1 hour, 28 minutes ago
FIFA15 Defined by Bopper2010
Preset description:
This was made using ReShade 18.0.7 with Framework and MasterEffect version 1.1.287.
*SETUP*
1:Copy Reshade64.dll to FIFA15 folder and rename it to dxgi.dll.
2: Copy all MasterEffect files from the 1.1.287 version and place them in the FIFA15 directory.
3: Open the default MasterEffect.h you put into the FIFA15 directory and delete all of the contents in the file but leave it open in Notepad.
4: Now open my preset that you downloaded and Copy all the text and then paste it into the default MasterEffect.h file, save the file and you should be good to go.
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ReShade effect file
// MasterEffect ReBorn 1.1.287 public beta by Marty McFly
// visit facebook.com/MartyMcModding for news/updates
// Copyright © 2008-2015 Marty McFly
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// /*==============================================================================*\
//| FIFA 15 Defined Preset |
//\*==============================================================================*/
// Preset created by Bopper2010
// Made with Reshade 18.0.7 + Framework and MasterEffect 1.1.287
// 1: Use Reshade64.dll and Rename to dxgi.dll and place in the FIFA 15 directory)
// 2: Copy Reshade.fx file to the same location as the previous files)
// 3: Copy all MasterEffect files to the same location
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
/*==============================================================================*\
| GLOBAL PARAMETERS |
\*==============================================================================*/
#define MASTEREFFECT_TOGGLEKEY 0x91 //[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 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.
#define USE_TONEMAP 0 //[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 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 0 //[0 or 1] Fisheye lens & Chromatic Aberration: 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 0 //[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.
#define USE_LED_SHADER 0 //[0 or 1] LED: Simulates the look of a LED panel.
//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 |
\*==============================================================================*/
//COLOR LOOKUP TABLE
#define iLookupTableMode 1 //[1 or 2] 1: mclut.png (gradient) | 2: mclut3d (3D Photoshop LUT)
#define fLookupTableMix 0.1 //[0.0 to 1.0] Amount of color change by lookup table. 0.0 means no change, 1.0 means full effect.
//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 3 //[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 285 //[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(1.200, 1.200, 1.200) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma float3(0.700, 0.700, 0.700) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.970, 0.970, 0.850) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
//TONEMAP
#define Gamma 0.000 //[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 0.033 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 0.10) //[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(0.95, 0.95, 0.95) //[-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 2 //[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 0.55 //[-1.00 to 1.00] The amount of contrast you want
// -- Advanced curve settings --
#define Curves_formula 3 //[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(1.10, 0.90, 0.66) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.01 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.45 //[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 1.5 //[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 1.5 //[0.05 to 1.5] Strength of the color curve altering
#define BaseGamma 1.0 //[0.7 to 2.0] Gamma Curve
#define Fade 0.2 //[0.0 to 0.6] Decreases contrast to imitate faded image
#define Contrast 1.5 //[0.5 to 2.0] Contrast.
#define FSaturation 0.15
#define FBleach 0.05 //[-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 1.0
#define Linearization 1.3 //[0.5 to 2.0] Linearizes the color curve
//REINHARD TONEMAP
#define ReinhardWhitepoint 5.0 //[1.0 to 10.0] Point above which everything is pure white
#define ReinhardScale 0.8 //[0.0 to 2.0] Amount of applied tonemapping
//REINHARD LINEAR TONEMAP
#define ReinhardLinearWhitepoint 4.4
#define ReinhardLinearPoint 0.06
#define ReinhardLinearSlope 1.75 //[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 1.00 // Saturation
#define ColormodGammaR 0.90 // Gamma for Red color channel
#define ColormodGammaG 0.90 // Gamma for Green color channel
#define ColormodGammaB 0.90 // Gamma for Blue color channel
#define ColormodContrastR 1.00 // Contrast for Red color channel
#define ColormodContrastG 1.00 // ...
#define ColormodContrastB 1.00 // ...
