////----------// ///**GLOBAL**/// //----------//// //-Global Defines-// //>CustomFX Suite General Settings<\\ //-Commentary:The Custom Suite contains various distinct shader.\nBeginning from Technicolor, all following shader are grouped to together under the ColorCorrection set. #define ColorCorrection_ToggleKey RFX_ToggleKey //[undef] //- ////----------// ///**CUSTOM**/// //----------//// #define USE_CUSTOM 0 //[Custom] //- //>Custom Shader General Settings<\\ //-Commentary:This shader is not doing anything but a starting point for new shader developers. #define val1 0.00 //[0.00:1.00] //-... #define val2 1.00 //[0.00:1.00] //-... #define Custom_ToggleKey RFX_ToggleKey //[undef] //- ////-------// ///**CEL**/// //-------//// #define USE_CEL 0 //[Cel] //-Cel : Creates an outline on objects, similar to Borderlands' cel shading effect. Requires depth buffer to work. //>Cel Settings<\\ #define CelAccuracy 10.0 //[0.0:100.0] //-Accuracy or amount of Cel shading. #define Cel_ToggleKey RFX_ToggleKey //[undef] //- ////---------------// ///**DALTONIZEFX**/// //---------------//// #define USE_DALTONIZEFX 0 //[DaltonizeFX] //-Daltonize (source http://www.daltonize.org/search/label/Daltonize) //>DALTONIZE Settings<\\ #define DaltonizeFX_Type 1 //[1:3] //-1 = Protanopia, 2 = Deuteranopia, 3 = Tritanopia #define DaltonizeFX_ToggleKey RFX_ToggleKey //[undef] //- ////----------// ///**DEBAND**/// //----------//// #define USE_DEBAND 0 //[Deband] //-Applies debanding to minimize banding artifacts //>Deband Settings<\\ #define DEBAND_RADIUS 32.0 //[0.0:1024.0] //-Sampling radius, higher values will reduce further banding but might also reduce details #define DEBAND_THRESHOLD 0.017 //[0.000:0.100] //-Threshold, higher values will reduce further banding but might also reduce details and increase noise #define DEBAND_SAMPLE_COUNT 8 //[1:8] //-Sample count, higher values are better #define DEBAND_OFFSET_MODE 3 //[1:3] //-1 = cross (axis aligned, fast), 2 = diagonal (45 degrees, slower), 3 = box (fully random, much slower) #define DEBAND_DITHERING 1 //[0:3] //-Additional dithering options to smoothen the output. 0 = No dithering 1 = Ordered dithering, 2 = Random dithering, 3 = Iestyn's RGB dither (Valve) //>Deband debug settings<\\ #define DEBAND_SKIP_THRESHOLD_TEST 0 //[0:1] //-1 = Skip threshold to see the unfiltered sampling pattern #define DEBAND_OUTPUT_BOOST 1.0 //[-2.0:2.0] //-Default = 1.0. Any value other than the default activates debug mode. When fine-tuning the values you might use both these settings to boost luminance, which should make it easier to see banding artifacts. #define DEBAND_OUTPUT_OFFSET 0.0 //[-1.0:3.0] //-Default = 0.0. Any value other than the default activates debug mode. When fine-tuning the values you might use both these settings to boost luminance, which should make it easier to see banding artifacts. #define Deband_ToggleKey RFX_ToggleKey //[undef] //- ////---------// ///**PAINT**/// //---------//// #define USE_PAINT 0 //[Paint] //-Gives the image a painty look //>Paint Settings<\\ #define PaintRadius 7 //[0:64] //-Amount of effect. Higher values require more performance. #define PaintMethod 0 //[0:1] //-The algorithm used for paint effect. 