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Primal Beautified

Preset for Far Cry: Primal
Created by Gorgulla
Added March 2, 2016
Updated 2 Mar 20:58 CET
Shader used: ReShade
Preset description:
This preset fits users who like the primal atmosphere but wants a subtle change. Makes use of . 3D LUT . Vibrance . Liftgammagain . Dithering . Tiltshift Thats it! Barely no fps hit at all! Link: http://speedy.sh/nZ8py/ReShade.7z
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////-----------------// ///**LIFTGAMMAGAIN**/// //-----------------//// #define USE_LIFTGAMMAGAIN 1 //[Shared] //-Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. //>Lift Gamma Gain settings<\\ #define RGB_Lift float3(0.960,0.960,0.960) //[0.000:2.000] //-Adjust shadows for Red, Green and Blue. Note that a value of 1.000 is a neutral setting that leave the color unchanged. X = Red, Y = Green, Z = Blue #define RGB_Gamma float3(1.000,1.000,1.000) //[0.000:2.000] //-Adjust midtones for Red, Green and Blue. Note that a value of 1.000 is a neutral setting that leave the color unchanged. X = Red, Y = Green, Z = Blue #define RGB_Gain float3(1.000,1.000,1.000) //[0.000:2.000] //-Adjust highlights for Red, Green and Blue. Note that a value of 1.000 is a neutral setting that leave the color unchanged. X = Red, Y = Green, Z = Blue ////------------// ///**VIBRANCE**/// //------------//// #define USE_VIBRANCE 1 //[Shared] //-Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. //>Vibrance settings<\\ #define Vibrance -0.05 //[-1.00:1.00] //-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) //[-10.00:10.00] //-A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. X = Red, Y = Green, Z = Blue ////----------// ///**DITHER**/// //----------//// #define USE_DITHER 1 //[Shared] //-Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette). 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. //>Dither settings<\\ #define dither_method 1 //[1:2] //-1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) ////-------------// ///**TILTSHIFT**/// //-------------//// #define USE_TILTSHIFT 1 //[TiltShift] //-TiltShift effect based of GEMFX //>TiltShift Settings<\\ #define TiltShiftPower 8.0 //[0.0:100.0] //-Amount of blur applied to the screen edges #define TiltShiftCurve 5.0 //[0.0:10.0] //-Defines the sharp focus / blur radius #define TiltShiftOffset -0.5 //[-5.0:5.0] //-Defines the sharp focus aligned to the y-axis #define TiltShift_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define TiltShift_ToggleKey VK_SPACE //[undef] //- ////-----------------// ///**TUNINGPALETTE**/// //-----------------//// #define USE_TUNINGPALETTE 1 //[TuningPalette] //-Allows to use color maps (like in ENB) or color palettes //>Tuning Palette Settings General<\\ #define TuningColorPalette 0 //[0:1] //-ColorPalette #define TuningColorMap 0 //[0:1] //-ColorMap #define TuningColorLUT 1 //[0:1] //-ColorLUT #define TuningPaletteDependency 0 //[0:1] //-0: PixelColor; 1: PixelBrightness (0 is recommended for the ColorPalette effect) #define TuningPalettePower 0.075 //[0.000:1.000] //-Strength of the Tuning Palette effect #define TuningPalette_ToggleKey RFX_ToggleKey //[undef] //-No description given //>Color Palette Parameters<\\ #define TuningColorPaletteSmoothMix 0.3 //[0.0:1.0] //-Amount of smooth integration into original image #define TuningTileAmountX 5 //[1:16] //-Amount of tiles the selected palette has on the X-axis #define TuningTileAmountY 1 //[1:16] //-Amount of tiles the selected palette has on the Y-axis #define TuningColorPaletteTexture "CFX_vintage.png" //[undef] //-Define the color palette for palette effect (e.g. CFX_quake.png, CFX_vintage.png) #define TuningColorPalettePower 1/float3(1.0,1.0,1.0) //[undef] //-Defines the impact of red, green and blue when applying palette colors //>Color Map Parameters<\\ #define TuningColorMapTexture "CFX_TuningPalette.bmp" //[undef] //-needs to have 256x256 pixels //>Color LUT Settings<\\ #define TuningColorLUTIntensity 1.00 //[0.00:1.00] //-Intensity of the effect overlay #define TuningColorLUTDstTexture "Thelut.png" //[undef] //-Needs to have 256x16 pixels #define TuningColorLUTTileAmountX 256 //[undef] //-LUT Width #define TuningColorLUTTileAmountY 16 //[undef] //-LUT Height

Comments

Sadra
30 Apr 18:28 CEST

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loneeagle9941
9 Jan 19:52 CET

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