#define ColormodBrightnessR 0.00 // Brightness for Red color channel
#define ColormodBrightnessG 0.00 // ...
#define ColormodBrightnessB 0.00 // ...
//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 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 6 //[1 to 2] 1: SSAO | 2: Raymarch AO | 3: HBAO | 4: SSGI | 5: Raymarch HBAO | 6: Alchemy SAO
#define AO_TEXSCALE 1.00 //[0.25 to 1.0] Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality.
#define AO_SHARPNESS 0.8 //[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_SHARPNESS_DETECT 2 //[1 or 2] AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines.
#define AO_BLUR_STEPS 11 //[5 to 15] Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO.
#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 0.8 //[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0.
#define AO_FADE_START 0.4 //[0.0 to 1.0] Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_FADE_END 0.9 //[0.0 to 1.0] Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance.
//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 80.0 //[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 SSAO
#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 0.0003 //[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 24 //[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 50.0 //[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.
//AMBIENT OCCLUSION - RAYMARCH HBAO
#define iRayHBAO_StepCount 9 //[5 to 32] Amount of steps to march per direction to check for occluders.
#define iRayHBAO_StepDirections 10 //[5 to 25] Amount of rays / directions to march to check for occluders.
#define fRayHBAO_SampleRadius 0.005 //[0.001 to 0.01] Range of AO sampling. Higher values ignore small geometry details and shadow more globally.
#define fRayHBAO_Attenuation 2.0 //[0.4 to 5.0] Sampling attenuation. Used for ignoring objects that are close onscreen but actually far away (i.e. sky and player).
#define fRayHBAO_AngleBiasTan 0.0 //[0.0 to 1.0] Angle bias in tangent space. Used for ignoring occluders that don't have a big angle difference to the source, i.e. flat surfaces that may shadoe themselves.
//AMBIENT OCCLUSION - SCALABLE AMBIENT OBSCURANCE
#define fSAOIntensity 6.0 //[1.0 to 10.0] Linearly multiplies AO intensity.
#define fSAOClamp 2.5 //[1.0 to 10.0] Higher values shift AO more into black. Useful for light gray AO caused by high SAO radius.
#define fSAORadius 2.3 //[1.0 to 10.0] SAO sampling radius. Higher values also lower AO intensity extremely because of Alchemy's extremely retarded falloff formula.
#define fSAOBias 0.2 //[0.001 to 0.05] Minimal surface angle for AO consideration. Useful to prevent self-occlusion of flat surfaces caused by floating point inaccuracies.
#define iSAOSamples 18 //[10 to 96] Amount of SAO Samples. Maximum of 96 is defined by formula.
/*==============================================================================*/
//DEPTH OF FIELD - GLOBAL PARAMETERS
#define DOF_METHOD 4 //[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 4.0 //[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 2 //[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 0.25 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount
#define fSharpStrength 0.5 //[0.05 to 1.0] Amount of sharpening you want.
#define fSharpClamp 0.7 //[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 0.8 //[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 32 //[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 0.01 //[0.001 to 0.2] Threshold to be used in the depth buffer.
#define fSMAAPredicationScale 2.0 //[0.5 to 4.0] How much to scale the global Threshold used for luma or color edge detection when using predication
#define fSMAAPredicationStrength 0.4 //[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.
//LED SHADER
#define fLEDCircleSize 25.0 //[10.0 to 50.0] Size of the single LED's
#define fLEDBackgroundColor float3(0.2,0.2,0.2) //[0.0 to 1.0] R G and B components of background color between LED's.
/*==============================================================================*\
| 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.
PMSL at your Clarkson comment :P Rangers Celtic here is just crazy... It may be a crap league but an old firm derby is electric as you've experienced... Nice choice off stadium though ;)
Look forward to a game online better get the practice in... As for my own presets I might give it a bash at some point
Im delighted it helped you man, hopefully other will get the hang of it too. Ha ha I would probably end up like Clarkson and be booted off for doing something silly lol.
