 4.0 //[0.00 to 8.00] Power of color change #define redNegativeAmount 0.88 //[0.00 to 1.00] controls for different technicolor power on the respective color channels #define greenNegativeAmount 0.88 //[0.00 to 1.00] #define blueNegativeAmount 0.88 //[0.00 to 1.00] //DPX #define DPXRed 8.0 //[1.0 to 15.0] Amount of DPX applies on Red color channel #define DPXGreen 8.0 //[1.0 to 15.0] "" #define DPXBlue 8.0 //[1.0 to 15.0] "" #define DPXColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define DPXRedC 0.36 //[0.60 to 0.20] #define DPXGreenC 0.36 //[0.60 to 0.20] #define DPXBlueC 0.34 //[0.60 to 0.20] #define DPXBlend 0.2 //[0.00 to 1.00] How strong the effect should be. //LIFTGAMMAGAIN #define RGB_Lift float3(1.006, 1.000, 0.993) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gain float3(1.005, 1.000, 0.995) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue #define RGB_Gamma float3(1.000, 1.000, 1.005) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue //TONEMAP #define Gamma 1.000 //[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 0.000 //[-1.000 to 1.000] Adjust exposure #define Saturation -0.100 //[-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 0.400 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(-0.002, 0.00, 0.01) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue //VIBRANCE #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, 0.40, 0.60) //[-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 #define Curves_mode 0 //[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 0.30 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 2 //[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 #define ColorTone float3(1.40, 1.10, 0.90) //[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 0.58 //[0.00 to 1.00] How much to tint the image //SKYRIM TONEMAPPING #define POSTPROCESS 6 //[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc // #define EAdaptationMinV1 0.05 #define EAdaptationMaxV1 0.125 #define EContrastV1 1.0 #define EColorSaturationV1 1.0 #define EToneMappingCurveV1 6.0 // #define EAdaptationMinV2 0.36 #define EAdaptationMaxV2 0.29 #define EToneMappingCurveV2 8.0 #define EIntensityContrastV2 2.5 #define EColorSaturationV2 3.2 #define EToneMappingOversaturationV2 180.0 // #define EAdaptationMinV3 0.001 #define EAdaptationMaxV3 0.025 #define EToneMappingCurveV3 30.0 #define EToneMappingOversaturationV3 111160.0 // #define EAdaptationMinV4 0.2 #define EAdaptationMaxV4 0.125 #define EBrightnessCurveV4 0.7 #define EBrightnessMultiplierV4 0.45 #define EBrightnessToneMappingCurveV4 0.3 // #define EAdaptationMinV5 0.08 #define EAdaptationMaxV5 0.20 #define EToneMappingCurveV5 8 #define EIntensityContrastV5 3.475 #define EColorSaturationV5 4 #define HCompensateSatV5 2 #define EToneMappingOversaturationV5 180.0 // #define EBrightnessV6Day 2.5 #define EIntensityContrastV6Day 1.5 #define EColorSaturationV6Day 2.0 #define HCompensateSatV6Day 3.0 #define EAdaptationMinV6Day 0.64 #define EAdaptationMaxV6Day 0.24 #define EToneMappingCurveV6Day 8 #define EToneMappingOversaturationV6Day 2500.0 //COLORMOOD #define fRatio 0.4 //[0.00 to 3.00] Amount of moody coloring you want #define moodR 1.0 //[0.0 to 2.0] How strong dark red colors shall be boosted #define moodG 1.1 //[0.0 to 2.0] How strong dark green colors shall be boosted #define moodB 0.5 //[0.0 to 2.0] How strong dark blue colors shall be boosted //CROSSPROCESS #define CrossContrast 0.95 //[0.5 to 2.00] The names of these values should explain their functions #define CrossSaturation 1.12 //[0.5 to 2.00] #define CrossBrightness -0.052 //[-0.3 to 0.30] #define CrossAmount 1.0 //[0.05 to 1.5] //FILMICPASS #define Strenght 0.725 //[0.05 to 1.5] Strength of the color curve altering #define BaseGamma 1.6 //[0.7 to 2.0] Gamma Curve #define Fade 0.2 //[0.0 to 0.6] Decreases contrast to imitate faded image #define Contrast 1.0 //[0.5 to 2.0] Contrast. #define FSaturation -0.15 #define FBleach 0.005 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image #define FRedCurve 6.0 #define FGreenCurve 6.0 #define FBlueCurve 6.0 #define BaseCurve 1.5 #define EffectGammaR 1.0 #define EffectGammaG 1.0 #define EffectGammaB 1.0 #define EffectGamma 0.75 #define Linearization 1.3 //[0.5 to 2.0] Linearizes the color curve //REINHARD TONEMAP #define ReinhardWhitepoint 4.0 //[1.0 to 10.0] Point above which everything is pure white #define ReinhardScale 0.5 //[0.0 to 2.0] Amount of applied tonemapping //REINHARD LINEAR TONEMAP #define ReinhardLinearWhitepoint 4.4 #define ReinhardLinearPoint 0.06 #define ReinhardLinearSlope 2.25 //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment. //COLORMOD #define ColormodChroma 0.78 // Saturation #define ColormodGammaR 1.05 // Gamma for Red color channel #define ColormodGammaG 1.05 // Gamma for Green color channel #define ColormodGammaB 1.05 // Gamma for Blue color channel #define ColormodContrastR 0.50 // Contrast for Red color channel #define ColormodContrastG 0.50 // ... #define ColormodContrastB 0.50 // ... #define ColormodBrightnessR -0.08 // Brightness for Red color channel #define ColormodBrightnessG -0.08 // ... #define ColormodBrightnessB -0.08 // ... //SPHERICAL TONEMAP #define sphericalAmount 1.0 //[0.0 to 2.0] Amount of spherical tonemapping applied...sort of //COLOR HUE FX #define USE_COLORSAT 0 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect #define hueMid 0.6 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep #define hueRange 0.1 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W #define satLimit 2.9 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around #define fxcolorMix 0.8 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image. /*==============================================================================*\ | EFFECT PARAMETERS - LIGHTING | \*==============================================================================*/ //LENSDIRT #define fLensdirtIntensity 3.0 //[0.0 to 2.0] Intensity of lensdirt. #define fLensdirtSaturation 4.0 //[0.0 to 2.0] Color saturation of lensdirt. #define fLensdirtTint float3(1.0,1.0,1.0) //[0.0 to 1.0] R, G and B components of lensdirt tintcolor the lensdirt color gets shifted to. #define iLensdirtMixmode 2 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten //GAUSSIAN ANAMORPHIC LENSFLARE #define fAnamFlareThreshold 0.90 //[0.1 to 1.0] Every pixel brighter than this value gets a flare. #define fAnamFlareWideness 2.4 //[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible #define fAnamFlareAmount 14.5 //[1.0 to 20.0] Intensity of anamorphic flare. #define fAnamFlareCurve 1.2 //[1.0 to 2.0] Intensity curve of flare with distance from source #define fAnamFlareColor float3(0.012,0.313,0.588) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color. //BLOOM #define iBloomMixmode 3 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten #define fBloomThreshold 0.995 //[0.1 to 1.0] Every pixel brighter than this value triggers bloom. #define fBloomAmount 1.05 //[1.0 to 20.0] Intensity of bloom. #define fBloomSaturation 1.4 //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom. #define fBloomTint float3(0.612,0.633,0.688) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to. //LENZ FLARE #define LENZDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR #define fLenzIntensity 1.0 //[0.2 to 3.0] power of lens flare effect #define fLenzThreshold 0.8 //[0.6 to 1.0] Minimum brightness an object must have to cast lensflare //CHAPMAN LENS #define CHAPMANDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR #define ChapFlareTreshold 0.9 //[0.7 to 0.99] Brightness threshold for lensflare generation. Everything brighter than this value gets a flare. #define ChapFlareCount 15 //[1 to 20] Number of single halos to be generated. If set to 0, only the curved halo around is visible. #define ChapFlareDispersal 0.25 //[0.25 to 1.0] Distance from screen center (and from themselves) the flares are generated. #define ChapFlareSize 0.45 //[0.2 to 0.8] Distance (from screen center) the halo and flares are generated. #define ChapFlareCA float3(0.0,0.01,0.02) //[-0.5 to 0.5] Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA. #define ChapFlareIntensity 100.0 //[5.0 to 20.0] Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result. //GODRAYS #define bGodrayDepthCheck 1 //[0 or 1] if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR #define iGodraySamples 128 //[2^x format] How many samples the godrays get #define fGodrayDecay 0.99 //[0.5 to 0.9999] How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen #define fGodrayExposure 1.0 //[0.7 to 1.5] Upscales the godray's brightness #define fGodrayWeight 1.25 //[0.8 to 1.7] weighting #define fGodrayDensity 1.0 //[0.2 to 2.0] Density of rays, higher means more and brighter rays #define fGodrayThreshold 0.9 //[0.6 to 1.0] Minimum brightness an object must have to cast godrays //ANAMORPHIC LENSFLARE #define bFlareDepthCheckEnable 1 //[0 or 1] if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR #define fFlareLuminance 0.95 //[0.6 to 1.0] bright pass luminance value #define fFlareBlur 200.0 // [1.0 to 9999999] manages the size of the flare #define fFlareIntensity 2.07 // [0.2 to 5.0] effect intensity #define fFlareTint float3(0.137, 0.216, 1.0) // [0.0 to 2.0] effect tint RGB /*==============================================================================*\ | EFFECT PARAMETERS - DEPTH BASED EFFECTS | \*==============================================================================*/ /*==============================================================================*/ //AMBIENT OCCLUSION - GLOBAL PARAMETERS #define AO_METHOD 1 //[1 to 2] 1: SSAO | 2: Raymarch AO | 3: HBAO | 4: SSGI #define AO_SHARPNESS 0.7 //[0.05 to 2.0] 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance. #define AO_DEBUG 0 //[0 to 2] Enables raw debug output. 1: occlusion | 2: color bouncing (SSGI only!) #define AO_LUMINANCE_CONSIDERATION 1 //[0 or 1] Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas. Not for GI! #define AO_LUMINANCE_LOWER 0.3 //[0.0 to 1.0] Lower brightness threshold where AO starts to fade out. Below this threshold AO has full power. #define AO_LUMINANCE_UPPER 0.6 //[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0. //AMBIENT OCCLUSION - SSAO #define iSSAOSamples 16 //[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof. #define fSSAOSamplingRange 50.0 //[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both. #define fSSAODarkeningAmount 1.5 //[0.0 to 5.0] Amount of SSAO corner darkening #define fSSAOBrighteningAmount 1.0 //[0.0 to 5.0] Amount of SSAO edge brightening //AMBIENT OCCLUSION - RAYMARCH AO #define iRayAOSamples 24 //[10 to 78] Amount of sample "rays" Higher means more accurate AO but also less performance. #define fRayAOSamplingRange 0.0005 //[0.0001 to 0.02] Range of AO sampling. Higher values ignore small geometry details and shadow more globally. #define fRayAOMaxDepth 0.02 //[0.01 to 0.2] Range clip factor to avoid far objects to occlude close objects just because they are besides each other on screen. #define fRayAOMinDepth 0.00003 //[0.000 to 0.001] Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves. #define fRayAOPower 2.0 //[0.2 to 5.0] Amount of darkening. //AMBIENT OCCLUSION - HBAO #define iHBAOSamples 9 //[7 to 36] Amount of samples. Higher means more accurate AO but also less performance. #define fHBAOSamplingRange 2.6 //[0.5 to 5.0] Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally. #define fHBAOAmount 3.0 //[1.0 to 10.0] Amount of HBAO shadowing. #define fHBAOClamp 0.1 //[0.0 to 1.0] Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO. #define fHBAOAttenuation 0.02 //[0.001 to 0.2] Affects the HBAO range, prevents shadowing of very far objects which are close in screen space. //AMBIENT OCCLUSION - SSGI #define iSSGISamples 9 //[5 to 24] Amount of SSGI sampling iterations, higher means better GI but less performance. #define fSSGISamplingRange 0.4 //[5.0 to 80.0] Radius of