1 hour, 7 minutes ago
ArcheAge Vibriant Fantasy
Preset description:
i couldn't believe they released the game with such a foggy muddy shader.
i tried to fix that. hope you like it :)
to get sweetfx to work with archeage, follow these steps.
http://www.reddit.com/r/archeage/comments/2dntsj/how_to_get_sweetfx_working_for_those_who_want_it/
/*-----------------------------------------------------------.
/ Choose effects /
'-----------------------------------------------------------*/
// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0
#define USE_CARTOON 0
#define USE_ADVANCED_CRT 0
#define USE_BLOOM 0
#define USE_HDR 1
#define USE_LUMASHARPEN 1
#define USE_TECHNICOLOR 1
#define USE_DPX 0
#define USE_MONOCHROME 0
#define USE_LIFTGAMMAGAIN 0
#define USE_TONEMAP 1
#define USE_VIBRANCE 0
#define USE_CURVES 1
#define USE_SEPIA 0
#define USE_VIGNETTE 0
#define USE_DITHER 0
#define USE_BORDER 1
#define USE_SPLITSCREEN 0
/*
Cartoon settings
*/
#define CartoonPower 0.10 // [0.1 to 10.0] Amount of effect you want.
#define CartoonEdgeSlope 1.00 // [0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.
/*
Advanced CRT settings
*/
#define CRTAmount 1.00 // [0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 1.0 // [1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.2 // [0.0 to 4.0] Gamma of simulated CRT (default 2.2)
#define CRTmonitorgamma 2.4 // [0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.2 // [1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 // [2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 // [0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 1 // [[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 2.0 // [0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0100 // [0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 // [0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 // [-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.15 // [-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.00 // [1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 // [0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
/*
Bloom settings
*/
#define BloomThreshold 20.25 // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446 // [0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0639 // [0.0000 to 1.0000] Width of the bloom
/*
HDR settings
*/
#define HDRPower 1.10 // [0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.85 // [0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*
LumaSharpen settings
*/
// -- Sharpening --
#define sharp_strength 1.41 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.036 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 4 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 0.2 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//I designed the pattern for offset_bias 1.0, but feel free to experiment.
// -- Debug sharpening settings --
#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*
Technicolor settings
*/
#define TechniAmount 0.32 // [0.00 to 1.00]
#define TechniPower 6.0 // [0.00 to 8.00]
#define redNegativeAmount 0.99 // [0.00 to 1.00]
#define greenNegativeAmount 0.99 // [0.00 to 1.00]
#define blueNegativeAmount 0.99 // [0.00 to 1.00]
/*
Cineon DPX settings
*/
#define Red 8.00 // [1.0 to 15.0]
#define Green 8.00 // [1.0 to 15.0]
#define Blue 8.00 // [1.0 to 15.0]
#define ColorGamma 2.00 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.00 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.30 // [0.20 to 0.60]
#define GreenC 0.30 // [0.20 to 0.60]
#define BlueC 0.32 // [0.20 to 0.60]
#define Blend 0.20 // [0.00 to 1.00] How strong the effect should be.
/*
Monochrome settings
*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) // [0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
/*
Lift Gamma Gain settings
*/
#define RGB_Lift float3(0.800,0.800,0.800) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000,0.980,0.970) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.980,0.980,1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
/*
Tonemap settings
*/
#define Gamma 0.700 //[0.000 to 2.000] Adjust midtones
#define Exposure 0.10 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.81 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.000 // [-1.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.020 // [-1.000 to 1.000] How much of the color tint to remove
#define FogColor float3(2.55, 2.55, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*
Vibrance settings
*/
#define Vibrance -0.20 // [-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define Vibrance_RGB_balance float3(0.30,0.50,1.00) // [-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others
/*
Curves settings
*/
#define Curves_mode 2 // [0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.40 // [-1.00 to 1.00] The amount of contrast you want
#define Curves_formula 9 // [1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use.
/*
Sepia settings
*/
#define ColorTone float3(1.12, 0.66, 0.20) // [0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.11 // [0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.22 // [0.00 to 1.00] How much to tint the image
/*
Vignette settings
*/
#define VignetteType 1 // [1|2|3] 1 = Original, 2 = New, 3 = TV style
#define VignetteRatio 1.78 // [0.15 to 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 1.20 // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -0.45 // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 6 // [2 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) // [0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.
/*
Dither settings
*/
#define dither_method 1 // [1 or 2] 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering)
/*
Border settings
*/
#define border_width float2(0,64) // [0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
#define border_color float3(0,0,0) // [0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
/*-----------------------------------------------------------.
/ Splitscreen settings /
'-----------------------------------------------------------*/
#define splitscreen_mode 1 //[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
/*-----------------------------------------------------------.
/ Key settings /
'-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes
// key_toggle_sweetfx = 145
// key_screenshot = 44
// key_reload_sweetfx = 19
/*-----------------------------------------------------------.
/ Misc settings /
'-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)
// external_d3d9_wrapper = none
// external_dxgi_wrapper = none