2 hours, 19 minutes ago
PayDay 2 "Ambient Effect"
Preset description:
This preset was done in the newest ReShade version 2.0.1
I tweaked the followings:
-AMBIENTOCCLUSION
-DPX
-VIGNETTE
-BORDER
-AMBIENTLIGHT
-ADAPTIVESHARPEN
-FXAA
-BLOOM
-CROSSPORCESS
Enjoy :D
PAYDAY 2-"Ambient Effect" SweetFX
This shader was done in ReShade 2.0.1
I only added the presets you need to enable for this to work.They are in order.
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///**AMBIENTOCCLUSION**///
//--------------------////
#define USE_AMBIENTOCCLUSION 1 //[SSAO] //-Ambient Occlusion: Enables physically incorrect shading that
most newer gen games use. Multiple algorithms available.
//>Global Parameters<\\
#define AO_METHOD 2 //[1:6] //-No description given
#define AO_TEXSCALE 1.00 //[0.25:1.00] //-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 0.70 //[0.05:2.00] //-No description given
#define AO_SHARPNESS_DETECT 2 //[1:2] //-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 //[5:15] //-Offset count for AO smoothening. Higher means more smooth AO but
also blurrier AO.
#define AO_DEBUG 0 //[0:2] //-No description given
#define AO_LUMINANCE_CONSIDERATION 1 //[0:1] //-No description given
#define AO_LUMINANCE_LOWER 0.3 //[0.0:1.0] //-No description given
#define AO_LUMINANCE_UPPER 0.6 //[0.0:1.0] //-No description given
#define AO_FADE_START 0.40 //[0.00:1.00] //-Distance from camera where AO starts to fade out. 0.0 means
camera itself, 1.0 means infinite distance.
#define AO_FADE_END 0.60 //[0.00:1.00] //-Distance from camera where AO fades out completely. 0.0 means
camera itself, 1.0 means infinite distance.
#define AO_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
//>SSAO Settings<\\
#define iSSAOSamples 16 //[16:128] //-Amount of samples. Don't set too high or shader compilation time goes
through the roof.
#define fSSAOSamplingRange 50.0 //[10.0:50.0] //-SSAO sampling range. High range values might need more
samples so raise both.
#define fSSAODarkeningAmount 1.5 //[0.0:5.0] //-Amount of SSAO corner darkening
#define fSSAOBrighteningAmount 1.0 //[0.0:5.0] //-Amount of SSAO edge brightening
//>Raymarch AO Settings<\\
#define iRayAOSamples 24 //[10:78] //-Amount of sample "rays" Higher means more accurate AO but also less
performance.
#define fRayAOSamplingRange 0.0005 //[0.0001:0.0200] //-Range of AO sampling. Higher values ignore small
geometry details and shadow more globally.
#define fRayAOMaxDepth 0.02 //[0.01:0.20] //-factor to avoid far objects to occlude close objects just because
they are besides each other on screen.
#define fRayAOMinDepth 0.00003 //[0.00000:0.00100] //-Minimum depth difference cutoff to prevent (almost) flat
surfaces to occlude themselves.
#define fRayAOPower 2.0 //[0.2:5.0] //-Amount of darkening.
//>HBAO Settings<\\
#define iHBAOSamples 9 //[7:36] //-Amount of samples. Higher means more accurate AO but also less
performance.
#define fHBAOSamplingRange 2.6 //[0.5:5.0] //-Range of HBAO sampling. Higher values ignore small geometry
details and shadow more globally.
#define fHBAOAmount 3.0 //[1.0:10.0] //-Amount of HBAO shadowing.
#define fHBAOClamp 0.1 //[0.0:1.0] //-Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO.
#define fHBAOAttenuation 0.020 //[0.001:0.200] //-Affects the HBAO range, prevents shadowing of very far
objects which are close in screen space.
//>SSGI Settings<\\
#define iSSGISamples 9 //[5:24] //-Amount of SSGI sampling iterations, higher means better GI but less
performance.
#define fSSGISamplingRange 0.4 //[0.0:80.0] //-Radius of SSGI sampling.
#define fSSGIIlluminationMult 4.5 //[1.0:8.0] //-Multiplier of SSGI illumination (color bouncing/reflection).
#define fSSGIOcclusionMult 0.8 //[0.0:10.0] //-Multiplier of SSGI occlusion.
#define fSSGIModelThickness 10.0 //[0.5:100.0] //-Amount of unit spaces the algorithm assumes the model's
thickness. Lower if scene only contains small objects.
