#define ColorGamma 1.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.=0
#define offset_bias 2.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.=0
#define USE_GAUSSIAN 1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking=0
Game:=0
Please note when tweaking settings that higher numbers does not always equal better (nor does lower).=0
'------------------------------------------------------------/=0
#define SMAA_CORNER_ROUNDING 50 //[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.=0
SweetFX version: 1.5/Boulotaur2024 Injector. +Chromatic Aberration Shader.=0
If you made a good setttings preset please share it with your friends, on forums and websites,=0
#define Blend 0.23 //[0.00 to 1.00] How strong the effect should be=0
Author:=0
Description:=0
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/=0
#define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)=0
Finding the best settings for your game and your taste is about finding just the right amount to apply.=0
KeyAmbientLight=0,0,0,0
This description field and the above Game and Author fields are here so you can fill in your own details for the presets you create.=0
Just delete this description and fill in your own and then share it with the world.=0
Hope you enjoy my mod.=0
#define fxaa_Subpix 0.1 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.=0
- CeeJay.dk=0
'-----------------------------------------------------------*/=0
#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.=0
#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique=0
#define Explosion_Radius 1.0 //[0.2 to 100.0] Amount of effect you want.=0
#define USE_CA 1 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time.=0
#define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.=0
#define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.=0
KeyTint=0,0,0,0
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)=0
#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.=0
#define USE_HDR 0 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)=0
#define USE_LEVELS 0 //[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.=0
#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.=0
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect=0
#define USE_BLOOM 0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)=0
#define CRTResolution 1.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2=0
#define fxaa_EdgeThresholdMin 0.3 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.=0
#define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.=0
#define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect=0
#define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)=0
#define USE_DPX 1 //[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.=0
#define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.=0
#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0=0
#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)=0
#define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)=0
'----------------------------------------------------------*/=0
#define FilmGrainIntensity 0.4 //[0.00 to 1.00] Intensity of grain. Default is 0.46=0
#define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)=0
#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0
#define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5=0
#define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves.=0
KeyUIMask_Top=0,0,0,0
#define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.=0
#define outfocus 0.015 //[0.00 to 1.000] How strong the effect should be.=0
#define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.=0
#define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges=0
#define TechniAmount 0.46 //[0.00 to 1.00]=0
#define USE_DITHER 1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)=0
#define Defog 0.0 //[0.000 to 1.000] How much of the color tint to remove=0
#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.=0