Yeah man they were mental times, I could barely keep up with the scots, they were a whole new level of mental dude. 2 of them were Rangers fans and 2 Celtic were fans and we all sat together in Ibrox back in 08, blew peoples minds ha ha but fun all the same.
I will add you on Origin, im not much good at FIFA mostly just play career trying desperately to win the league with Liverpool but I would love the odd game online its been a while.
I hope to see you make some presets of your own and show off the new skills :)
Absolutely fantastic help and advice on your last two posts man just watched your new youtube tutorial and it was spot on, If David Attenburgh ever stops working for the BBC then I think you are in with a shout lol.....
My girlfriend used to work in Cranhill community centre lol such a small world isn't it lol... I can imagine you and your mates tearing up Glasgow City Centre on a weekend :P You Irish boys are just as renowned as us for your partying hehe.... As for needing a few more mates on Origin I don't have any pmsl my username is Bcamero if you fancy a few games of fifa sometime then that would be wicked man :)
Thanks a million again for everything and im sure your gonna be helping another few folk with your awesome tutorial :)
All The Best
Barry !!!!!!
Oh here is a little more info on the api names that you can change the Reshade32/64 dll to depending on the game and what version of DirectX or OpenGL it uses. Also remember certain games install to Bin folder or other locations Google is your friend here.
Some info about DirectX/OpenGL api's and ways to ensure that you name the proper dll correctly.
Figure whether the game is 32bit or 64bit and copy either ReShade32.dll or
ReShade64.dll to the directory the game executable is in:
Figure out which API the game uses for rendering, or any of the following DLL
names the game loads and rename the DLL you just copied to that:
- Direct3D8 = d3d8.dll
- Direct3D9 = d3d9.dll
- Direct3D10 = dxgi.dll
- Direct3D11 = dxgi.dll
- OpenGL = opengl32.dll *for 64bit too*
Great glad you got it working finally, yeah it seems that Reshade now only displays the welcome message on startup or when you Alt-Tab in or out of a game and the shader is recompiled. I personally prefer it this way, Im sure the setting for it is buried in the Reshade.fx file somewhere.
Telling what version of MasterEffect someone uses is tricky, unless they state the version number in their preset description. Best way to avoid issues is open the Default MasterEffect.h file in the MFX Reborn folder, Enable a few things like Splitscreen and maybe Curves and then open the guys preset in a seperate window and literally just input his settings into the MasterEffect.h file manually, this way you can get the right settings and parameters without having conflicts with older versions etc. This is a bit more tedious and takes more time but once you start playing around with the Shader effect you will probably want to make your own and wont need other peoples presets as much.
No probs dude, I was like you when I first started out with it, I spent days trying to get BF4 to work properly with SweetFX and was pulling my hair out. I have made a new tutorial for MasterEffect and Reshade which I will upload tonight on my channel and maybe add to the MasterEffect thread if the mods are ok with it, you will probably know most of what I cover in the tutorial but there is some basics on configuring effects and getting older 32bit DX9 games and stuff to work in there so hopefully it helps. Ive been to Glasgow a few times man, got some friends from Cranhill we used to get up to some madness back in the day. Feel free to add me on Steam or Origin bopper2010 if you need a few more online buddies.#
Bopps :)
AT LAST sorry it was my mistake with the Fifa preset I missed the dxgi.dll part lol...What I was wondering was when I hit the scroll lock it doesn't always show the message enabled/disabled but its not major... out of curiosity how will I be able to tell what version off Reshade and MasterEffect someone has used to make their preset?