0 = kingeric1992's paint effect, 1 = Basic kuwahara filtering #define Paint_ToggleKey RFX_ToggleKey //[undef] //- ////-------------------// ///**ADAPTIVESHARPEN**/// //-------------------//// #define USE_ADAPTIVESHARPEN 0 //[AdaptiveSharpen] //-Adaptive sharpen by bacondither (2015-11-05). NOTICE: Currently does not work as intended on DX11. For more information: http://forum.doom9.org/showthread.php?t=172131 //>Adaptive Sharpen Settings<\\ #define curve_height 1.0 //[0.3:1.5] //-Main sharpening strength. #define AdaptiveSharpen_ToggleKey RFX_ToggleKey //[undef] //- //>Advanced Adaptive Sharpen Settings<\\ //-Commentary:Defined values under this row are "optimal". Do not change if you do not know what you are doing. #define curveslope (curve_height*1.0) //[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%). ////---------// ///**GAUSS**/// //---------//// #define USE_GAUSS 1 //[Gaussian] //-Gaussian Blur / Bloom / Unsharpmask //>Gaussian Blur / Unsharpmask Settings<\\ #define Use_GaussianBlur 1 //[0:1] //-0 = off, 1 = on. Blurs the image #define BlurStrength 0.10 //[0.00:1.00] //-Strength of the blur effect #define Use_Unsharpmask 0 //[0:1] //-0 = off, 1 = on. Sharpens the image #define SharpStrength 0.05 //[0.00:1.00] //-Strength of the sharpening effect #define GaussSigma 1 //[1|2|3|4] //-Makes the blur and sharpening radius wider. Only works when GaussQuality is set to 1 or higher. #define GaussQuality 6 //[0:12] //-Higher #'s = more blur passes for Blur and Unsharp Mask (Higher performance cost). //>Gaussian Bloom Settings<\\ #define Use_GaussianBloom 1 //[0:1] //-0 = off, 1 = on. #define BloomStrength 0.20 //[0.00:1.00] //-Amount of bloom effect added to the image. #define GaussBloomWarmth 2 //[0|1|2] //-0 = neutral, 1 = warm, 2 = hazy/foggy #define GaussThreshold 0.504 //[0.000:1.000] //-Threshold for what is considered a bright light. Lower #'s = brighter #define GaussExposure 43.70 //[0.00:100.00] //-Exposure of the effect. Lower #'s = brighter #define BloomSigma 4 //[1|2|3|4] //-Makes the bloom radius wider. Only works when BloomQuality is set to 1 or higher. #define BloomRed 1.00 //[0.00:2.00] //-Adds a RED tint to bloom. #'s < 1.00 add color, #'s > 1.00 remove color. #define BloomGreen 1.00 //[0.00:2.00] //-Adds a GREEN tint to bloom. #'s < 1.00 add color, #'s > 1.00 remove color. #define BloomBlue 1.00 //[0.00:2.00] //-Adds a BLUE tint to bloom. #'s < 1.00 add color, #'s > 1.00 remove color. #define GaussBloomQuality 6 //[0:12] //-Higher #'s = more blur passes //>Performance and Misc Options<\\ #define GaussTexScale 0 //[0|1|2] //-0 = Off, 1 = 1/2 Resolution, 2 = 1/4 Resolution. Reduces performance cost. Works best with Quality settings > 1. #define BloomTexScale 2 //[0|1|2] //-0 = Off, 1 = 1/2 Resolution, 2 = 1/4 Resolution. Reduces performance cost. Works best with Quality settings > 1. #define Gaussian_ToggleKey RFX_ToggleKey //[undef] //- ////-------------// ///**TILTSHIFT**/// //-------------//// #define USE_TILTSHIFT 0 //[TiltShift] //-TiltShift effect based of GEMFX //>TiltShift Settings<\\ #define TiltShiftPower 5.0 //[0.0:100.0] //-Amount of blur applied to the screen edges #define TiltShiftCurve 3.0 //[0.0:10.0] //-Defines the sharp focus / blur radius #define TiltShiftOffset -0.6 //[-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 "Dishonored.png" //[undef] //-Needs to have 256x16 pixels #define TuningColorLUTTileAmountX 4096 //[undef] //-LUT Width #define TuningColorLUTTileAmountY 64 //[undef] //-LUT Height ////-------------// ///**GR8MMFILM**/// //-------------//// #define USE_GR8MMFILM 0 //[Gr8mmFilm] //-Applies cutomized 8mm film overlays //>Gr8mm Film Settings<\\ #define Gr8mmFilmTileAmount 7.0 //[2.0:20.0] //-Amount of frames used in the Gr8mmFilm.png #define Gr8mmFilmPower 0.95 //[0.00:1.00] //-Overall intensity of the effect #define Gr8mmFilmVignettePower 1.0 //[0.0:2.0] //-Strength of the effect at the edges #define Gr8mmFilmAlphaPower 1.2 //[0.0:2.0] //-Takes gradients into account (white => transparent) #define Gr8mmFilmBlackFrameMix 0 //[0:1] //-0: Adds a black frame into the mix; 1: No black frame added #define Gr8mmFilmScroll 0 //[0:1] //-0: Jumps from frame to frame; 1: Scrolls from frame to frame #define Gr8mmFilmTexture "CFX_Gr8mmFilm.png" //[undef] //-Defines the texture which contains the single frames #define Gr8mmFilmTextureSizeX 1280 //[undef] //-Size of the defined texture (Width) #define Gr8mmFilmTextureSizeY 5040 //[undef] //-Size of the defined texture (Height) #define Gr8mmFilm_ToggleKey RFX_ToggleKey //[undef] //-No description given ////-------// ///**VHS**/// //-------//// #define USE_VHS 0 //[VHS] //-Enables the base effect (Just NTSC colors) //>VHS Settings<\\ #define sNoiseMode 3 //[1:3] //-Swap between several noise textures. #define bUseTapeNoise 1 //[0:1] //-Tape noise that scrolls trough the screen. #define bUseVCRDistort 1 //[0:1] //-VCR Distortion #define bUseDirtyCRT 1 //[0:1] //-Dirty CRT Shader, adds color distortion #define bUseVHSDistort 0 //[0:1] //-Analogical signal distortion #define bVHSDistortGammaFix 0 //[0:1] //-0: Fixes the darkening of the NTSC Shader #define bUseNTSCFilter 0 //[0:1] //-NTSC Shader, decreases color (good for VHSDistortion with GammaFix) #define VHS_ToggleKey RFX_ToggleKey //[undef] //-No description given ////--------// ///**YACA**/// //--------//// #define USE_YACA 0 //[YACA] //-Yet Another Chromatic Aberration //>VHS Settings<\\ #define iADOF_ImageChromaHues 25 //[2:30] //-Amount of samples through the light spectrum to get a smooth gradient. #define fADOF_ImageChromaCurve 1.0 //[0.5:2.0] //-Image chromatic aberration curve. Higher means less chroma at screen center areas. #define fADOF_ImageChromaAmount 100.0 //[5.0:200.0] //-Linearly increases image chromatic aberration amount. #define YACA_ToggleKey RFX_ToggleKey //[undef] //-No description given ////---------// ///**GRAIN**/// //---------//// #define USE_GRAIN 0 //[Grain] //-Adds an active graininess to the image. Helps with banding and can add the illusion of detail //>Film Grain Settings<\\ //-Commentary:This Martins improved Film Grain shader (http://devlog-martinsh.blogspot.com) which was ported by Alo81. #define GrainPower 0.03 //[0.00:1.00] //-Intensity of applied grain #define GrainColored 0 //[0:1] //-Whether grain should be colored or not. Colored grain is not as noticeable, so it helps to increase grain power. #define GrainColorAmount 1.00 //[0.00:1.00] //-Amount of color to add to grain #define GrainSize 1.50 //[1.25:2.50] //-Size of individual pieces of grain. Below 1.25 the pattern becomes noticeable. #define GrainLuma 0.80 //[0.00:1.00] //-Grain brightness. 