#define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.=0
#define SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges=0
#define Levels_black_point 8 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0=0
#define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality.=0
#define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.=0
#define CartoonPower 4.0 //[0.1 to 10.0] Amount of effect you want.=0
#define dither_method 2 //[1 or 2] 1=Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
#define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0=0
#define CartoonEdgeSlope 6.0 //[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.=0
#define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0=0
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want=0
#define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)=0
#define sharp_clamp 0.050 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035=0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on=0
#define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image=0
#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)=0
#define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001=0
#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00=0
#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)=0
#define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)=0
#define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01=0
#define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)=0
KeyUIMask_Bottom=0,0,0,0
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.=0
#define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom=0
#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom=0
#define HDRPower 1.40 //[0.00 to 8.00] Strangely lowering this makes the image brighter=0
KeyMode3=0,0,0,0
#define radius2 0.80 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter=0
#define sharp_strength 2.00 //[0.10 to 3.00] Strength of the sharpening=0
#define TechniPower 4.0 //[0.00 to 8.00]=0
#define pattern 2 //[1|2|3|4] Choose a sample pattern. 1=Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)=0
#define GaussEffect 2 //[0|1|2|3] 0=Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 2 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1=0
#define GaussSigma 3 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected)=0
#define GaussBloomWarmth 2 //[0|1|2] "Temperature" of the bloom - 0=neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.=0
#define GaussExposure 25.0 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)=0
#define GaussStrength 0.15 //[0.00 to 1.00] Amount of effect blended into the final image=0
#define FilmGrainExposure 20 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise)=0
#define FilmGrainSize 6 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise)=0
#define redNegativeAmount 0.74 //[0.00 to 1.00]=0
#define greenNegativeAmount 0.83 //[0.00 to 1.00]=0
#define blueNegativeAmount 0.9 //[0.00 to 1.00]=0
#define Red 9.0 //[1.0 to 15.0]=0
#define Green 9.0 //[1.0 to 15.0]=0
#define Blue 9.0 //[1.0 to 15.0]=0
#define DPXSaturation 1.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.=0
#define RedC 0.33 //[0.60 to 0.20]=0
#define GreenC 0.36 //[0.60 to 0.20]=0
#define BlueC 0.35 //[0.60 to 0.20]=0
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)=0
#define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue=0
#define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue=0
#define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue=0
KeyTechnicolor=0,0,0,0
#define Gamma 1.0 //[0.000 to 2.000] Adjust midtones=0
#define Exposure 0.0 //[-1.000 to 1.000] Adjust exposure=0
#define Saturation 0.0 //[-1.000 to 1.000] Adjust saturation=0
#define Bleach 0.0 //[0.000 to 1.000] Brightens the shadows and fades the colors=0
#define FogColor float3(0.0, 0.0, 0.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue=0
#define Vibrance 0.30 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0
