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͡Fantasy v3.3

Created by CooliSushi
Added May 24, 2015
Updated 12 Jul 02:46 CEST
Shader used: SweetFX 2.0
Preset description:
~========================~ ~Fantasy~ For those of you who love fantasy-like graphics, this preset does its best to add a colorful immersion to the Fantasy world of The Witcher 3: Wild Hunt. =--------= videos - v3.0 https://www.youtube.com/watch?v=2qnJ_MTwBHc - v1.0 https://youtu.be/C91RhJQcQKc =--------= UPDATES Ver 1.2 - balanced colors, colors now appear more natural than blue. - fixed known cloud issue, clouds no longer appear "tinted" - added some slight changes to lighting - colors no longer strain your eyes after long play sessions. (Although this was only a problem for some who have sensitive eyes.) - added bloom effect. Ver 2.0 - recreated everything from scratch - better lighting - improved bloom - no performance impact - reworked color palette. Used more colors from the original vanilla palette. v3.0 - added new color palette - increased saturation - tweaked colors - darkened shadows v3.2 - toned down the saturation (just a bit) - brightened shadows a little more - balanced the new color palette v3.3 - Removed Lift Gamma Gain effect which caused eye strain in bright areas - Removed blue tint (This was already added in the updated 3.2) - Very slight change to colors - Lowered overall intensity of brightness ~========================~ HOW TO INSTALL 1. Download this archive: https://www.mediafire.com/?az5xod7881gg29d 2. Extract to .../The Witcher 3/bin/x64. 3. Click "Download Preset" => rename this file to "SweetFX_settings" then replace it with the old one in .../The Witcher 3/bin/x64/SweetFX That's it. If you want the ReShade version, then download it here instead: http://www.nexusmods.com/witcher3/mods/35/?
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: The Witcher 3 Preset: Fantasy Version: v3.3 SweetFX: v2.0 Preview 8 by CeeJay.dk / Reshade by Crosire Preset created by: CooliSushi I created this preset for those of you (and of course, me) who love fantasy games. This preset does its best to add a colorful immersion to the Fantasy world of The Witcher 3: Wild Hunt. /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Effects are listed in the order that they are applied. // Set to 1 for ON or 0 for OFF #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. #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 : Mimics the look of a cheap camera lens, by distorting the colors. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost) #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost) #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_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image. #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP) #define USE_NOSTALGIA 0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder. #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 0 //[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_TECHNICOLOR2 0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it. #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. #define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix. #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 0 //[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_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_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image. #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_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. (Only partially working right now) #define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming #define USE_DEPTH 0 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here. /*-----------------------------------------------------------. / Ascii settings / '-----------------------------------------------------------*/ #define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer. #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best. #define Ascii_font 2 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font #define Ascii_font_color float3(255, 255, 255) //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors. #define Ascii_background_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors. #define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am) #define Ascii_invert_brightness 0 //[0 or 1] #define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.10 //[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_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good. #define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 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. // -- Advanced SMAA settings -- #define SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection #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. // -- SMAA Predication settings -- #define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges. #define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer. #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication #define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold. // -- Debug SMAA settings -- #define SMAA_DEBUG_OUTPUT 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. /*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality. #define fxaa_Subpix 0.000 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier. #define fxaa_EdgeThreshold 0.166 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD #define fxaa_EdgeThresholdMin 0.000 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 0.2 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Chromatic Aberration settings / '-----------------------------------------------------------*/ #define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components. //For a slightly blurred look try fractional values (.5) between two pixels. #define Chromatic_strength 1.0 //Adjust the strength of the effect. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 1.5 //[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. /*----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2) #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.2 //[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 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0100 //[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 1.00 //[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) /*-----------------------------------------------------------. / Pixel Art CRT / '-----------------------------------------------------------*/ // -- Emulated input resolution -- #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution #define PixelArtCRT_resolution_ratio (1.0/4.0) // #define PixelArtCRT_fixed_resolution float2(320.0,160.0) // // -- Hardness -- #define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium #define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard // -- Display warp -- #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme // -- Type of shadow mask -- #define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask // -- Amount of shadow mask -- #define PixelArtCRT_maskDark 0.5 // #define PixelArtCRT_maskLight 1.5 // // -- Falloff shape -- #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square // -- Amp signal -- #define PixelArtCRT_overdrive 1.25 // /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 25.0 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.85 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0200 //[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 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength .2 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.02 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 1 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.52 //[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) /*----------------------------------------------------------. / Notalgia settings / '----------------------------------------------------------*/ //Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done. //For now it just displays the image with a C64 palette /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 16 //[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 235 //[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). // -- Debug settings -- #define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights, // Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows. /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.40 //[0.00 to 1.00] #define TechniPower 4.00 //[0.00 to 8.00] #define redNegativeAmount 0.88 //[0.00 to 1.00] #define greenNegativeAmount 0.88 //[0.00 to 1.00] #define blueNegativeAmount 0.88 //[0.00 to 1.00] /*-----------------------------------------------------------. / TECHNICOLOR 2 settings / '-----------------------------------------------------------*/ #define Technicolor2_Red_Strength 0.4 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define Technicolor2_Green_Strength 0.7 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image. /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 15.0 //[1.0 to 15.0] #define Green 15.0 //[1.0 to 15.0] #define Blue 15.0 //[1.0 to 15.0] #define ColorGamma 2.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 1.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.32 //[0.60 to 0.20] #define GreenC 0.32 //[0.60 to 0.20] #define BlueC 0.30 //[0.60 to 0.20] #define Blend 0.1 //[0.00 to 1.00] How strong the effect should be. /*------------------------------------------------------------. / Monochrome settings / '------------------------------------------------------------*/ #define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) #define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal. /*-----------------------------------------------------------. / Color Matrix settings / '-----------------------------------------------------------*/ // Red Green Blue #define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness #define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness #define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you don't wish to change the brightness #define ColorMatrix_strength 1.0 //Adjust the strength /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #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(1.058, 1.058, 1.058) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.020, 1.020, 1.020) //[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 0.960 //[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 0.050 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.000 //[-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 0.0172 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(2.00, 2.00, 1.10) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance -0.002 //[-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 settings / '-----------------------------------------------------------*/ #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 0.075 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 5 //[1|2|3|4|5|6|7|8|9|10|11] 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 = Polynomial split. //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(1.10, 1.20, 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 /*-----------------------------------------------------------. / Daltonize settings / '-----------------------------------------------------------*/ #define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (missing blue spectrum) /*-----------------------------------------------------------. / Film Grain settings / '-----------------------------------------------------------*/ #define FilmGrain_intensity 0.6 //[0.00 to 1.00] How visible the grain is. Higher is more visible. #define FilmGrain_variance 0.65 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother. #define FilmGrain_SNR 6 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature. // -- Advanced Film Grain settings -- #define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50) //A sideeffect of the Film Grain effect is that it also dithers the screen. //You don't need both the Film Grain and the Dither effect enabled at the same time. /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteType 1 //[1|2|3] 1 = Original, 2 = New, 3 = TV style #define VignetteRatio 1.00 //[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. #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -0.40 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 2 //[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(0,1) //[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 border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10) #define border_color float3(180, 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 /*-----------------------------------------------------------. / Transition / '-----------------------------------------------------------*/ #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second) #define Transition_texture "Winners_Dont_Use_Drugs.png" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/ #define Transition_texture_width 720 //Image width. #define Transition_texture_height 480 //Image height. #define Transition_type ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut" /*-----------------------------------------------------------. / Depth / '-----------------------------------------------------------*/ #define Depth_z_near 0.01 //[0.00001 to 100000.0] Camera z near #define Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value. /*-----------------------------------------------------------. / Custom settings / '-----------------------------------------------------------*/ #define custom_strength 1.1 //[0.00 to 1.00] Adjust the strength of the effect