0 makes grain not visible. #define Grain_ToggleKey RFX_ToggleKey //[undef] //-No description given ////----------// ///**EMBOSS**/// //----------//// #define USE_EMBOSS 0 //[Emboss] //-Gives the image a painty look //>Emboss Settings<\\ #define bEmbossDoDepthCheck 1 //[0:1] //-EXPERIMENTAL! If enabled, shader compares emboss samples depth to avoid artifacts at object borders. #define fEmbossDepthCutoff 0.0001 //[0.0001:0.0100] //-Preserves object edges from getting artifacts. If pixel depth difference of emboss samples is higher than that, pixel gets skipped. #define fEmbossPower 0.666 //[0.100:2.000] //-Amount of embossing. #define fEmbossOffset 2.0 //[0.5:5.0] //-Pixel offset for embossing. #define iEmbossAngle 90.00 //[0.00:360.00] //-Pixel offset angle for embossing. #define Emboss_ToggleKey RFX_ToggleKey //[undef] //- ////--------// ///**HQ4X**/// //--------//// #define USE_HQ4X 0 //[HQ4X] //- //>HQ4X Settings<\\ #define HQ4XStrength 1.5 //[0.1:10.0] //-Strength of the effect #define HQ4XSmoothing 1.0 //[0.0:1.0] //-Start smoothing wt. #define HQ4XDecreaseFactor -1.10 //[-2.00:0.00] //-Wt. decrease factor #define HQ4XMaxFilterWeigth 0.75 //[0.00:1.00] //-Max filter weigth #define HQ4XMinFilterWeigth 0.03 //[0.00:1.00] //-Min filter weigth #define HQ4XEffectsSmoothing 0.33 //[0.00:1.00] //-Effects smoothing #define HQ4X_ToggleKey RFX_ToggleKey //[undef] //- ////-------// ///**HSV**/// //-------//// #define USE_HSV 1 //[HSV] //-Allows to define individual color density //>HSV Settings<\\ #define fColorSaturationMod 0.00 //[-1.00:1.00] //-Adds to the overall color saturation. #define fColorSaturationMult 1.00 //[0.00:5.00] //-Multiplies the color saturation. #define fColorSaturationPow 0.95 //[0.00:5.00] //-Curves the color saturation. #define fColorIntensityMod 0.00 //[-1.00:1.00] //-Adds to the overall brightness. #define fColorIntensityMult 1.15 //[0.00:5.00] //-Multiplies the overall brightness. #define fColorIntensityPow 1.00 //[0.00:5.00] //-Curves the overall brightness. #define fColorHueMod 0.00 //[-1.00:1.00] //-Adds to the overall color hue (color shifting). #define fColorHueMult 1.00 //[0.00:5.00] //-Multiplies the color hue (color shifting). #define fColorHuePow 1.00 //[0.00:5.00] //-Curves the color hue. #define HSV_ToggleKey RFX_ToggleKey //[undef] //- //>Add Settings<\\ #define fSaturationModRed 0.00 //[-1.00:1.00] //-Adds to the color saturation of red hues only. Default 0.0. #define fSaturationModOrange 0.00 //[-1.00:1.00] //-Adds to the color saturation of orange hues only. Default 0.0. #define fSaturationModYellow 0.00 //[-1.00:1.00] //-Adds to the color saturation of yellow hues only. Default 0.0. #define fSaturationModGreen 0.00 //[-1.00:1.00] //-Adds to the color saturation of green hues only. Default 0.0. #define fSaturationModCyan 0.00 //[-1.00:1.00] //-Adds to the color saturation of cyan hues only. Default 0.0. #define fSaturationModBlue 0.00 //[-1.00:1.00] //-Adds to the color saturation of blue hues only. Default 0.0. #define fSaturationModMagenta 0.00 //[-1.00:1.00] //-Adds to the color saturation of magenta hues only. Default 0.0. //>Mult Settings<\\ #define fSaturationMultRed 0.00 //[0.00:5.00] //-Multiplies