I JUST WANT TO SAY AN ABSOULTE MASSIVE THANK YOU DUDE FOR TAKING THE TIME OUT TO HELP ME AND FOR BEING SO PATIENT WHEN A LOT OF PEOPLE WOULD HAVE GIVEN UP LOL.... IVE SUBBED TO YOUR YOUTUBE CHANNEL AS ANOTHER SMALL GSTURE OF MY THANKS :) ONCE AGAIN THANKS SOOO MUCH AND IF YOUR EVER IN GLASGOW I WILL BE SHOUTING YOU A NIGHT OUT :) Barry
!!!!!!!BINGO!!!!!!! Tomb Raider Worked with you preset hallelujah..... Just going to try fifa again and will report back :)
Bopper YOU my friend are a very silly man PMSL..... Seriously though thanks a million times for taking the time to upload that past message... ive got a different error message now
unable to load source for texture texSprite !Unable to load source for texture texNoise !Unable to load source for texture texDirt ! Unable to load source for texture texLut ! Unable to load source for texture texHeat ! Unable to load source for texture texLUT3D ! Unable to source for texture texMask
I followed your guide word for word...
im going to try your Tom Raider preset and will report back in a sec mate
Dude I have it sorted I think.
It was my mistake and not yours really. I realized through creating my Tomb Raider preset tonight that when you copy different MasterEffect.h files it can cause problems unless your using the latest version of Reshade. There is some string within the Reshade.fx file which prevents it from being compiled correctly when different versions of MasterEffect.h variables are tweaked so I redone the whole preset.
I think I was using 16.0.787 of Reshade and MasterEffect 1.0.190 when I made my original preset. Also I said to rename my preset to MasterEffect.h and save but that wont work as I found out. You must copy all the text within my preset and then paste it into the MasterEffect.h file and save it. There is no way to download a H file from this database and its only a text document name .h but it stays a text file and Reshade cant load it.
So I updated the preset to one built with the Latest Reshade 18.0.7 and MasterEffect 1.1.287. All you need to do is go get both those versions and delete all the old SweetFX and Reshade stuff that you placed in the FIFA15 folder and start from scratch. You dont need to use the ReShadeSetup.exe at all, just copy the Reshade64.dll and stick it into the FIFA15 folder and rename it to dxgi.dll and then copy all the new MasterEffect files like before. Then open the default MasterEffect.h file and delete all its contents and then copy and paste all the contents from my FIFA preset into the MasterEffect.h file and then hit save.
I hope this explanation isnt too difficult to follow, but I spent the evening testing it out and kinda discovered my advice was off a bit off, I copied an old MasterEffect.h file and pasted it into a game I was testing and it just wouldnt work because I was using newer versions of MFX and Reshade. So this preset is updated to work with the latest versions of both so hopefully you can get it to work now and finally enjoy it.
Bopper :)
Sooooo Desperate to use this preset and your new Tomb Raider one! ARGHHHHH
Ok ive reinstalled Fifa 15 and run the reshade setup with sweetfx 2.0.
Now I've downloaded MasterEffect 1.1.287 public and then copied the folder MasterEffect-MasterEffect.h & Reshade.fx next to fifa15.exe
I've then used Notepad++ to rename your preset and change it to a H file and copied it next to the fifa.exe
I then lauch the game and get that long error message c:/program files (x86)/origin games/FIFA 15/MasteEffect.h(42); error;Unterminated string from file c:/Program Files (x86)/Origin Games/FIFA 15?Reshade.fx, line 1
I know I must be missing something really simple but I just cant seem to find out what lol
I'm so sorry for taking up your time and coming across as really thick
I did make a tutorial on my YouTube channel but it was for Reshade with SweetFX 2.0 for GTA V not MasterEffect. But as I said before the process is very similar, if you get the Reshade message when you open the game in the top left then your pretty much there, all you need to do then is place either MasterEffect or SweetFX into the game directory and it should work.
Here is my 10 minute tutorial for GTA V but this process is practically the same for most games so hope it helps you out.
Tutorial: https://youtu.be/oThGCD-LZFA
I was wondering if you could possibly do a short tutorial or step by step guide because I just cant seem to get this to work no matter what I do
Thanks a million for the downloads mate, unfortunately the h file is for splinter cell in your link lol also im still getting this error
c:/program files (x86)/origin games/FIFA 15/MasteEffect.h(42); error;Unterminated string from file c:/Program Files (x86)/Origin Games/FIFA 15?Reshade.fx, line 1
Ive copied the reshade64.dll and renamed it to dxgi.dll
Here is the MasterEffect folder with some of the preset default overlays and effects. Place this with all other files in the FIFA15 directory.