SSGI sampling. #define fSSGIIlluminationMult 4.5 //[1.0 to 8.0] Multiplier of SSGI illumination (color bouncing/reflection). #define fSSGIOcclusionMult 0.8 //[1.0 to 10.0] Multiplier of SSGI occlusion. #define fSSGIModelThickness 10.0 //[0.5 to 100.0] Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects. #define fSSGISaturation 1.8 //[0.2 to 2.0] Saturation of bounced/reflected colors. /*==============================================================================*/ //DEPTH OF FIELD - GLOBAL PARAMETERS #define DOF_METHOD 2 //[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF #define DOF_FOCUSPOINT float2(0.5,0.5) //[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower. #define DOF_NEARBLURCURVE 10.0 //[0.4 to X] Power of blur of closer-than-focus areas. #define DOF_FARBLURCURVE 0.5 //[0.4 to X] Elementary, my dear Watson: Blur power of areas behind focus plane. #define DOF_BLURRADIUS 15.0 //[5.0 to 50.0] Blur radius approximately in pixels. Radius, not diameter. #define DOF_MANUALFOCUS 1 //[0 or 1] Enables manual focus. #define DOF_MANUALFOCUSDEPTH 0.1 //[0.0 to 1.0] Manual focus depth. 0.0 means camera is focus plane, 1.0 means sky is focus plane. //DEPTH OF FIELD - RING DOF #define iRingDOFSamples 6 //[5 to 30] Samples on the first ring. The other rings around have more samples #define iRingDOFRings 4 //[1 to 8] Ring count #define fRingDOFThreshold 2.5 //[0.8 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc. #define fRingDOFGain 0.1 //[0.1 to 2.0] Amount of brightening for pixels brighter than threshold. #define fRingDOFBias 0.0 //[0.1 to 2.0] bokeh bias. #define fRingDOFFringe 0.5 //[0.0 to 1.0] Amount of chromatic abberation //DEPTH OF FIELD - MAGIC DOF #define iMagicDOFBlurQuality 2 //[1 to 30] Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150. #define fMagicDOFColorCurve 3.0 //[1.0 to 10.0] DOF weighting curve. //DEPTH OF FIELD - GP65CJ042 DOF #define iGPDOFQuality 6 //[0 to 7] 0: only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps. #define bGPDOFPolygonalBokeh 1 //[0 or 1] Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape. #define iGPDOFPolygonCount 5 //[3 to 9] Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc. #define fGPDOFBias 0.00 //[0.0 to 20.0] Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge. #define fGPDOFBiasCurve 0.0 //[0.0 to 3.0] Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge. #define fGPDOFBrightnessThreshold 1.8 //[0.6 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc. #define fGPDOFBrightnessMultiplier 2.00 //[0.0 to 2.0] Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold. #define fGPDOFChromaAmount 0.0 //[0.00 to 0.4] Amount of color shifting applied on blurred areas. //DEPTH OF FIELD - MATSO DOF #define bMatsoDOFChromaEnable 1 //[0 or 1] Enables Chromatic Abberation. #define bMatsoDOFBokehEnable 1 //[0 or 1] Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton. #define fMatsoDOFChromaPow 1.4 //[0.2 to 3.0] Amount of chromatic abberation color shifting. #define fMatsoDOFBokehCurve 8.0 //[0.5 to 20.0] Bokeh curve. #define fMatsoDOFBokehLight 0.012 //[0.0 to 2.0] Bokeh brightening factor. #define iMatsoDOFBokehQuality 2 //[1 to 10] Blur quality as control value over tap count. #define fMatsoDOFBokehAngle 0 //[0 to 360] Rotation angle of bokeh shape. /*==============================================================================*\ | EFFECT PARAMETERS - IMAGE ENHANCEMENTS | \*==============================================================================*/ //SHARPEN #define fSharpBias 0.22 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount #define fSharpStrength 0.65 //[0.05 to 1.0] Amount of sharpening you want. #define fSharpClamp 0.050 //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing //FISHEYE, CHROMATIC ABBERATION #define fFisheyeZoom 0.5 //[0.5 to 1.0] some lens zoom to hide bugged edges due to texcoord modification #define fFisheyeDistortion 0.15 //[-0.3 to 0.3] distortion of image, fish eye effect #define