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Bye Greeny RE5 DX9 v1.0

Preset for Resident Evil 5
Created by Diego9000
Added April 29, 2015
Updated 29 Apr 05:09 CEST
Shader used: Other
Preset description:
Sorry taking long to update this shader. Since RE5 Gold uses DX9, it may work with the old RE5; The same quality you see at my RE5 DX10 config, it is used on this DX9 version.
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Resident Evil 5 Gold SweetFX version: Other Author: Diego9000 Please note when tweaking settings that higher numbers does not always equal better (nor does lower). Finding the best settings for your game and your taste is about finding just the right amount to apply. I corrected the colors of RE5 by using Tonemap's Defog function then balancing the blue and red colors so they wont get so promenient. There isn't many things needed for this config, all can be done with DPX, ToneMap and LiftGammaGain. /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Effects are listed in the order that they are applied. // Set to 1 for ON or 0 for OFF #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image. #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. #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) /*-----------------------------------------------------------. / 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 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) #define LumaSharpen_ToggleKey RFX_ToggleKey /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 5.0 //[1.0 to 15.0] #define Green 5.0 //[1.0 to 15.0] #define Blue 1.0 //[1.0 to 15.0] #define ColorGamma 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 1.8 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.50 //[0.60 to 0.20] #define GreenC 0.50 //[0.60 to 0.20] #define BlueC 0.20 //[0.60 to 0.20] #define Blend 0.02 //[0.00 to 1.00] How strong the effect should be. /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(1.000, 1.010, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(0.975, 1.065, 1.075) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.975, 1.070, 1.095) //[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. /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.255 //[0.000 to 2.000] Adjust midtones #define Saturation 0.750 //[-1.000 to 1.000] Adjust saturation #define Exposure 0.0 //[-1.000 to 1.000] Adjust exposure #define Bleach 0.085 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.017 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.00, 2.55, 0.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55]

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