SweetFX Settings DB
Latest forum threads
9 minutes ago
19 minutes ago
32 minutes ago
44 minutes ago

Luminous units

Preset for SNKRX
Created by snyviper
Added May 31, 2023
Updated 22 Jun 03:50 CEST
Shader used: ReShade
Preset description:
What if the heroes, the enemies and the particles emanated light? Preset summary - The visual of SNKRX gets changed by a heavy amount - Every unit receives a strong bloom effect - The background gets a lot darker - The texts become slightly easier to read Lengthy explanation
FXAA.fx - Rounds edges by a subtle amount that is enough to make the words easier to read - It may also help you understand unit positions faster FakeMotionBlur.fx - Low motion blur intensity for a subtle effect on those fast moving particles - Optional, feel free to disable it if you don't like it LevelsPlus.fx - Prevents the playing field from being so dark that you can't see its limits - Allows the unit cost at the shop to be visible despite the strong bloom PD80_04_Contrast_Brightness_Saturation.fx - Maximum contrast, making the playing field darker and everything else brighter - Saturation decreased slightly to improve visibility of Rogue (red) unit costs in shop - Vibrance increased to make colored bloom on par with white bloom, as the Bloom Add Saturation option from PD80_02_Bloom.fx wasn't enough - Individual color saturations tweaked to make each unit give off a similar intensity of bloom PD80_02_Bloom.fx - A lot of Bloom Width to make each unit feel like they're emanating light - Enough Bloom Exposure to increase the bloom intensity without making yellow and white outshine other colors - Bloom Add Saturation at maximum to make colored bloom on par with white bloom
Download preset Show / Hide settings
Techniques=FXAA@FXAA.fx,MotionBlur@FakeMotionBlur.fx,LevelsPlus@LevelsPlus.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_02_Bloom@PD80_02_Bloom.fx TechniqueSorting=FXAA@FXAA.fx,MotionBlur@FakeMotionBlur.fx,LevelsPlus@LevelsPlus.fx,prod80_04_ContrastBrightnessSaturation@PD80_04_Contrast_Brightness_Saturation.fx,prod80_02_Bloom@PD80_02_Bloom.fx [FakeMotionBlur.fx] mbRecall=0.075000 mbSoftness=1.000000 [FXAA.fx] EdgeThreshold=0.125000 EdgeThresholdMin=0.000000 Subpix=0.250000 [LevelsPlus.fx] ACESLuminancePercentage=100,100,100 ColorRangeShift=0.000000,0.000000,0.000000 ColorRangeShiftSwitch=0 enableACESFilmRec2020=0 enableACESFilmRec2020old=0 enableACESFitted=0 EnableLevels=1 HighlightClipping=0 InputBlackPoint=0.000000,0.000000,0.000000 InputGamma=1.000000,1.000000,1.000000 InputWhitePoint=1.000000,1.000000,1.000000 OutputBlackPoint=0.073529,0.073529,0.073529 OutputWhitePoint=0.941176,0.941176,0.941176 [PD80_02_Bloom.fx] bExposure=2.250000 BKelvin=6500 BloomLimit=0.333000 BloomMix=0.500000 BloomSaturation=2.000000 BlurSigma=90.000000 debugBloom=0 dither_strength=1.000000 enableBKelvin=0 GreyValue=0.333000 [PD80_04_Contrast_Brightness_Saturation.fx] brightness=0.000000 brightnessD=0.000000 contrast=1.500000 contrastD=0.000000 depthCurve=1.000000 depthEnd=0.100000 depthStart=0.000000 display_depth=0 dither_strength=0.500000 enable_depth=0 enable_dither=1 exposureD=0.000000 exposureN=0.000000 huemid=0.000000 huerange=0.167000 saturation=-0.100000 saturationD=0.000000 sat_a=-0.020000 sat_b=0.550000 sat_custom=0.000000 sat_g=0.425000 sat_m=0.700000 sat_p=0.000000 sat_r=-0.150000 sat_y=0.125000 tint=0.000000 vibrance=0.215000 vibranceD=0.000000


You need to be logged in to post a comment