25 Dec 18:51 CET

Hey sushi, I decided to start the game over from the beginning and loving your 3.3 preset. However, I am noticing that the caves are way too dark compared to vanilla or your 3.0 preset. Is there any way to keep your 3.3 exactly the same (color, and feel) and lower the darkness inside the cave?

17 Sep 00:46 CEST

Awesome Preset :) Thank you ;) Look insane with cutscene lighting. Made a vidéo here :

22 Aug 14:02 CEST

Hey Sushi; I used some predefined attributes of your preset, and i would like your permission to do so and release it?

the preset for now: https://sfx.thelazy.net/games/preset/4252/

1 Jul 04:30 CEST

Not sure what you did Sushi, but I am loving the new preset from June 30. It feels a lot like the original 3.0 but with better color and a lot less blue tint. Kudos on your hard work.

27 Jun 11:18 CEST

Thanks shafat77 for the quick reply! Remember to go into your tonemap settings, and locate these values:
#define FogColor float3(2.00, 2.00, 0.85)

Increase the 3rd value to something like 1.00, 1.50 may be a good balance for you. Increasing this value blends the colors to look more like vanilla, while still keeping the new color palette.

Hope this helps, thanks for your support!

27 Jun 05:11 CEST

Gave 3.2 a try. Loving the colors and shadows. However, the good 'ole blue tint is back (could be my monitor though). So right now I am deciding between either turning tonemap off or go back to 3.0 which to me had the perfect blend of colors. Kudos on your hardwork mate. I hope you make a preset for gta 5 someday......

26 Jun 18:30 CEST

Thanks shafat77 :)

Just released v3.2, you should give it a try.

22 Jun 00:18 CEST

I think "ultimate" is an understatement for the 3.0 version. This is the best and the most beautiful preset for this game, bar none. Kudos to sushi for the hard work. This preset keeps the overall feeling (color, tone) of the game while enhances it for a vibrant new look. A must have for ppl who wants to fully enjoy this masterpiece of a game.

21 Jun 03:56 CEST

@gto all previous versions are located on the nexusmods site. Please go there if you want to use v1.2

20 Jun 21:25 CEST

Nice Sweetfx!

Somebody have the v1.2 version ?

18 Jun 07:37 CEST

Sorry for the late reply, yes just turn off tonemap and you're good to go :)

Thank you.

15 Jun 05:35 CEST

Yet another amazing release for this amazing game by sushi. I was hoping you would redo it on sweetfx and here we are. Looks and feels amazing with the added saturation. However, since I already mentioned I have a new led tv which is blue to begin with. How would I lower the blue tint (turn off tonemap? Thats what you suggested for 1.3). Thanks for you hard work.

1 Jun 23:18 CEST

Turning of Bordlerless Windowed mode did fix the screen tearing. Thanks!

1 Jun 07:23 CEST

@CooliSushi I put up v1.3 a few days back in case ya missed it on my mega comparison thread. Thanks! http://www.reddit.com/r/witcher/comments/37en5x/sweetfx_preset_comparisons_part_2/

31 May 13:39 CEST

best one I've found now. This look is awesome. I wish it was a bit bleaker for a darker feel as well as the gloomy bloom feeling your preset gives. great job!! :)

29 May 23:36 CEST

Thank you shafat77. You can disable that blue tint if you go into your SweetFX_settings.txt and set the "#Define_Tonemap 1" to "0"

This will make the blue go away if your tv already does it.

29 May 23:00 CEST

Hey sushi, loving this preset brother. Excellent job. Kudos! One thing, however. I play this game on a brand new LED tv which already has a blue tint on the white. So using your preset, it makes the image a lot blue that what it actually is. Could you please tell me how I can raise the red value (kinda like the vanilla version)? Thanks in advance

29 May 08:29 CEST

That is really strange! Maybe that's why there is a weird performance drops for you (combining two mods together = more performance loss)

Again I am using an updated reshade with my mod that doesn't require an install. Using Kputts installation is probably causing issues for you. I didn't know that could happen either, strange.

29 May 02:26 CEST

Ha interesting, so apparently I have been using your preset but with Kputts Sweetfx files and exes and dlls. It actually made for a pretty great looking image.

These sweetfx things are interesting. If I use Kputts sweetfx preset but keep all the files and take a screenshhot then just load your preset without changing the files and taking a screenshot the two are different. Further interesting is if I completely remove everything(aka fresh install) and use only your files from the download it looks different then vanilla but different then your preset threw kputes files.

SO then those files in the folders are unique to everyone sweetfx preset. I did not know that.

29 May 01:49 CEST

Ah then yes cause I used Kputts sweetfx befores yours and I followed the instruction guide for it which called to use the exe. So what do I do now? I dont know where the exe would of put any extra files.

29 May 01:48 CEST

I also notice that when it does seem like it judders or whatever my fps is between 58-59. Maybe its just my eyes catching that slight shift in fps?