the color saturation of red hues only. Default 0.0. #define fSaturationMultOrange 0.00 //[0.00:5.00] //-Multiplies the color saturation of orange hues only. Default 0.0. #define fSaturationMultYellow 0.00 //[0.00:5.00] //-Multiplies the color saturation of yellow hues only. Default 0.0. #define fSaturationMultGreen 0.00 //[0.00:5.00] //-Multiplies the color saturation of green hues only. Default 0.0. #define fSaturationMultCyan 0.00 //[0.00:5.00] //-Multiplies the color saturation of cyan hues only. Default 0.0. #define fSaturationMultBlue 0.00 //[0.00:5.00] //-Multiplies the color saturation of blue hues only. Default 0.0. #define fSaturationMultMagenta 0.00 //[0.00:5.00] //-Multiplies the color saturation of magenta hues only. Default 0.0. //>Curve Settings<\\ #define fSaturationPowRed 0.00 //[-1.00:5.00] //-Curves the color saturation of red hues only. Default 0.0. #define fSaturationPowOrange 0.00 //[-1.00:5.00] //-Curves the color saturation of orange hues only. Default 0.0. #define fSaturationPowYellow 0.00 //[-1.00:5.00] //-Curves the color saturation of yellow hues only. Default 0.0. #define fSaturationPowGreen 0.00 //[-1.00:5.00] //-Curves the color saturation of green hues only. Default 0.0. #define fSaturationPowCyan 0.00 //[-1.00:5.00] //-Curves the color saturation of cyan hues only. Default 0.0. #define fSaturationPowBlue 0.00 //[-1.00:5.00] //-Curves the color saturation of blue hues only. Default 0.0. #define fSaturationPowMagenta 0.00 //[-1.00:5.00] //-Curves the color saturation of magenta hues only. Default 0.0. ////-------// ///**LUT**/// //-------//// #define USE_LUT 0 //[ColorCorrection] //-Color Lookup Table: Uses a gradient texture to adjust the colors of the image. ////---------------// ///**TECHNICOLOR**/// //---------------//// #define USE_TECHNICOLOR 0 //[ColorCorrection] //-Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80 //>Technicolor Settings<\\ #define ColStrengthR 0.20 //[0.05:1.00] //-Color Strength of Red channel. Higher means darker and more intense colors. #define ColStrengthG 0.20 //[0.05:1.00] //-Color Strength of Green channel. Higher means darker and more intense colors. #define ColStrengthB 0.20 //[0.05:1.00] //-Color Strength of Blue channel. Higher means darker and more intense colors. #define TechniBrightness 1.0 //[0.5:1.5] //-Brightness Adjustment, higher means brighter image. #define TechniStrength 1.0 //[0.0:1.0] //-Strength of Technicolor effect. 0.0 means original image. #define TechniSat 0.7 //[0.0:1.5] //-Additional saturation control since technicolor tends to oversaturate the image. ////-----------------// ///**SKYRIMTONEMAP**/// //-----------------//// #define USE_SKYRIMTONEMAP 0 //[ColorCorrection] //-Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's. //>Skyrim Tonemap Settings<\\ #define POSTPROCESS 6 //[1:6] //-Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc //>Skyrim Tonemap Settings<\\ #define EAdaptationMinV1 0.05 //[0.00:1.00] //- #define EAdaptationMaxV1 0.125 //[0.000:1.000] //- #define EContrastV1 1.00 //[0.00:1.00] //- #define EColorSaturationV1 1.00 //[0.00:1.00] //- #define EToneMappingCurveV1 6.00 //[0.00:100.00] //- //>Skyrim Tonemap Settings<\\ #define EAdaptationMinV2 0.36 //[0.00:1.00] //- #define EAdaptationMaxV2 