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Heretic Kingdoms - HD and Lighting

Created by Jynxx
Added Nov. 1, 2014
Shader used: SweetFX 1.5
Preset description:
This is my preset for Shadows: Heretic Kingdoms. I made the models and environment much sharper, while smoothing out the edges with some aggressive SMAA settings. I defogged some of the blue in the game, because to me, everything had some sort of blue overtone. I also changed the lighting levels so that the shadows are darker and the lights are brighter, but not overly so. The Curves setting I used really throws in some much needed contrast, and really brings the game into much better detail when combined with the Lumasharpen and SMAA. If you play using the DX11 version, you could also enable Chromatic Aberration and Gaussian Blur (the settings are there, I just have the shaders turned off). I didn't notice enough of a difference to keep them in the preset, but if you would like to try, just change the 0 to 1 on the settings file. Added: SMAA LEVELS LUMASHARPEN TONEMAP VIBRANCE CURVES I hope you enjoy my preset, and I welcome any and all feedback.
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Shadows: Heretic Kingdoms Author: Jynxx / The ReKonstructor SweetFX version: 1.5.1+ Description: /* Select shaders (Set to 1 or 0 for ON or OFF) */ #define USE_SMAA_ANTIALIASING 1 // Smoothens jagged lines using the SMAA technique. #define USE_FXAA_ANTIALIASING 0 // Smoothens jagged lines using the FXAA technique. #define USE_CA 0 // Chromatic aberration is a lens distortion effect that simulates how a lens diffracts different wavelengths differently. You can only use Chromatic Aberration OR the Explosion shader, not both at the same time. #define USE_EXPLOSION 0 // Scatters the pixels, making the image look fuzzy. You can only use Explosion OR the Chromatic Aberration shader, not both at the same time. #define USE_CARTOON 0 // Cel shader effect. Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen. #define USE_LEVELS 1 // Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that. #define USE_ADVANCED_CRT 0 // Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect. #define USE_BLOOM 0 // Makes bright lights bleed their light into their surroundings (relatively high performance cost). #define USE_HDR 0 // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 // Sharpens scene texture details. Also sharpens the antialiased edges which makes them less smooth. #define USE_GAUSSIAN 0 // Can be used to blur, bloom, haze, glow, and unsharp masking. #define USE_FILMGRAIN 0 // Film grain effect. #define USE_TECHNICOLOR 0 // Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4). #define USE_DPX 0 // Should make the image look like it's been converted to DXP Cineon. #define USE_MONOCHROME 0 // Monochrome makes the colors disappear. #define USE_LIFTGAMMAGAIN 0 // Adjust brightness and color of shadows, midtones and highlights (avoids clipping). #define USE_TONEMAP 1 // Adjust gamma, exposure, saturation, bleach and defog (may cause clipping). #define USE_VIBRANCE 1 // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 // Contrast adjustments using S-curves. #define USE_SEPIA 0 // Sepia tones the image. #define USE_VIGNETTE 0 // 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 // Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts. #define USE_BORDER 0 // Makes the screen edge black as a workaround for the bright edge that forcing some AA modes sometimes causes. #define USE_SPLITSCREEN 0 // Enables the before-and-after splitscreen comparison mode. /* SMAA Settings */ #define SMAA_DIRECTX9_LINEAR_BLEND 0 // Enable this only if you are using DX9 hardware (software version does not matter). #define COLOR_EDGE_DETECTION 1 // Enables color edge detection (slower but slightly more acurate) instead of luma edge detection (faster). #define SMAA_CORNER_ROUNDING 45 // Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // Determines the radius SMAA will search for diagonal aliased edges. #define SMAA_MAX_SEARCH_STEPS 98 // Determines the radius SMAA will search for aliased edges. #define SMAA_THRESHOLD 0.050 // Edge detection threshold. If SMAA misses some edges try lowering this slightly. /* FXAA Settings */ #define fxaa_EdgeThresholdMin 0.3 // Darkness threshold. Trims the algorithm from processing darks. #define fxaa_EdgeThreshold 0.01 // Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_Subpix 0.1 // Amount of sub-pixel aliasing removal. #define FXAA_QUALITY__PRESET 39 // Quality preset. 39 is the highest quality. /* Chromatic Aberration Settings */ #define outfocus 0.028 // How strong the effect should be. /* Explosion Settings */ #define Explosion_Radius 1 // Amount of effect you want. /* Cartoon Settings */ #define CartoonEdgeSlope 6 // Raise this to filter out fainter edges. You might need to increase the strength to compensate. #define CartoonPower 4 // Amount of effect you want. /* Levels Settings */ #define Levels_white_point 250 // The new white point. Everything brighter than this becomes completely white. #define Levels_black_point 9 // The black point is the new black - literally. Everything darker than this will become completely black. /* CRT Settings */ #define CRTOversample 0 // Enable 3x oversampling of the beam profile (warning: performance hit). #define CRTOverScan 1.01 // Overscan (e.g. 1.02 for 2% overscan). #define CRTAngleY -0.15 // Tilt angle in radians, Y coordinates. Value of -0.15 gives the arcade tilt look. #define CRTAngleX 0 // Tilt angle in radians, X coordinates. #define CRTDistance 2 // Simulated distance from viewer to monitor. #define CRTCornerSize 0.001 // Higher values equals more rounded corner. #define CRTCurvatureRadius 1.5 // Curvature Radius (only effective when Curvature is enabled). #define CRTCurvature 0 // Enables the