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Lite

Created by UbiSergei
Added April 30, 2014
Shader used: SweetFX 1.5
Preset description:
Requires Boulotaur2024's v1.5 http://mediafire.com/download/7bvccccyqmdst09/Boulotaur2024_SweetFX%20v1.5.rar SMAA LUMASHARPEN TONEMAP VIBRANCE CURVES
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//http://sfx.thelazy.net/games #define USE_SMAA_ANTIALIASING 1 //(0,1) SMAA Antialiasing, Smoothens jagged lines using the SMAA technique #define USE_FXAA_ANTIALIASING 0 //[0 ,1] FXAA Antialiasing, Smoothens jagged lines using the FXAA technique #define USE_CA 0 //[0,1] Chromatic Aberration, Can't be used with Explosion #define USE_EXPLOSION 0 //(0,1) Explosion, Scatters the pixels, making the image look fuzzy. #define USE_CARTOON 0 //(0,1) Cartoon, "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen) #define USE_ADVANCED_CRT 0 //(0,1) Advanced CRT, Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen; high performance cost) #define USE_BLOOM 0 //(0,1) Bloom, Makes bright lights bleed their light into their surroundings (high performance cost) #define USE_HDR 0 //(0,1) HDR, Not actual HDR - It just tries to mimic an HDR look (high performance cost) #define USE_LUMASHARPEN 1 //(0,1) LumaSharpen, Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_GAUSSIAN 0 //[0,1] Gaussian Blur, sed to blur, also bloom/hazy/glowy look, also unsharp masking #define USE_FILMGRAIN 0 //[0,1] Film Grain #define USE_LEVELS 0 //(0,1) Levels, Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that. #define USE_TECHNICOLOR 0 //(0,1) Technicolor, Attempts to mimic the look of an old movie using the Technicolor three-strip color process #define USE_DPX 0 //(0,1) 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. #define USE_MONOCHROME 0 //(0,1) Monochrome, Monochrome makes the colors disappear. #define USE_LIFTGAMMAGAIN 1 //(0,1) Lift Gamma Gain, Adjust brightness and color of shadows, midtones and highlights #define USE_TONEMAP 0 //(0,1) Tonemap, Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 //(0,1) Vibrance, Intelligently saturates the pixels depending on their original saturation #define USE_CURVES 1 //(0,1) Curves, Contrast adjustments using S-curves. #define USE_SEPIA 0 //(0,1) Sepia, tones the image. #define USE_VIGNETTE 0 //(0,1) Vignette, Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts. #define USE_DITHER 0 //(0,1) Dither, Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette) #define USE_BORDER 0 //(0,1) Border, Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes #define USE_SPLITSCREEN 0 //(0,1) Splitscreen, Enables the before-and-after splitscreen comparison mode /* SMAA */ #define SMAA_THRESHOLD 0.10 //(0.05-0.20) Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12. #define SMAA_MAX_SEARCH_STEPS 16 //(0-98) Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 6 //(0-16) Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0 //(0-100) Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. #define COLOR_EDGE_DETECTION 1 //(0,1) 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 //(0,1) Using DX9 HARDWARE? (Enable if you use Geforce 7xxx series, Radeon X1xxx series) /* FXAA */ #define FXAA_QUALITY__PRESET 39 //[1-39] Choose the quality preset. 