15 minutes ago
Grinix Preset
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.
/*-----------------------------------------------------------.
/ 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
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.
this doesnt look like a v1.5 config at all...
make sure you are using the most current version