curvature effect. #define CRTScanlineGaussian 1 // Use the new non-Gaussian bloom effect. #define CRTScanlineIntensity 2 // Scanlines intensity. #define CRTBrightness 1 // Used to boost brightness a little. #define CRTmonitorgamma 2.2 // Gamma of display monitor. #define CRTgamma 2.2 // Gamma of simulated CRT. #define CRTResolution 1.2 // Input size coefficent (low values gives the low-res retro look). #define CRTAmount 1 // Amount of CRT effect you want. /* Bloom Settings */ #define BloomWidth 0.0142 // Width of the bloom. #define BloomPower 1.446 // Strength of the bloom. #define BloomThreshold 20.25 // Threshold for light brightness to cause bloom. /* HDR Settings */ #define radius2 0.97 // Raising this increases the luminance of the shader, making the effect stronger and brighter. #define HDRPower 1.00 // Lowering this offsets the middle grey level and makes the image brighter. /* LumaSharpen Settings */ #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better). #define offset_bias 1.0 // Offset bias adjusts the radius of the sampling pattern. #define pattern 1 // Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define sharp_clamp .047 // Limits maximum amount of sharpening a pixel recieves. #define sharp_strength 1.30 // Strength of the sharpening. /* Gaussian Blur Settings */ #define GaussStrength 0.03 // Amount of effect blended into the final image. #define GaussExposure 82.04 // [DX10/11 only] Exposure of the effect (the lower the brighter) #define GaussThreshold 0.5 // [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't. #define GaussBloomWarmth 2 // Temperature of the bloom - 0 = neutral, 1 = warm, 2 = cold. #define GaussSigma 2 // Width of the bloom effect. #define GaussQuality 1 // Quality of the effect (warning: 2 and 3 are expensive.) #define GaussEffect 0 // 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. /* Film Grain Settings */ #define FilmGrainSize 2 // Size of the grain (higher = thinner noise). #define FilmGrainExposure 40 // Grain exposure (lower = darker noise). #define FilmGrainIntensity 0.46 // Intensity of grain. /* Technicolor Settings */ #define blueNegativeAmount 0.88 // #define greenNegativeAmount 0.88 // #define redNegativeAmount 0.88 // #define TechniPower 2.7 // #define TechniAmount 0.13 // /* Cineon DPX Settings */ #define Blend 0.17 // #define BlueC 0.34 // #define GreenC 0.36 // #define RedC 0.36 // #define DPXSaturation 2.3 // Adjust saturation of the effect. 1.0 is neutral. #define ColorGamma 2.5 // Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define Blue 8 // #define Green 8 // #define Red 8 // /* Monochrome Settings */ #define Monochrome_conversion_values float3(0.33,0.33,0.33) // Percentage of RGB to include (should sum up to 1.00). /* Lift Gamma Gain Settings */ #define RGB_Gain float3(0.937,0.937,0.937) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue. #define RGB_Gamma float3(1.077,1.077,1.077) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue. #define RGB_Lift float3(1.077,1.077,1.077) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. /* Tonemap Settings */ #define FogColor float3(0.00,0.00,2.55)) // [0.00 to 2.55] What color to remove - default is blue. #define Defog 0.002 // How much of the color tint to remove. #define Bleach 0.000 // Brightens the shadows and fades the colors. #define Saturation 0.070 // Adjust saturation. #define Exposure -0.002 // Adjust exposure. #define Gamma 0.995 // Adjust midtones. 1.000 is neutral. /* Vibrance Settings */ #define Vibrance_RGB_balance float3(1.08, 1.10, 0.995) // [-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others #define Vibrance 0.37 // Strength of the saturation or desaturation effect. /* Curves Settings */ #define Curves_formula 3 // The contrast s-curve you want to use. 1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep, 7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. #define Curves_contrast 0.40 // The amount of contrast you want. #define Curves_mode 0 // Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. /* Sepia Settings */ #define SepiaPower 0.58 // How much to tint the image. #define GreyPower 0.11 // How much desaturate the image before tinting it. #define ColorTone float3(1.40,1.10,0.90) // [0.00 to 2.55] What color to tint the image. /* Vignette Settings */ #define VignetteCenter float2(0.500,0.500) // [0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting. #define VignetteSlope 8 // How far away from the center the change should start to really grow strong. #define VignetteAmount -1.00 // Strength of black. -2.00 = Max Black, 1.00 = Max White. #define VignetteRadius 1.00 // Lower values = stronger radial effect from center #define VignetteRatio 1 // 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 VignetteType 1 // 1 = Original, 2 = New, 3 = TV style /* Dither Settings */ #define dither_method 1 // 1 = Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) /* Border Settings */ #define border_color float3(0, 0, 0) // [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. #define border_width float2(1, 50) // [0 to 2048] (X,Y)-width of the border. Measured in pixels. /* Splitscreen Settings */ #define splitscreen_mode 1 // 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, 6 = Curvy vertical 50/50 split. /* Key settings 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 ; 145 = Scroll Lock // key_screenshot = 44 ; 44 = Print Screen // key_reload_sweetfx = 19 ; 19 = Pause/Break /* 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

Screenshots

Comments

Jynxx
1 Nov 14:57 CET

I need to add screenshots, I know. I haven't yet learned how to take comparison shots, but I will be doing that today, so hopefully there will be some later today, and this comment will be irrelevant! ;-)

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