KeyMagicBloom=0,0,0,0
#define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-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=0
#define Curves_mode 0 //[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 0.3 //[-1.00 to 1.00] The amount of contrast you want=0
#define Curves_formula 10 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.=0
#define ColorTone float3(1.0, 1.0, 1.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image=0
#define GreyPower 0.0 //[0.00 to 1.00] How much desaturate the image before tinting it=0
#define VignetteType 1 //[1|2|3] 1=Original, 2 = New, 3 = TV style
#define VignetteRatio 1.00 //[0.15 to 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.=0
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values=stronger radial effect from center
#define VignetteAmount -0.40 //[-2.00 to 1.00] Strength of black. -2.00=Max Black, 1.00 = Max White.
#define VignetteSlope 6 //[2 to 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)=0
KeyMode2=0,0,0,0
#define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.=0
#define border_width float2(1,120) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.=0
#define border_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.=0
#define splitscreen_mode 1 //[1|2|3|4|5|6] 1=Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split
KeyAdaptiveFog=0,0,0,0
KeyAdaptiveSharpen=0,0,0,0
KeyClarity=0,0,0,0
KeyColorMatrix=0,0,0,0
KeyColourfulness=0,0,0,0
KeyCurves=0,0,0,0
KeyKNearestNeighbors=0,0,0,0
KeyNonLocalMeans=0,0,0,0
KeyRingDOF=0,0,0,0
KeyMagicDOF=0,0,0,0
KeyGP65CJ042DOF=0,0,0,0
KeyMatsoDOF=0,0,0,0
KeyMartyMcFlyDOF=0,0,0,0
KeyDPX=0,0,0,0
KeyFilmGrain=0,0,0,0
KeyMode1=0,0,0,0
KeyFXAA=0,0,0,0
KeyGaussianBlur=0,0,0,0
KeyHDR=0,0,0,0
KeyLightDoF_AutoFocus=0,0,0,0
KeyLightDoF_Far=0,0,0,0
KeyLightDoF_Near=0,0,0,0
KeyLumaSharpen=0,0,0,0
KeyLUT=0,0,0,0
KeyMXAO=0,0,0,0
KeyMonochrome=0,0,0,0
KeyMotionBlur=0,0,0,0
KeySMAA=0,0,0,0
KeyTiltShift=0,0,0,0
KeyTonemap=0,0,0,0
KeyVignette=0,0,0,0
Techniques=Clarity,DPX,GaussianBlur,LumaSharpen,LUT,HDR,Curves,FXAA
[Clarity.fx]
ClarityRadius=2.000000
ClarityBlendMode=4.000000
ClarityDarkIntensity=0.000000
ClarityOffset=1.000000
ClarityBlendIfDark=65.000000
ClarityBlendIfLight=210.000000
ClarityStrength=0.400000
ClarityViewMask=0.000000
ClarityViewBlendIfMask=0.000000
ClarityLightIntensity=1.000000
[Curves.fx]
Mode=0.000000
Formula=7.000000
Contrast=0.100000
[AmbientLight.fx]
alAdaptBaseMult=1.000000
alDebug=0.000000
alInt=10.150000
AL_DirtTex=0.000000
AL_Adaptive=0.000000
alThreshold=15.000000
AL_Adaptation=1.000000
AL_Dirt=1.000000
alAdapt=0.700000
alLensThresh=0.500000
alAdaptBaseBlackLvL=2.000000
AL_Vibrance=0.000000
alDirtInt=1.000000
alDirtOVInt=1.000000
AL_Lens=0.000000
alLensInt=2.000000
[AdaptiveFog.fx]
FogCurve=1.500000
FogColor=0.900000,0.900000,0.900000
MaxFogFactor=0.800000
BloomPower=10.000000
FogStart=0.050000
BloomThreshold=10.250000
BloomWidth=0.200000
[AdaptiveSharpen.fx]
D_compr_low=0.253000
L_compr_low=0.169000
curve_height=0.140000
curveslope=0.400000
D_overshoot=0.009000
L_overshoot=0.003000
D_compr_high=0.504000
L_compr_high=0.337000
max_scale_lim=0.100000
pm_p=0.750000
[ColorMatrix.fx]
ColorMatrix_Red=0.817000,0.183000,0.000000
ColorMatrix_Green=0.333000,0.667000,0.000000
ColorMatrix_Blue=0.000000,0.125000,0.875000
Strength=1.000000
[Colourfulness.fx]
lim_luma=0.700000
colourfulness=0.400000
[Denoise.fx]
LerpCoefficeint=0.210000
NoiseLevel=0.010000
WeightThreshold=0.790000
CounterThreshold=0.310000
GaussianSigma=50.000000
[DOF.fx]
fADOF_ShapeCurvatureAmount=0.300000
DOF_FARBLURCURVE=2.000000
DOF_AUTOFOCUS=1.000000
DOF_MOUSEDRIVEN_AF=0.000000
DOF_INFINITEFOCUS=1.000000
fGPDOFBiasCurve=2.000000
fRingDOFBias=0.000000
DOF_FOCUSPOINT=0.500000,0.500000
DOF_MANUALFOCUSDEPTH=0.020000
bADOF_ShapeApertureEnable=0.000000
DOF_FOCUSSAMPLES=6.000000
DOF_NEARBLURCURVE=1.600000
fGPDOFBrightnessMultiplier=2.000000
bGPDOFPolygonalBokeh=1.000000