0.29 //[0.00:1.00] //- #define EToneMappingCurveV2 8.00 //[0.00:100.00] //- #define EIntensityContrastV2 2.50 //[0.00:100.00] //- #define EColorSaturationV2 3.20 //[0.00:100.00] //- #define EToneMappingOversaturationV2 180.00 //[0.00:1000.00] //- //>Skyrim Tonemap Settings<\\ #define EAdaptationMinV3 0.001 //[0.000:1.000] //- #define EAdaptationMaxV3 0.025 //[0.000:1.000] //- #define EToneMappingCurveV3 30.00 //[0.00:100.00] //- #define EToneMappingOversaturationV3 111160.00 //[0.00:1000000.00] //- //>Skyrim Tonemap Settings<\\ #define EAdaptationMinV4 0.20 //[0.00:1.00] //- #define EAdaptationMaxV4 0.125 //[0.000:1.000] //- #define EBrightnessCurveV4 0.70 //[0.00:1.00] //- #define EBrightnessMultiplierV4 0.45 //[0.00:1.00] //- #define EBrightnessToneMappingCurveV4 0.30 //[0.00:1.00] //- //>Skyrim Tonemap Settings<\\ #define EAdaptationMinV5 0.08 //[0.00:1.00] //- #define EToneMappingCurveV5 8.00 //[0.00:100.00] //- #define EIntensityContrastV5 3.475 //[0.000:100.000] //- #define EColorSaturationV5 4.00 //[0.00:100.00] //- #define HCompensateSatV5 2.00 //[0.00:100.00] //- #define EToneMappingOversaturationV5 180.00 //[0.00:1000.00] //- //>Skyrim Tonemap Settings<\\ #define EBrightnessV6Day 2.50 //[0.00:100.00] //- #define EIntensityContrastV6Day 1.50 //[0.00:100.00] //- #define EColorSaturationV6Day 2.00 //[0.00:100.00] //- #define HCompensateSatV6Day 3.00 //[0.00:100.00] //- #define EAdaptationMinV6Day 0.64 //[0.00:1.00] //- #define EAdaptationMaxV6Day 0.24 //[0.00:1.00] //- #define EToneMappingCurveV6Day 8.00 //[0.00:100.00] //- #define EToneMappingOversaturationV6Day 2500.00 //[0.00:10000.00] //- ////-------------// ///**COLORMOOD**/// //-------------//// #define USE_COLORMOOD 0 //[ColorCorrection] //-Color Mood: Applies a "mood" to the color, tinting mainly the dark colors. //>ColorMood Settings<\\ #define fRatio 0.40 //[0.00:3.00] //-Amount of moody coloring you want #define moodR 1.0 //[0.0:2.0] //-How strong dark red colors shall be boosted #define moodG 1.1 //[0.0:2.0] //-How strong dark green colors shall be boosted #define moodB 0.5 //[0.0:2.0] //-How strong dark blue colors shall be boosted ////----------------// ///**CROSSPROCESS**/// //----------------//// #define USE_CROSSPROCESS 0 //[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] //- ////------------// ///**REINHARD**/// //------------//// #define USE_REINHARD 0 //[ColorCorrection] //-Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works. //>Reinhard Tonemap Settings<\\ #define ReinhardWhitepoint 4.0 //[1.0:10.0] //-Point above which everything is pure white #define ReinhardScale 0.5 //[0.0:2.0] //-Amount of applied tonemapping ////------------// ///**COLORMOD**/// //------------//// #define USE_COLORMOD 0 //[ColorCorrection] //-Colormod: Contrast, Saturation and Brightness ported from colormod.asi. //>ColorMod Settings<\\ #define ColormodChroma 0.78 //[-1.00:2.00] //-Saturation #define ColormodGammaR 1.05 //[-1.00:2.00] //-Gamma for Red color channel #define ColormodGammaG 1.05 //[-1.00:2.00] //-Gamma for Green color channel #define ColormodGammaB 1.05 //[-1.00:2.00] //-Gamma for Blue color channel #define ColormodContrastR 0.50 //[-1.00:2.00] //-Contrast for Red color channel #define ColormodContrastG 0.50 //[-1.00:2.00] //-Contrast