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Rivai's - Cinematic v1.2

Created by Rivai
Added May 20, 2015
Updated 5 Jun 03:18 CEST
Shader used: MasterEffect
Preset description:
+++++++++++++++++++++ + Rivai's - Cinematic v1.2 + +++++++++++++++++++++ v1.1: Improved colors and exposure. v1.2: Improved contrast. This is a ReShade+MasterEffect Reborn preset. http://reshade.me/ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Rivai's - Cinematic v1.2 Config: LEVELS SWFX_TECHNICOLOR DPX TONEMAP VIBRANCE CURVES SEPIA GAUSSIAN_ANAMFLARE SHARPENING FISHEYE_CA SMAA F12 toggles the effect ON and OFF. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ How to install: Easy way: 1º Download my .zip file and extract to your the witcher 3\bin\X64\ folder. https://www.dropbox.com/s/wki1u73sc7zeric/Reshade_v0.16%2BMasterEffect_v1.190%20%282%29.zip?dl=0 2º Download the preset and rename it to "MasterEffect.h". Then, copy and paste into the witcher 3\bin\X64\ folder overwriting the existing file. 3º Disable sharpen and chromatic aberration in-game for better improvement. Enjoy! ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Older versions: v1.0: https://www.dropbox.com/s/0skmwb80vrjktbq/Rivai%27s%20-%20Cinematic%20v1.0.txt?dl=0 v1.1: https://www.dropbox.com/s/5bgjr7dlsyqwlep/Rivai%27s%20-%20Cinematic%20v1.1.txt?dl=0
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/*==============================================================================*\ | DESCRIPTION | \*==============================================================================*/ // Game: The Witcher 3 Wild Hunt // Preset: Rivai's - Cinematic v1.2 // MasterEffect ReBorn: v1.1.190 public beta by Marty McFly // API hook: Reshade by Crosire // F12 toggles the effect ON and OFF /*==============================================================================*\ | GLOBAL PARAMETERS | \*==============================================================================*/ #define MASTEREFFECT_TOGGLEKEY 0x7B //[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 1 //[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 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_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear. No control values. #define USE_LIFTGAMMAGAIN 0 //[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 1 //[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 1 //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels. #define USE_BLOOM 0 //[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. //IMAGE ENHANCEMENTS #define USE_SHARPENING 1 //[0 or 1] Sharpen: Sharps the image but may increase aliasing #define USE_FISHEYE_CA 1 //[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 -10 //[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 265 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0 //TECHNICOLOR #define ColStrengthR 0.35 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define ColStrengthG 0.35 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define ColStrengthB 0.20 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define TechniBrightness 1.5 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define TechniStrength 0.50 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define TechniSat 0.5 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image. //SWEETFX TECHNICOLOR #define TechniAmount 0.35 //[0.00 to 1.00] Amount of color change you want #define TechniPower 5.5 //[0.00 to 8.00] Power of color change #define redNegativeAmount 0.98 //[0.00 to 1.00] controls for different technicolor power on the respective color channels #define greenNegativeAmount 0.98 //[0.00 to 1.00] #define blueNegativeAmount 0.80 //[0.00 to 1.00] //DPX #define DPXRed 12.0 //[1.0 to 15.0] Amount of DPX applies on Red color channel #define DPXGreen 12.0 //[1.0 to 15.0] "" #define DPXBlue 12.0 //[1.0 to 15.0] "" #define DPXColorGamma 0.8 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 0.8 //[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 0.32 //[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(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(1.000, 2.000, 1.000) //[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 #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 -0.100 //[-1.000 to 1.000] Adjust exposure #define Saturation -0.400 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.150 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.100 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.32, 0.18, 0.22) //[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 0.25 //[-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(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 #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 0.15 //[-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(2.40, 2.20, 1.80) //[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 0.20 //[0.00 to 1.00] How much to tint the image //SKYRIM TONEMAPPING #define POSTPROCESS 5 //[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 0.99 //[0.1 to 1.0] Every pixel brighter than this value gets a flare. #define fAnamFlareWideness 1.1 //[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible #define fAnamFlareAmount 3.0 //[1.0 to 20.0] Intensity of anamorphic flare. #define fAnamFlareCurve 1.1 //[1.0 to 2.0] Intensity curve of flare with distance from source #define fAnamFlareColor float3(0.462,0.313,0.108) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color. //BLOOM #define iBloomMixmode 2 //[1 to 4] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten #define fBloomThreshold 0.6 //[0.1 to 1.0] Every pixel brighter than this value triggers bloom. #define fBloomAmount 0.3 //[1.0 to 20.0] Intensity of bloom. #define fBloomSaturation 0.8 //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom. #define fBloomTint float3(0.7,0.8,1.0) //[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 0.35 //[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 0.35 //[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 0.0 //[-0.3 to 0.3] distortion of image, fish eye effect #define fFisheyeDistortionCubic 0.0 //[-0.3 to 0.3] distortion of image, fish eye effect, cube based #define fFisheyeColorshift 0.005 //[-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 0.3 //[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 64 //[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 0 //[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

Comments

krakuus
2 Jun 01:18 CEST

It took me literaly a fukn hour to adjust gamma contrast and brightnes level within game and monitor settings to make this preset working but with this one I reached the point when I just put down my controller, stood and just watched how amazing this is.

Rivai
30 May 00:38 CEST

@Bytecode, can you upload a screenshot?