DOF_FOCUSRADIUS=0.050000
DOF_BLURRADIUS=15.000000
iRingDOFSamples=6.000000
fADOF_ShapeDiffusionAmount=0.100000
iRingDOFRings=4.000000
fGPDOFBrightnessThreshold=0.500000
fRingDOFThreshold=0.700000
fRingDOFGain=27.000000
fRingDOFFringe=0.500000
bADOF_ImageChromaEnable=0.000000
iMagicDOFBlurQuality=8.000000
fMagicDOFColorCurve=4.000000
fADOF_SmootheningAmount=1.000000
bMatsoDOFChromaEnable=1.000000
iGPDOFQuality=6.000000
fADOF_ShapeChromaAmount=0.125000
iGPDOFPolygonCount=5.000000
fGPDOFBias=10.000000
fGPDOFChromaAmount=0.150000
fMatsoDOFChromaPow=1.400000
fMatsoDOFBokehCurve=8.000000
iMatsoDOFBokehQuality=2.000000
fADOF_ImageChromaCurve=1.000000
fMatsoDOFBokehAngle=0.000000
iADOF_ShapeQuality=17.000000
bADOF_ShapeDistortEnable=0.000000
fADOF_ShapeRotation=0.000000
bADOF_RotAnimationEnable=0.000000
fADOF_RotAnimationSpeed=2.000000
iADOF_ImageChromaHues=5.000000
iADOF_ShapeChromaMode=3.000000
bADOF_ShapeCurvatureEnable=0.000000
fADOF_ShapeWeightAmount=1.000000
fADOF_ShapeApertureAmount=0.010000
bADOF_ShapeAnamorphEnable=0.000000
fADOF_ShapeAnamorphRatio=0.200000
bADOF_ShapeChromaEnable=0.000000
fADOF_ShapeWeightCurve=4.000000
fADOF_ShapeDistortAmount=0.200000
bADOF_ShapeDiffusionEnable=0.000000
bADOF_ShapeWeightEnable=0.000000
fADOF_BokehCurve=4.000000
fADOF_ImageChromaAmount=3.000000
[DPX.fx]
Strength=0.260000
RGB_Curve=8.000000,8.000000,8.000000
RGB_C=0.360000,0.360000,0.340000
Contrast=0.350000
Saturation=4.100000
Colorfulness=2.100000
[FilmGrain.fx]
Intensity=0.500000
Variance=0.400000
Mean=0.500000
SignalToNoiseRatio=6.000000
[FineSharp.fx]
cstr=0.900000
sstr=2.000000
pstr=1.272000
xstr=0.190000
lstr=1.490000
xrep=0.250000
[FXAA.fx]
Subpix=0.800000
EdgeThreshold=0.500000
EdgeThresholdMin=0.000000
[GaussianBlur.fx]
GaussianBlurRadius=1.000000
GaussianBlurOffset=0.250000
GaussianBlurStrength=0.250000
[HDR.fx]
HDRPower=1.330000
radius1=0.880000
radius2=0.880000
[MXAO.fx]
bMXAODebugViewEnable=0.000000
bMXAOSmoothNormalsEnable=0.000000
fMXAOAmbientOcclusionAmount=2.000000
fMXAONormalBias=0.200000
iMXAOBayerDitherLevel=3.000000
fMXAOIndirectLightingAmount=4.000000
iMXAOSampleCount=24.000000
fMXAOIndirectLightingSaturation=1.000000
fMXAOSampleRadius=2.500000
fMXAOBlurSharpness=2.000000
fMXAOBlurSteps=2.000000
fMXAOFadeoutStart=0.200000
fMXAOFadeoutEnd=0.400000
[LightDoF.fx]
fLightDoF_Width=5.000000
f2Bokeh_AutoFocusCenter=0.500000,0.500000
f2LightDoF_CA=0.000000,1.000000
fLightDoF_Amount=10.000000
bLightDoF_UseCA=0.000000
bLightDoF_AutoFocus=1.000000
fLightDoF_ManualFocus=0.000000
bLightDoF_UseMouseFocus=0.000000
fLightDoF_AutoFocusSpeed=0.100000
[LumaSharpen.fx]
pattern=0.000000
sharp_strength=2.000000
sharp_clamp=0.400000
offset_bias=1.000000
show_sharpen=0.000000
[LUT.fx]
fLUT_AmountChroma=1.000000
fLUT_AmountLuma=1.000000
[UIMask.fx]
fMask_Intensity=1.000000
bDisplayMask=0.000000
[SMAA.fx]
EdgeDetectionType=1.000000
EdgeDetectionThreshold=0.100000
MaxSearchSteps=98.000000
MaxSearchStepsDiagonal=16.000000
CornerRounding=0.000000
DebugOutput=0.000000
[MagicBloom.fx]
f2Adapt_Clip=0.000000,1.000000
fBloom_Intensity=1.000000
fBloom_Threshold=2.000000
fDirt_Intensity=0.000000
fExposure=0.500000
fAdapt_Sensitivity=1.000000
fAdapt_Speed=0.100000
iDebug=0.000000
iAdapt_Precision=1076677888.000000
[Monochrome.fx]
Coefficients=0.210000,0.720000,0.070000
ColorSaturation=0.000000
[MotionBlur.fx]
mbRecall=0.400000
mbSoftness=1.000000
[Sepia.fx]
Tint=0.550000,0.430000,0.420000
Strength=0.580000
[Vignette.fx]
Type=0.000000
Center=0.500000,0.500000
Ratio=1.000000
Radius=2.000000
Amount=-1.000000
Slope=2.000000
[Technicolor.fx]
Power=4.000000
RGBNegativeAmount=0.880000,0.880000,0.880000
Strength=0.400000
[TiltShift.fx]
BlurMultiplier=10.000000
Line=0.000000
Axis=0.000000
Offset=0.000000
BlurCurve=1.000000
[Tonemap.fx]
Defog=0.000000
Bleach=0.000000
Gamma=1.000000
Exposure=0.000000
Saturation=0.000000
FogColor=0.000000,0.000000,1.000000
Beautiful colors and contrast! :)
Thanks :)
Well done mate