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by jahny

Pure

Created by Xaxius
Added March 16, 2014
Shader used: SweetFX 1.4
Preset description:
This is a preset that attempts to only sharpen the textures in The Elder Scrolls Online while maintaining the original color, tone, and lighting. Any and all feedback is welcome and appreciated. Also, thanks go out to Sekta for pulling together the knowledge and the first profile to get SweetFX working on ESO. All screenshots below are best view in full screen. *Note* Click Elder Scrolls Online link above for full instructions. Import into RadeonPro. Make sure RadeonPro's FXAA is ticked otherwise no post-processing will work in this game.
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/******************************************* * * This file has been generated by RadeonPro * from a Xaxius' TESO PURE profile * * http://www.radeonpro.info * *******************************************/ #define USE_SMAA_ANTIALIASING 0 #define USE_LUMASHARPEN 1 #define USE_BLOOM 0 #define USE_HDR 0 #define USE_TECHNICOLOR 0 #define USE_DPX 0 #define USE_LIFTGAMMAGAIN 0 #define USE_TONEMAP 0 #define USE_VIBRANCE 1 #define USE_CURVES 1 #define USE_SEPIA 0 #define USE_VIGNETTE 0 #define USE_DITHER 0 #define USE_SPLITSCREEN 0 /* LumaSharpen settings */ #define sharp_strength 0.75 // [0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.035 // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 #define pattern 4 // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. #define show_sharpen 0 // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /* Bloom settings */ #define BloomThreshold 30.00 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.900 // [0.0000 to 8.0000] Strength of the bloom #define BloomWidth 0.0242 // [0.0000 to 1.0000] Width of the bloom /* HDR settings */ #define HDRPower 1.25 // [0.0 to 8.0] Strangely lowering this makes the image brighter #define radius2 .85 // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter /* Technicolor settings */ #define TechniAmount 0.11 // [0.0 to 1.0] #define TechniPower 2.8 // [0.0 to 8.0] #define redNegativeAmount 0.88 // [0.0 to 1.0] #define greenNegativeAmount 0.88 // [0.0 to 1.0] #define blueNegativeAmount 0.88 // [0.0 to 1.0] /* Cineon DPX settings */ #define Red 8.0 // [1.0 to 15.0] #define Green 8.0 // [1.0 to 15.0] #define Blue 8.0 // [1.0 to 15.0] #define ColorGamma 2.5 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 // [0.6 to 0.2] #define GreenC 0.36 // [0.6 to 0.2] #define BlueC 0.34 // [0.6 to 0.2] #define Blend 0.2 // [0.0 to 0.1] How strong the effect should be. /* Lift Gamma Gain settings */ #define RGB_Lift float3(0.975,0.975,0.975) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(1.050,1.050,1.050) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.250,1.250,1.250) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue /* Tonemap settings */ #define Gamma 1.0 // [0.00 to 2.00] Adjust midtones #define Exposure 0.00 // [-1.00 to 1.00] Adjust exposure #define Saturation 0.00 // [-1.00 to 1.00] Adjust saturation #define Bleach 0.00 // [0.00 to 1.00] Brightens the shadows and fades the colors #define Defog 0.000 // [0.00 to 1.00] How much of the color tint to remove #define FogColor float3(0.00,0.00,2.55) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue /* Vibrance settings */ #define Vibrance 0.1 // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /* Curves settings */ #define Curves_contrast 0.10 // [-1.0 to 1.0] The amount of contrast you want #define Curves_formula 7 // [1|2|3|4|5|6|7] The constrast s-curve you want to use. /* Sepia settings */ #define ColorTone float3(1.40,1.10,0.90) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image #define GreyPower 0.11 // [0.0 to 1.0] How much desaturate the image before tinting it #define SepiaPower 0.58 // [0.0 to 1.0] How much to tint the image /* Vignette settings */ #define VignetteRadius 1.00 // [-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -1.00 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 // [1 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) #define VignetteCenter float2(0.500,0.500) // [0.00 to 1.00] Center of effect. /* Dither settings */ /* Splitscreen settings */ #define splitscreen_mode 3 // [1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split

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