#define fSSGISaturation 1.8 //[0.2:2.0] //-Saturation of bounced/reflected colors.
//>RAYMARCH HBAO Settings<\\
#define iRayHBAO_StepCount 9 //[5:32] //-Amount of steps to march per direction to check for occluders.
#define iRayHBAO_StepDirections 10 //[5:25] //-Amount of rays / directions to march to check for occluders.
#define fRayHBAO_SampleRadius 0.005 //[0.001:0.010] //-Range of AO sampling. Higher values ignore small
geometry details and shadow more globally.
#define fRayHBAO_Attenuation 2.0 //[0.4:5.0] //-Sampling attenuation. Used for ignoring objects that are close
onscreen but actually far away (i.e. sky and player).
#define fRayHBAO_AngleBiasTan 0.0 //[0.0:1.0] //-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.
//>SAO Settings<\\
#define fSAOIntensity 6.0 //[1.0:10.0] //-Linearly multiplies AO intensity.
#define fSAOClamp 2.5 //[1.0:10.0] //-Higher values shift AO more into black. Useful for light gray AO caused by
high SAO radius.
#define fSAORadius 2.3 //[1.0:10.0] //-SAO sampling radius. Higher values also lower AO intensity extremely
because of Alchemy's extremely retarded falloff formula.
#define fSAOBias 0.200 //[0.001:0.500] //-Minimal surface angle for AO consideration. Useful to prevent self-
occlusion of flat surfaces caused by floating point inaccuracies.
#define iSAOSamples 18 //[10:96] //-Amount of SAO Samples. Maximum of 96 is defined by formula.
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///**DPX**///
//-------////
#define USE_DPX 1 //[Shared] //-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.
//>Cineon DPX settings<\\
#define Red 8.0 //[1.0:15.0] //-
#define Green 8.0 //[1.0:15.0] //-
#define Blue 8.0 //[1.0:15.0] //-
#define ColorGamma 2.5 //[0.1:2.5] //-Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is
neutral.
#define DPXSaturation 3.0 //[0.0:8.0] //-Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.36 //[0.20:0.60] //-
#define GreenC 0.36 //[0.20:0.60] //-
#define BlueC 0.34 //[0.20:0.60] //-
#define Blend 0.20 //[0.00:1.00] //-How strong the effect should be.
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///**VIGNETTE**///
//------------////
#define USE_VIGNETTE 1 //[Shared] //-Vignette : Darkens the edges of the image to make it look more like it
was shot with a camera lens. May cause banding artifacts.
//>Vignette settings<\\
#define VignetteType 1 //[1|2|3] //-1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 //[0.15:6.00] //-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 2.00 //[-1.00:3.00] //-lower values = stronger radial effect from center
#define VignetteAmount -1.00 //[-2.00:1.00] //-Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 2 //[2:16] //-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) //[0.000:1.000] //-Center of effect for VignetteType 1. 2 and 3 do not
obey this setting.
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///**BORDER**///
//----------////
#define USE_BORDER 1 //[Shared] //-Border : Can be used to create letterbox borders around the image.
//>Border settings<\\
#define border_width float2(0,1) //[0:2048] //-(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_color float3(0,0,0) //[0:255] //-What color the border should be. In integer RGB colors, meaning
0,0,0 is black and 255,255,255 is full white.
