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Grinix Preset

Preset for World of Tanks
Created by Grinix
Added Oct. 10, 2013
Shader used: SweetFX 1.5
Preset description:
11/22/2013 Enhanced SMAA, added HDR, and reduced the blinding brightness in the map severogorsk with the snow. As always if you want the older versions just let me know 10/16/2013 Tried to fix it so it wouldn't be too bright or too dark in certain maps. As always if you want the older versions just let me know 10/10/2013 Just modified my preset a lot, may not be as realistic as some might like but have a look. If you want the previous version let me know and i'll post it as well. 10/09/2013 My sweetfx preset, see for yourself. I didint exactly go for realism but i tried not to make it too cartoony or overly saturated or too bright/dark.
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/*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 1 #define USE_LUMASHARPEN 0 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_BLOOM 1 // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 1 // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_TECHNICOLOR 1 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_TONEMAP 1 #define USE_VIBRANCE 1 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_SEPIA 1 #define USE_VIGNETTE 0 //Darkens the edges of the image to make it more look like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 1 //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by vignette) #define USE_DPX 1 //Unfinished - Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor //I think the shader itself works, but the default settings need a lot of work. Maybe you can find some good settings? /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.01 // (0.08-0.20) Edge detection threshold #define SMAA_MAX_SEARCH_STEPS 98 // [0-98]32 Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0-16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 100 // [0-100] 25 Determines the percent of antialiasing to apply to corners. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.5 // (0.2-2.0)Strength of the sharpening #define sharp_clamp 0.5 // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 // Choose a sample pattern [ 1, 2, 3 or 4 ] - 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern. // I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug settings -- #define splitscreen 0 // Enables the before-and-after splitscreen comparison mode. Left side is before. #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 100.0 #define BloomPower 12.5 #define BloomWidth 0.04 /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.136 //Strangely lowering this makes the image brighter #define radius2 0.783 //Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.29 //0.29 #define TechniPower 3.1 //3.0 #define redNegativeAmount 0.90 //.86 #define greenNegativeAmount 0.93 #define blueNegativeAmount 0.96 //.88 /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.14 //1.25 less is lighter effect #define Exposure 0.008 //-0.2 #define Saturation 0.17 //0.3 #define Bleach 0.4 //0.4 #define Defog 0.0 //How much of the color tint to remove #define FogColor float3(0.00, 0.00, 0.00) //what color to remove - default is blue /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance 0.599 //-0.12 (.8 is good) Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.00, 1.00, 1.04) #define SepiaPower 0.08 #define GreyPower 0.23 /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteRadius 1.00 // lower values = stronger radial effect from center #define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8.0 // 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) // Center of effect. /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ //No settings yet, beyond switching it on or off in the top section. //Note that checkerboard pattern used by Dither, makes an image harder to compress. //This can make your screenshots and videos take up more space. ///////////////////////////////////////////////////////////////// ///////////////////////// Work in Progress ////////////////////// ///////////////////////////////////////////////////////////////// /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ //I have yet to find good default settings for this .. maybe you can? #define Red 15.0 //[1.0 to 15.0] 12.0 #define Green 5.0 //[1.0 to 15.0] #define Blue 15.0 //[1.0 to 15.0] 7.0 #define ColorGamma 1.7 //[0.1 to 2.5]2.2 Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 1.2 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.60 //[0.60 to 0.20]0.36 #define GreenC 0.56 //[0.60 to 0.20].40 #define BlueC 0.34 //[0.60 to 0.20].34 float Blend = 0.10; //[1.0 - 0.0] How strong the effect should be - 0.20

Comments

Grinix
11 Oct 14:29 CEST

Fixed, i was using FlightFX to help edit it and it turned out the way it was and i figured it wouldnt be a problem but apparently without FlightFX it just makes the game crash.

cranium
11 Oct 08:13 CEST

this doesnt look like a v1.5 config at all...

make sure you are using the most current version

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