fFisheyeDistortionCubic 0.15 //[-0.3 to 0.3] distortion of image, fish eye effect, cube based #define fFisheyeColorshift -0.03 //[-0.1 to 0.1] Amount of color shifting //IMAGE GRAIN #define fGrainSaturation 1.0 //[0.0 to 2.0] Saturation of Grain. Higher means more colored noise, 0.0 means blacknwhite no TV signal noise. #define fGrainIntensityBright 0.0 //[0.0 to 2.0] Intensity of Grain in bright areas. #define fGrainIntensityMid 0.0 //[0.0 to 2.0] Intensity of Grain in midtone areas. #define fGrainIntensityDark 0.1 //[0.0 to 2.0] Intensity of Grain in dark areas. //EXPLOSION #define fExplosionRadius 10.5 //[0.2 to 100.0] Amount of effect you want. //SMAA #define fSMAAThreshold 0.05 //[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 iSMAAMaxSearchSteps 90 //[0 to 98] Determines the radius SMAA will search for aliased edges #define iSMAAMaxSearchStepsDiag 16 //[0 to 32] Determines the radius SMAA will search for diagonal aliased edges #define iSMAACornerRounding 100 //[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. #define iSMAAEdgeDetectionMode 2 //[1 to 3] 1: Luma edge detection 2: Color edge detection 3: Depth edge detection #define bSMAAPredication 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges. #define fSMAAPredicationThreshold 0.09 //[0.001 to 0.2] Threshold to be used in the depth buffer. #define fSMAAPredicationScale 1.0 //[0.5 to 4.0] How much to scale the global Threshold used for luma or color edge detection when using predication #define fSMAAPredicationStrength 20.4 //[0.1 to 1.0] How much to locally decrease the Threshold. #define iSMAADebugOutput 0 //[0 to 4] 0: Normal | 1: edgesTex | 2: blendTex | 3: areaTex | 4: searchTex - Only for troubleshooting. Users don't need to mess with this. //HEAT HAZE #define fHeatHazeSpeed 2.0 //[0.5 to 10.0] Speed of heathaze waves #define fHeatHazeOffset 5.0 //[0.5 to 20.0] Amount of image distortion caused by heathaze effect #define fHeatHazeTextureScale 1.0 //[0.5 to 5.0] Scale of source texture, affecting the tile size. Use Heathaze debug effect for better visible effect. #define fHeatHazeChromaAmount 0.6 //[0.0 to 2.0] Amount of color shift caused by heat haze. Linearly scales with fHeatHazeOffset. #define bHeatHazeDebug 0 //[0 or 1] Enables raw texture output for debugging purposes. Useful for texture experiments. /*==============================================================================*\ | EFFECT PARAMETERS - OVERLAYS | \*==============================================================================*/ //HD6VIGNETTE #define fHD6VignetteMode 1 //[1 to 3] Vignette Alignment 1: Left and right | 2: top and bottom | 3: corners. #define fHD6VignetteTop 0.7 //[0.3 to 1.5] Top/left (depending on mode) height of bar. #define fHD6VignetteBottom 0.7 //[0.3 to 1.5] Bottom/right (depending on mode) height of bar. #define fHD6VignetteRoundness 0.0 //[0.0 to 100000.0] Amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle. #define fHD6VignetteColorDistort 0.0 //[0.0 to 5.0] Distorts the colors. #define fHD6VignetteContrast 11.6 //[0.0 to 20.0] Contrast of vignette curve. #define fHD6VignetteBorder 6.5 //[0.0 to 5.0] Vignette Border factor. //STANDARDVIGNETTE #define fVignetteAmount 2.9 //[0.0 to 5.0] Amount of vignette color change. #define fVignetteCurve 1.5 //[0.0 to 5.0] Curve of vignette color change. #define fVignetteRadius 0.95 //[0.0 to 5.0] Radius from center where vignette color change kicks in. #define fVignetteColor float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB vignette color. //BORDER #define fBorderWidth float2(10,10) //[0 to 2048, 0 to 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 fBorderRatio float(1920.0 / 1080.0) //[0.1 to 10.0] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right. #define fBorderColor float3(1.0, 0.0, 0.0) //[0.0 to 1.0] What color the border should be. In RGB colors, 0,0,0 is black, 1,1,1 is pure white. //END #define DISABLESPLASH 1 //[0 or 1] Disables the "MasterEffect" splash screen everytime