for Green color channel #define ColormodContrastB 0.50 //[-1.00:2.00] //-Contrast for Blue color channel #define ColormodBrightnessR -0.08 //[-1.00:2.00] //-Brightness for Red color channel #define ColormodBrightnessG -0.08 //[-1.00:2.00] //-Brightness for Green color channel #define ColormodBrightnessB -0.08 //[-1.00:2.00] //-Brightness for Blue color channel ////--------------------// ///**SPHERICALTONEMAP**/// //--------------------//// #define USE_SPHERICALTONEMAP 1 //[ColorCorrection] //-Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms. //>Spherical Tonemap Settings<\\ #define sphericalAmount 0.4 //[0.0:2.0] //-Amount of spherical tonemapping applied...sort of ////-------// ///**HPD**/// //-------//// #define USE_HPD 0 //[ColorCorrection] //-Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves. ////---------------// ///**FILMICCURVE**/// //---------------//// #define USE_FILMICCURVE 0 //[ColorCorrection] //-Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3. ////--------------------// ///**WATCHDOG_TONEMAP**/// //--------------------//// #define USE_WATCHDOG_TONEMAP 0 //[ColorCorrection] //-Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values. ////-----------// ///**SINCITY**/// //-----------//// #define USE_SINCITY 0 //[ColorCorrection] //-Sin City: Effect from the movie "Sin City" - everything else than red is grey. ////--------------// ///**COLORHUEFX**/// //--------------//// #define USE_COLORHUEFX 0 //[ColorCorrection] //--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! //>ColorHueFX Settings <\\ #define Use_COLORSAT 0 //[0:1] //-This will use original color saturation as an added limiter to the strength of the effect #define hueMid 0.6 //[0.0:1.0] //-Hue (rotation around the color wheel) of the color which you want to keep #define hueRange 0.1 //[0.0:1.0] //-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 //[0.0:4.0] //-Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around #define fxcolorMix 0.8 //[0.0:1.0] //-Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image. ////---------// ///**DOSFX**/// //---------//// #define USE_DOSFX 0 //[DOSFX] //-It simulates how most of the old games looks like by degrading colors. Stunning feeling if you are an old gamer //>DOSFX Settings<\\ #define PIXELSIZE 6.0 //[0.0:999.666] //-The pixel size, larger = more pixelated. A value of 1 should be identical to the original game #define ENABLE_SCREENSIZE 1 //[0:1] //-Enabling this give you another pixelated method #define DOSColorsCount 16.0001 //[0.0000:32.0001] //- #define DOSCOLOR 1 //[0:1] //-Enabling this give you Dos colors #define ENABLE_POSTCURVE 0 //[0:1] //-Adding Additional post brightness. P.S you can use POSTCURVE and AGD together #define POSTCURVE 0.5 //[0.0:2.0] //-The additional post brightness curve to apply, to make things less dark - only with DOSCOLOR #define ENABLE_AGD 1 //[0:1] //-Another method to add brightness to image #define DoSgammaValue 2.2 //[1.0:5.0] //-Gamma value #define DOSScreenSize float2(320.0,240.0) //[undef] //-QQVGA=160.0, 120.0 ; HQVGA =240.0, 160.0 ; QVGA = 320.0, 240.0 ; another resolutions --> https://en.wikipedia.org/wiki/Graphics_display_resolution #define Dos_ToggleKey RFX_ToggleKey //[undef] //-No description given