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Kputt edited by LeoshevBR [HDR+BLOOM]

Created by leoshevbr
Added April 25, 2015
Shader used: SweetFX 2.0
Preset description:
A preset edited by me. HDR ON BLOOM ON FXAA OFF [lowering fps. turn on in game] Less sharpen HDR + BLOOM to do night "more night"
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//===========================================// // Bloom // // Settings // //===========================================// #define BloomThreshold 20.50 //[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 0.0142 //[0.0000 to 1.0000] Width of the bloom //===========================================// // HDR // // Settings // //===========================================// #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.80 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter //===========================================// // Lumasharpen // // Settings // //===========================================// // -- Sharpening -- #define sharp_strength 0.30 //[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) //===========================================// // Lift Gamma Gain // // Settings // //===========================================// #define RGB_Lift float3(1.006, 1.000, 0.993) //[0.000 to 2.000] Adjust shadows 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 #define RGB_Gain float3(1.010, 1.000, 0.995) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //Note that a value of 1.000 is a neutral setting that leave the color unchanged. //===========================================// // Lift Gamma Gain // // Settings // //===========================================// #define RGB_Lift float3(1.006, 1.000, 0.993) //[0.000 to 2.000] Adjust shadows 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 #define RGB_Gain float3(1.010, 1.000, 0.995) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //Note that a value of 1.000 is a neutral setting that leave the color unchanged. //===========================================// // Dither // // Settings // //===========================================// #define dither_method 1

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