39 is the highest quality. #define fxaa_Subpix 0.1 //[0.000-1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.01 //[0.000-1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.3 //[0.000-1.000] Darkness threshold. Trims the algorithm from processing darks. /* CHROMATIC ABERRATION */ #define outfocus 0.008 //[0.00-1.000] Amount of effect /* EXPLOSION */ #define Explosion_Radius 2.5 //(0.2-100.0) Amount of effect /* CARTOON */ #define CartoonPower 1.5 //(0.1-10.0) Amount of effect #define CartoonEdgeSlope 1.5 //(0.1-8.0) Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster. /* CRT */ #define CRTAmount 1.00 //(0.00-1.00) Amount of effect #define CRTResolution 2.0 //(1.0-8.0) Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.2 //(0.0-4.0) Gamma of simulated CRT (default 2.2) #define CRTmonitorgamma 2.4 //(0.0-4.0) Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.2 //(1.0-3.0) Used to boost brightness a little. Default is 1.0 #define CRTScanlineIntensity 2.0 //(2.0-4.0) Scanlines intensity (use integer values preferably). Default is 2.0 #define CRTScanlineGaussian 1 //(0,1) Use the "new nongaussian scanlines bloom effect". Default is on #define CRTCurvature 1 //((0,1) "Barrel effect" #define CRTCurvatureRadius 2.0 //(0.0-2.0) Curvature Radius (only effective when Curvature is enabled). Default is 1.5 #define CRTCornerSize 0.0100 //(0.0000-0.0020) Higher values, more rounded corner. Default is 0.001 #define CRTDistance 2.00 //(0.00-4.00) Simulated distance from viewer to monitor. Default is 2.00 #define CRTAngleX 0.00 //(-0.20-0.20) Tilt angle in radians (X coordinates) #define CRTAngleY -0.15 //(-0.20-0.20) Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look) #define CRTOverScan 1.00 //(1.00-1.10) Overscan (e.g. 1.02 for 2% overscan). Default is 1.01 #define CRTOversample 0 //(0,1) Enable 3x oversampling of the beam profile (warning, performance hit) /* BLOOM */ #define BloomThreshold 20.25 //(0.00-50.00) Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.446 //(0.000-8.000) Strength of the bloom #define BloomWidth 0.0142 //(0.0000-1.0000) Width of the bloom /* HDR */ #define HDRPower 1.30 //(0.00-8.00) Strangely lowering this makes the image brighter #define radius2 0.87 //(0.00-8.00) Raising this seems to make the effect stronger and also brighter /* LUMASHARPEN */ #define sharp_strength 0.5 //(0.10-3.00) Amount of effect #define sharp_clamp 0.04 //(0.00-1.00) Limits maximum amount of sharpening a pixel recieves #define pattern 2 //(1,2,3,4) Choose a sample pattern (1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid) #define offset_bias 1.0 //(0.0-6.0) Offset bias adjusts the radius of the sampling pattern. #define show_sharpen 0 //(0,1) Visualize the strength of the sharpen (multiplied by 4 to see it better) /* LEVELS */ #define Levels_black_point 16 //(0-255) The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0 #define Levels_white_point 235 //(0-255) The new white point. Everything brighter than this becomes completely white. Default is 235.0 //Colors between the two points will stretched, which increases contrast, but details above and below the points are lost (this is called clipping). /* GAUSSIAN BLUR */ #define GaussEffect 2 //[0-3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2 #define GaussQuality 3 //[0-3] Warning: 2 and 3 are expensive. Default is 1 #define GaussSigma 3 //[1-4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussBloomWarmth 2 //[0-2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy #define GaussThreshold 0.50 //[0.00-1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't. #define GaussExposure 43.0 //[0.00-100.00] [DX10/11 only] Exposure of the effect (the lower the brighter) #define GaussStrength 0.15 //[0.00-1.00] Amount of effect blended into the final image /* FILM GRAIN */ #define FilmGrainIntensity 0.6 //[0.00-1.00] Intensity of grain #define FilmGrainExposure 20 //[0-100] Grain Exposure. Default is 40 (Lower -> darker noise) #define FilmGrainSize 6 //[0-10] Size of the grain. Default is 2 (Higher -> thinner noise) /* TECHNICOLOR */ #define TechniAmount 0.4 *//(0.00-1.00) #define TechniPower 4.0 *//(0.00-8.00) #define redNegativeAmount 0.88 //(0.00-1.00) #define greenNegativeAmount 0.88 //(0.00-1.00) #define blueNegativeAmount 0.88 //(0.00-1.00) /* DPX */ #define Red 8.0 //(1.0-15.0) #define Green 8.0 //(1.0-15.0) #define Blue 8.0 //(1.0-15.0) #define ColorGamma 2.5 //(0.1-2.5) Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 3.0 //(0.0-8.0) Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 //(0.60-0.20) #define GreenC 0.36 //(0.60-0.20) #define BlueC 0.34 //(0.60-0.20) #define Blend 0.2 //(0.00-1.00) Amount of effect /* MONOCHROME */ #define Monochrome_conversion_values float3(0.18,0.41,0.41) //(0.00-1.00) Percentage of RGB to include /* GAMMA GAIN */ #define RGB_Lift float3(0.94, 0.92, 0.95) //(0.000-2.000) Adjust shadows #define RGB_Gamma float3(1.00, 0.98, 0.99) //(0.000-2.000) Adjust midtones #define RGB_Gain float3(0.96, 0.96, 0.98) //(0.000-2.000) Adjust highlights /* TONEMAP */ #define Gamma 1.000 //(0.000-2.000) Adjust midtones, same as the one in Lift Gamma Gain, only with less control. #define Exposure 0.000 //(-1.000-1.000) Adjust exposure #define Saturation 0.000 //(-1.000-1.000) Adjust saturation #define Bleach 0.000 //(0.000-1.000) Brightens the shadows and fades the colors #define Defog 0.000 //(0.000-1.000) How much of the color tint to remove #define FogColor float3(0.00, 0.00, 0.00) //(0.00-2.55) /* VIBRANCE */ #define Vibrance 0.05 //(-1.00-1.00) Intelligently saturates the pixels depending on their original saturation #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //(-10.00-10.00,-10.00-10.00,-10.00-10.00) Per channel multiplier to the color strength /* CURVES */ #define Curves_mode 0 //(0-2) Choose what to apply contrast to (0 = Luma, 1 = Chroma, 2 = Luma & Chroma) #define Curves_contrast -0.1 //(-1.00-1.00) Amount of contrast you want #define Curves_formula 3 //(1,2,3,4,5,6,7,8,9,10) Contrast s-curve to use. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exponent, 5 = Simplified Catmull-Rom, 6 = Perlins Smootherstep, 7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles //Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and the fastest /* SEPIA */ #define ColorTone float3(1.40, 1.10, 0.90) //(0.00-2.55, 0.00-2.55, 0.00-2.55) What color to tint the image #define GreyPower 0.11 //(0.00-1.00) How much desaturate the image before tinting it #define SepiaPower 0.58 //(0.00-1.00) How much to tint the image /* VIGNETTE */ #define VignetteType 1 //(1-3) 1 = Original, 2 = New, 3 = TV style #define VignetteRatio 1.00 //(0.15-6.00) 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. #define VignetteRadius 1.00 //(-1.00-3.00) lower values = stronger radial effect from center #define VignetteAmount -1.00 //(-2.00-1.00) Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 8 //(2-16) 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) //(0.000-1.000, 0.000-1.000) Center of effect for VignetteType 1. 2 and 3 do not obey this setting /* DITHER */ #define dither_method 1 //(1-2) 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) //Note that the patterns used by Dither, makes an image harder to compress. /* BORDER */ #define border_width float2(1,20) //(0-2048, 0-2048) (X,Y)-width of the border. Measured in pixels. #define border_color float3(0, 0, 0) //(0-255, 0-255, 0-255) What color the border should be /* SPLITSCREEN */ #define splitscreen_mode 1 //(1-6) 1 = Vertical 1/1, 2 = Vertical 1/2/1, 3 = Vertical 1/1 angled, 4 = Horizontal 1/1, 5 = Horizontal 1/2/1, 6 = Curvy vertical 1/1 /* KEYS */ // http://cambiaresearch.com/articles/15/javascript-char-codes-key-codes // key_toggle_sweetfx = 145 // key_screenshot = 44 // key_reload_sweetfx = 19 /* MISC */ // If the external wrapper is already named d3d9.dll, rename it into // something else like "d3d9_enb.dll" (even if this is commented it works) // external_d3d9_wrapper = none // external_dxgi_wrapper = none

Comments

DahakaMVl
2 May 17:10 CEST

Perfect preset. ^^

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