Download Link: http://s000.tinyupload.com/?file_id=31691665992617639512
Here is the Reshade.fx file upload
Download Link: http://s000.tinyupload.com/?file_id=74105613376162591678
It might be easier if you just download my exact files, I have uploaded them to TinyUpload for you. I didnt include the dll's as some websites dont like hosting dll's due to security reasons so its just the MasterEffect.H file and the Reshade.FX file and the main MasterEffect folder. All these files should go where the FIFA15.exe
Download Link: http://s000.tinyupload.com/?file_id=80660404897599885443
hey Bopper Im almost there I think lol.. I redownloaded your preset and renamed it Mastereffct.h and it converted it to an H file. I then copied it and replaced it in my fifa folder but now get this error message
c:/program files (x86)/origin games/FIFA 15/MasteEffect.h(42); error;Unterminated string from file c:/Program Files (x86)/Origin Games/FIFA 15?Reshade.fx, line 1.
It looks like im almost working lol
Thanks
Barry :)
Hi Bopper thanks again. Your preset is showing as text document and not an H file on my pc? Thanks
When you download my preset copy it to the FIFA folder, it will already be saved as a .H file. Make sure your using the Reshade64.dll and that it is renamed to dxgi.dll in the FIFA15 directory. These are the only files you should copy to your FIFA15 directory - http://gyazo.com/4ce5ca7a95fb52c80a6d114b59df376d
If you need any other help let me know :)
Good morning Bopper thank you yet again for your generous help lol ive copied everything you have said previously but now I don't know how to save your preset as a H file.
Inside the MasterEffect file is a line near the top that usually says -
#define MASTEREFFECT_TOGGLEKEY 0x91 //[depending on keyboard layout] Key used to toggle all MasterEffect effects.
0x91 is the Scroll Lock key in case your wondering so if you ever download another Preset and scroll lock doesnt work its probably because some one changed it, so just enter x91 and save it and scroll should then work.
You need to copy the Master Effect preset file into the game directory where you have the Reshade dll etc, it should be saved as a .H file. Here is a screen of my FIFA directory so you know what I mean - http://gyazo.com/c2fd528c534121acf2a92abca2caeb2c
Sorry Bopper please ignore that last message. Ok I have downloaded MasterEffect 1.1.190 public and extracted the files into my fifa 15 folder when I launch the game I still see the reshade message but now I get the mastereffect message but scoll lock doesn't change anything. so my question is where should I copy your fifa preset to?
sorry for not understanding :)
Hi Bopper once again thanks a million for taking the time to reply. Ive only managed to get used to using sweetfx and just cant seem to use master effect lol... Do I need to download any other programs other than Reshade 2.0? Im so sorry for taking up your time with my not so good understanding :)
I used 16.0.787 version of Reshade64.dll and renamed it to dxgi.dll in the FIFA folder and it works great. I havent actually used the 18.0 Public Bete version on FIFA as this was an older SweetFX based install and I just copied the Master Effect preset and folders in there and it worked staight away. If you need any more help just hit me up here.
Hi Bopper. Many thanks for the kind reply. I am using Reshade 0.18.7 with Sweetfx 2.0 beta is that the same reshade you made the Fifa preset with? sorry if I sound stupid. Thanks :)
This isnt a SweetFX preset, this is Master Effect they are similar but not the same. I used Reshade not SweetFX 1.5, I would advise you to go luck for a SweetFX FIFA15 profile instead or else learn how to setup up Reshade and Master Effect. I might do a SweetFX profile for this game for you if you really want me to :)
Hi folks im new to sweetfx and absolutely love some of the things you guys do, so a massive thank you to everyone :) Just a quick question, I use sweetfx 1.5.1 but was wondering how I would add bopper2010s preset for fifa 15?
many thanks :)