#define border_ratio float(2.35/1.0) //[undef] //-[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)
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///**AMBIENT_LIGHT**///
//-----------------////
#define USE_AMBIENT_LIGHT 1 //[AmbientLight] //-Ambient Light: Adds scene dependent ambient light with
specific dirt and lens effects
//>Ambient Light Settings<\\
#define alDebug 0 //[0:1] //-Activates debug mode of AL, upper bar shows detected light, lower bar shows
adaptation
#define alInt 10.15 //[0.00:20.00] //-Base intensity of AL
#define alThreshold 15.00 //[0.00:100.00] //-Reduces intensity for not bright light
//>AL Adaptation Parameters<\\
#define AL_Adaptation 1 //[0:1] //-Activates adaptation algorithm for the following features
#define alAdapt 0.70 //[0.00:4.00] //-Intensity of AL correction for bright light
#define alAdaptBaseMult 1.00 //[0.00:4.00] //-Multiplier for adaption applied to the original image
#define alAdaptBaseBlackLvL 2 //[0|1|2|3|4] //-Distinction level of black and white (lower => less distinct)
#define alAdaptBloomMult 1.0 //[0.0:4.0] //-Multiplier for adaption applied to the bloom shader
#define alAdaptFlareMult 3.0 //[0.0:4.0] //-Multiplier for adaption applied to the anam flare shader
#define AL_HeatHazeControle 1 //[0:1] //-Controles the HeatHaze effect with the AL shader
#define Depth_HeatHazeControle 1 //[0:1] //-Controles the HeatHaze effect with the depth buffer
#define alAdaptHeatMult 1.0 //[0.0:1.0] //-Multiplier for adaption applied to the HeatHaze shader
//>Additional AL Settings<\\
#define AL_Dirt 1 //[0:1] //-No description given
#define AL_DirtTex 0 //[0:1] //-Defines if dirt texture is used as overlay
#define AL_Vibrance 0 //[0:1] //-Vibrance of dirt effect
#define AL_Adaptive 0 //[0|1|2] //-0 = Warm, 1 = Cold, 2 = Light Dependent
#define alDirtInt 1.0 //[0.0:2.0] //-Intensity of dirt effect
#define alDirtOVInt 1.0 //[0.0:2.0] //-Intensity of colored dirt effect
#define AL_Lens 0 //[0:1] //-Lens effect based on AL
#define alLensThresh 0.5 //[0.0:1.0] //-Reduces intensity of lens effect for not bright light
#define alLensInt 2.0 //[0.0:10.0] //-Intensity of lens effect
#define AmbientLight_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs
out. "0" deactivates the timeout feature.
#define AmbientLight_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
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///**ADAPTIVESHARPEN**///
//-------------------////
#define USE_ADAPTIVESHARPEN 1 //[AdaptiveSharpen] //-Adaptive sharpen by bacondither (2016-01-12). For
more information: http://forum.doom9.org/showthread.php?t=172131
//>Adaptive Sharpen Settings<\\
#define curve_height 1.0 //[0.3:2.0] //-Main sharpening strength.
#define AdaptiveSharpen_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
//>Advanced Adaptive Sharpen Settings<\\
#define fast_ops 1 //[0|1] //-Faster code path, small difference in quality.
#define curveslope (curve_height*0.7) //[undef] //-Sharpening curve slope, high edge values.
#define D_overshoot 0.009 //[undef] //-Max dark overshoot before max compression.
#define D_compr_low 0.25 //[undef] //-Max compression ratio, dark overshoot (1/0.250=4x)
#define D_compr_high 0.5 //[undef] //-pixel surrounded by edges (1/0.500=2x)
#define L_overshoot 0.003 //[undef] //-Max light overshoot before max compression.
#define L_compr_low 0.167 //[undef] //-Max compression ratio, light overshoot (1/0.167=6x)
#define L_compr_high 0.334 //[undef] //-pixel surrounded by edges (1/0.334=3x)
#define max_scale_lim 0.1 //[undef] //-Abs change before max compression (0.1 = +-10%).
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///**FXAA**///
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#define USE_FXAA 1 //[FXAAWrap] //-FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.
//>FXAA Anti-aliasing settings<\\
#define FXAA_QUALITY__PRESET 9 //[1:9] //-Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 0.000 //[0.000:1.000] //-Choose the amount of sub-pixel aliasing removal. Higher values
makes the image softer/blurrier.
#define fxaa_EdgeThreshold 0.166 //[0.000:1.000] //-Edge detection threshold. The minimum amount of local
contrast required to apply algorithm. Similar to SMAA_THRESHOLD
#define fxaa_EdgeThresholdMin 0.000 //[0.000:1.000] //-Darkness threshold. Pixels darker than this are not
processed in order to increase performance.
#define FXAA_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
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///**BLOOM**///
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#define USE_BLOOM 1 //[Bloom] //-Bloom : Makes bright lights bleed their light into their surroundings (relatively
high performance cost)
//>Bloom settings<\\
#define BloomThreshold 20.25 //[0.00:50.00] //-Threshold for what is a bright light (that causes bloom) and what
isn't.
#define BloomPower 1.446 //[0.000:8.000] //-Strength of the bloom
#define BloomWidth 0.0142 //[0.0000:1.0000] //-Width of the bloom
#define Bloom_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
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///**CROSSPROCESS**///
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#define USE_CROSSPROCESS 1 //[ColorCorrection] //-Cross Processing: Simulates wrong chemistry in color
processing.
//>CrossProcess Settings<\\
#define CrossContrast 0.95 //[0.50:2.00] //-The names of these values should explain their functions
#define CrossSaturation 1.12 //[0.50:2.00] //-
#define CrossBrightness -0.052 //[-1.000:1.000] //-[-0.300 to 0.300]
#define CrossAmount 1.00 //[0.05:1.50] //-
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