1 Jun 20:02 CEST

@ billtaco: yes please overwrite dinput8.dll & openIV.asi
for the handling file, you dont need to replace it if you already have a mod that used this file: changes in this file is realistic damage - nothing else.

28 May 17:20 CEST

I HAVE dinput8.dll openiv .ASI ...SHOULD I COVER THEM ...

20 May 18:46 CEST

the handling file really involved important mods
so ==>what's change in this file
Dear RFiD ??

10 May 11:32 CEST

Hi,can this be used also for other games, or is this specific for gta v?

5 May 10:37 CEST

I already work to get the best FPS out of it.
But I'm not the author of the shaders nor reshade injector. I already tried to reassemble the work in SweetFX2.0 and Framework with worse results.

Guess we have to wait for an updated reshade or shader. maybe i will find another way. I after it :)

1 May 09:17 CEST

Dear Author, Can You Please Make Your Best To Optimize This Amazing Settings?? I loose Almost 15-20 Fps When Use This Mod,Please Fix This Problem And You Will Be My Hero

23 Apr 17:54 CEST

This preset is awesome great work :)
Will do a vid on my channel about it soon :) and will put a link of it too!

18 Apr 15:56 CEST

you can disable bloom for slight performance boost. Open mastereffect.h and set #define USE_BLOOM 1 to 0. But I would prefer setting Ingame Grassquality lower till you reach your desired framerate.

18 Apr 15:19 CEST

Great preset. I'm using it with reshade but the only problem is it eats up like 5- 9 fps when toggled on.

18 Apr 08:06 CEST

And guys if you experience any stuttering or lag during startup, make sure to press DEL at the black screen right before the intro starts. Like RFiD mentioned. Works for me :)

18 Apr 08:02 CEST

Great preset! Works nice. I downloaded and copied all files you included. But i did have to change d3d11.dll to dxgi.dll though to avoid crashes.

Performance is great too i can finally use msaa 2x together with fxaa.

18 Apr 05:25 CEST

when you're finished with restoring, make sure the 2 files and folder i postet below is not in there and start your game to see if its working again. - then dont use the reshade setup it install a wrong dll! then just extract the files i uploaded in the link in the description to your game directory - and now i will go to sleep. good luck Destroyer and have fun when it works!

18 Apr 05:19 CEST

It's currently restoring an older version of it so it should be fine after that. Among the errors I find are these:

Unable to clear in-file and out-file!
Game exited with code -1073741819
Unable to stat out-file!

Setting error condition
Category: 1
* Extra:
Localised: Launcher error. Code: 7

Unable to read out-file!

Code 5

Unable to clear in-file and out-file!

18 Apr 05:12 CEST

i read in other post from you, that you installed sweetfx. delete reshade32.dll, & sweet.fx file + folder then it should work fine again

18 Apr 05:11 CEST

I also hope that messing with SweetFX won't get people banned. After all, it doesn't modify any gameplay features.

18 Apr 05:08 CEST

:( yeah that could be the reason, hope you are able to restore them

18 Apr 05:04 CEST

Not steam. Bought a physical copy. and I think I accidentally deleted some dlls I thought came with the SweetFX folder so I had to redownload those.

18 Apr 05:00 CEST

I also updated today, if youre in steam close and restart. i recently also had problems like this.

make sure you dont have sweetfx folder & sweet.fx file in your gamedirectory you need only the files in the package

18 Apr 04:55 CEST

Now the game "exits unexpectedly when I try to start it. It updated recently so it might have been that. Or I f*ed something up. Reverting to an older version just to be safe.

18 Apr 04:41 CEST

Hi Destroyer, you only need what in the rar. file extract to you gamedirectory and you're ready to go

18 Apr 04:04 CEST

Hmm. This looks like it could be worth trying out. My first time using sweet fx.

I need MasterEffects too for this?

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