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Awesome Gunslinger *FINAL*

Created by r3dfield
Added May 29, 2013
Shader used: SweetFX 1.4
Preset description:
IMPORTANT. PLEASE READ... . This gives you all general enhancements like better AA, sharpness, more cinematic lighting and an optional film grain effect, to improve the wild west feeling. Filmgrain is deactivated by default, but I'd suggest to activate and try it! . To enable the film grain effect just set "#define USE_FILMGRAIN" to 1. . You need Boulotaur2024's latest SweetFX version from here: http://forums.guru3d.com/showpost.php?p=4581604&postcount=528 . SweetFX ON/OFF toggle in on "DELETE" and shader reload on "INSERT"! Because Gunslinger itself uses "PRINT" and "ROLL" to save screenshots in TGA format and 13mb filesize each! So everytime you toggle SweetFX with standard keys, you take huge screenshots. Be aware of this...can result a couple GB of useless screens. . . The screenshots have been taken with max. video settings, some config tweaks, default in-game gamma, downsampling by 2880 x 1620 and FOVs between 80 (standard) and 90. I prefer 85. . Some screenshots are with and some without grain effect. Of course the grain looks a lot better and smoother in motion.
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/*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ #define USE_SMAA_ANTIALIASING 1 #define USE_CARTOON 1 #define USE_LUMASHARPEN 1 #define USE_LIFTGAMMAGAIN 1 #define USE_TONEMAP 1 #define USE_VIBRANCE 1 #define USE_CURVES 1 #define USE_SEPIA 1 #define USE_DITHER 1 #define USE_FILMGRAIN 0 /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 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 SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 25 //[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 COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #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. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 0.18 //[0.1 to 10.0] Amount of effect you want. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.25 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.045 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug sharpening settings -- #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(0.940, 0.940, 0.940) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.010, 1.010, 1.010) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.005, 1.005, 1.010) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.0 //[0.000 to 2.000] Adjust midtones #define Exposure -0.03 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.00 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.001 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(1.40, 1.10, 0.90) //[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 -0.07 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / Curves settings / '-----------------------------------------------------------*/ #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 0.25 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 7 //[1|2|3|4|5|6|7|8|9] 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. //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(1.40, 1.10, 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 0.12 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.08 //[0.00 to 1.00] How much to tint the image /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ #define dither_method 1 //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast) //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. /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrainIntensity 0.80 //[0.00 to 1.00] Intensity of grain. Default is 0.46 #define FilmGrainExposure 40 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise) #define FilmGrainSize 4 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise) /*-----------------------------------------------------------. / Key settings / '-----------------------------------------------------------*/ // This is the section where you can define your own key mapping // See the following URL to find out what keycode a key has: // http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes // key_toggle_sweetfx = 46 // key_reload_sweetfx = 45

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