29 May 01:47 CEST

@negru08 did you install the Reshade Setup? It creates files that are not suppose to be in the directory. There is probably a file there messing with it

29 May 01:43 CEST

How do you remove sweet fx? Like I removed every file I moved to that folder that I could possibly think of. Deleted SweetFX folder, D3D11.dll, D3D11.log, Reshade setup.exe. Reshade32.dll. Sweet.fx but when I start my game I still get that screen message its still active just no presets are present. What file am I missing?

28 May 23:25 CEST

Also thank you @cvax. Can't wait to see v1.3 featured there.

28 May 23:24 CEST

@negru08 it could be the bloom I enabled, or it could be the other enabled settings. If you can, would you mind going into the SweetFX_settings.txt file and change #Define_Bloom value to "0"? If that doesn't work, Try deleting the SweetFX_Settings.txt alltogether. I want to know what could be causing it.

28 May 22:10 CEST

I cant play in boarderless. No matter if triple buffering or Vsync is on I get this terrible screen tear. I always play fullscreen mode. It doesnt bother me so much just I can tell when it hickups. Brief second or two just would like to know what causes it .

28 May 21:03 CEST

@negru08 and @div-ide this could be an issue with ReShade, it updated a few days ago and I have been using the updated version of Reshade to go with the this preset (this could be the problem)

One thing you should know is, if you're playing in borderless mode, you will get that slow fps problem. I get it as well, but only in borderless mode. Try playing in fullscreen and see if that helps!

28 May 20:43 CEST

@Div-ide: Is that true? I have noticed here latly that it just doesnt feel smooth to me. Like RTSS shows my fps at 60 and my GPU only utlized 60% but I get very slight bumps where it looks like its not smooth. IS sweetfx causing this? I thought it was the new patch that was causing this.

28 May 17:26 CEST

If you are wondering how this preset looks compared to other presets, see my mega comparisons post here.


Over 400 screenshots comparing all the major presets in identical scenarios so you can finally get a real apples to apples comparison.

I will add v1.3 to the list soon.

28 May 11:22 CEST

Hey CooliSushi, love the mod -- to me, it looks better than the vanilla game. Thing is, I can't use it.

The mod doesn't play nice with RivaTuner. I use RivaTuner to keep my frametimes steady. Without it, even if Fraps says i'm getting a constant 65 fps, the gameplay isn't smooth. With RT, the the game stays at a perfectly smooth, not-choppy 60fps.

(see: http://www.pcgamer.com/durantes-witcher-3-analysis-the-alchemy-of-smoothness/)

When I enable this mod, it seems to override RivaTuner and even though RT remains activated, my framerate (and more importantly, my frametimes) are jump up and down.

Do you have any idea why this might be the case? Is this unavoidable, or is there a way for me to use this mod and RT together?


28 May 03:42 CEST

Oops just realized this when I updated to version 1.3, I corrected it. Thanks for letting me know. it says 1.1 but its 1.2.

28 May 02:47 CEST

I downloaded the rar and downloaded the preset but when I view them they both say version 1.1 in the text document?

27 May 04:35 CEST

TheLastWarden do not run the exe file, place it in the folder and enjoy your game.

27 May 04:31 CEST

One final question, for Reshade do I need to actually run the .exe file, or just place it inside my folder. Thanks again for the help.

27 May 04:02 CEST

Thank you hodi I love the video!! I will add it to both of my preset pages, I appreciate your work, this video truly looks awesome. :)

TheLastWarden, if you already have Reshade installed all you will need is my updated SweetFX txt file. Thanks man!

26 May 21:56 CEST

Here is the video for your preset. :D

26 May 21:28 CEST

Love your preset CooliSushi. I've used about 5 from this site, and found yours to be my favorite by far.

Do I need to redownload everything after each update, or just the SweetFX text file?

25 May 01:10 CEST

Thank you the kind post. I will add an updated tweak that tones down the lighting, while still keeping the colors vibrant if this default is too much for your eyes. It will be posted on the page as a separate download once I finish tweaking it!

25 May 00:23 CEST

A really good Preset the best one at the moment, but maybe it has to much of something.
My eye's hurts after a while :D

24 May 21:15 CEST

This fantasy preset, looks more like a modern preset, everything's all nice and clean.

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