Bytecode
29 May 23:37 CEST

I'm keeping gamma on 1 in game, but sometimes during the night, some dark areas look somewhat black-greyish. What do I do?

Ferdimage
29 May 15:39 CEST

V1.2 is the best preset yet!
Thanks heaps keep up the good work mate

MistyMornings
28 May 20:36 CEST

Never mind, I finally found it

MistyMornings
28 May 20:26 CEST

This is probably a stupid question, but I can't find the witcher 3/bin. I bought a physical copy of the game, which means I had to go through GOG when installing, and I can't figure out where they put file.

Rivai
27 May 13:19 CEST

@shokrizorid, disable FISHEYE_CA line (1 to 0) if you prefer clear fonts instead of chromatic aberration effect.

shokrizorid
27 May 12:42 CEST

Beautiful preset but the text is ugly now.

Rivai
27 May 01:41 CEST

Hi @Ruhagan, have you read and performed the steps shown in the description?
If you did everything right and still don't work, try using this preset based on SFX instead: http://sfx.thelazy.net/games/preset/3749/

Ruhagan
27 May 01:29 CEST

Gives Error because of syntax mistakes in DPX settings.

Need to remove DPX prefix from every entry except DPXSaturation

Rivai
26 May 23:11 CEST

@djk, Yes... it's chromatic aberration. When activated by an injector affects everything, including sources. It's the downside of using that option.

djk
26 May 21:12 CEST

Opps... next time I'll read comments first, I promise! xD Disabled fisheye helped me.

djk
26 May 21:07 CEST

Very nice preset! But blurred font realy annoys me, is it possible to fix that? Or decrease blurriness at least... thanks.
Screen: http://savepic.ru/7083685.png

Rivai
26 May 02:08 CEST

@TexanWarlord, Maybe but I don't have much time to do...

@Seaclean, Only if necessary :)

Seaclean
25 May 22:51 CEST

This is amazing work. It makes a world of difference from vanilla to this. Gives characters and scenery a whole new realism. Tried other sweetfx but always end up going back to this.

Any chance of an update on this preset?

TexanWarlord
24 May 07:51 CEST

Love this preset how it captures the ambiance of the world like it did with the previous trailers. Though do you think you could create 2013, and vgx trailer colors with same feel?

Rivai
21 May 18:35 CEST

@AivirOfTlareg Wow, I'm very impressed! Thank you so much for this excellent video :D

AivirOfTlareg
21 May 18:14 CEST

@Rivai I just made a video with your preset,
www.youtube.com/watch?v=Yf2EkAkoA2I,
You can put it in the description if you want.

Dubay75
21 May 17:07 CEST

@Rivai Thanks for that, I will re-apply it.

Rivai
21 May 14:18 CEST

@Dubay75 it's already fixed. Download the preset again if you want to keep all the visual improvements active without zoom ;-)

Dubay75
21 May 11:58 CEST

Looks fantastic! But I did turn off the fisheye setting, I don't think it adds anything other than zooming the image slightly.

Rivai
21 May 04:29 CEST

The zoom is due to Chromatic Aberration. I changed the variable and now it works without zoom ;)

Staros83
20 May 23:30 CEST

Just go in the "mastereffect.h" (open with notepad if necessary) and search line : #define USE_FISHEYE_CA

and just set it to "0"
save the modifications.
thats all =)

Npolaris
20 May 23:26 CEST

The zoom is minimal!
No need to worry ;-)

Calvin132
20 May 23:22 CEST

Can confirm the zoom when F12 is pressed. Will appreciate it if this is fixed : ) It is indeed the best preset out there

jonie984
20 May 21:09 CEST

@jonnecy. Yes... Fix this please!!!!

jonnecy
20 May 18:35 CEST

why does it zoom in/out when toggling it on or off ?

Rivai
20 May 13:44 CEST

Sorry guys, I had that file in another game. It's already fixed now.

Thanks @Ferdimage for the help and report.

t9x69
20 May 12:07 CEST

Nevermind, got it working. Thanks again @Ferdimage

t9x69
20 May 11:45 CEST

@Ferdimage Thanks man, it's actually running now. However, it says no effects found and I placed his preset and renamed it "MasterEffect.h". Any ideas?

Ferdimage
20 May 06:57 CEST

Got it working guys, just use the right dll file ReShade64.dll from http://reshade.me/
and rename it to dxgi.dll

Ferdimage
20 May 06:46 CEST

Is the reshade .dll file named correctly in your zip file?
I thought dx11 games are dxgi.dll

t9x69
20 May 04:25 CEST

@Rivai Damn, so it's not working at all then. I'll play around with it tomorrow and see if I have any better luck. Really want to use this. Great work on the preset though. Looks incredible.

Rivai
20 May 04:11 CEST

@t9x69 Is already enabled by default.

t9x69
20 May 04:04 CEST

@Rivai Do you know if there's some sort of settings I can adjust or add in the file to make it enabled by default?

Rivai
20 May 03:58 CEST

@t9x69, I don't know why it may be but it seems that the Reshade toggle is currently bugged and don't work for everyone. It works for me.

t9x69
20 May 03:09 CEST

Nothing happens when I press F12. The other presets on this site work no problem, but I can't get this one to work. Any suggestions? This is by far (IMO) the best looking one, so I'd really love to use it.

THE280X
20 May 02:45 CEST

Amazing work my friend.

Ferdimage
20 May 02:11 CEST

My favourite preset so far! thank you, the game just has a better atmosphere

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