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Bloom Boom

Preset for Burnout Revenge
Created by cortex69
Added Nov. 7, 2014
Shader used: eFX
Preset description:
GSdx_FX_Settings.ini
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/*===============================================================================*\ |######################## [GSdx FX 2.00 Revised] ########################| |########################## By Asmodean ##########################| || || || This program is free software; you can redistribute it and/or || || modify it under the terms of the GNU General Public License || || as published by the Free Software Foundation; either version 2 || || of the License, or (at your option) any later version. || || || || This program is distributed in the hope that it will be useful, || || but WITHOUT ANY WARRANTY; without even the implied warranty of || || MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the || || GNU General Public License for more details. (c)2014 || || || |#################################################################################| \*===============================================================================*/ //NOTICE: This shader suite requires DirectX 10 (Shader Model 4.0), or higher. /*------------------------------------------------------------------------------ [DEFINITIONS & ON/OFF OPTIONS] ------------------------------------------------------------------------------*/ //---------------------------#[CHOOSE EFFECTS]#--------------------------------\\ //-#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use post antialiasing OR FS filtering. Not both. Postfix [2D/3D] after descriptions indicates if it's typically better for 2D, or 3D. #define UHQ_FXAA 1 //#High Quality Fast Approximate Anti Aliasing. Adapted for GSdx from Timothy Lottes FXAA 3.11. If using GSdx's internal FXAA, this will act as a second pass, for increased quality & coverage. [3D] //-#[FS FILTERING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both. #define BILINEAR_FILTERING 0 //#BiLinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures. [2D] #define BICUBIC_FILTERING 1 //#BiCubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures. [2D] #define GAUSSIAN_FILTERING 0 //#Gaussian Fullscreen Texture Filtering. BiLinear filtering - strong to extra strong filtering of textures. [2D] //-#[LIGHTING & COLOUR] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) - use Bloom, Tonemapping, & Gamma Correction together] #define BLENDED_BLOOM 1 //#High Quality Bloom, using blend techniques. Blooms naturally, per environment. [For best results: use bloom, tone mapping, & gamma together]. #define SCENE_TONEMAPPING 1 //#Scene Tonemapping & RGB Colour Correction. [For best results: use bloom, tone mapping, & gamma together]. #define GAMMA_CORRECTION 1 //#RGB Post Gamma Correction Curve. [For best results: use bloom, tone mapping, & gamma together]. #define S_CURVE_CONTRAST 1 //#S-Curve Scene Contrast Enhancement. Naturally adjusts contrast using S-curves. #define TEXTURE_SHARPENING 1 //#HQ Luma-Based Texture Sharpen, looks similar to a negative mip LOD Bias, enhances texture fidelity. #define PIXEL_VIBRANCE 1 //#Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original saturation. #define COLOR_GRADING 0 //#Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones. #define CEL_SHADING 0 //#Cel Shaded toon look, simulates the look of animation/toon. Typically best suited for animated-style games. (cel edges interfere with post AA.) //-#[TV EMU TECHNIQUES] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc. #define SCANLINES 1 //#Scanlines to simulate the look of a CRT TV. Typically best suited for 2D/sprite games. #define VIGNETTE 0 //#Darkens the edges of the screen, to make it look more like it was shot with a camera lens. #define DITHERING 1 //#Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding. /*------------------------------------------------------------------------------ [SHADER FX CONFIG OPTIONS] ------------------------------------------------------------------------------*/ //-#[FXAA OPTIONS] #define FxaaSubpixMax 0.30 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: more subpixel antialiasing(softer). Lower values: less subpixel antialiasing(sharper). 0.00: Edge only antialiasing (no blurring) #define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra. I use these labels lightly, as even the 'low coverage' preset is in fact, still pretty high quality. #define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. This basically tells the algorithm to offset only luma-edge detected pixels. When disabled, the entire scene is antialiased(FSAA). 0 is off, 1 is on. //-#[BILINEAR OPTIONS] #define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering. #define OffsetAmount 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off. //-#[BICUBIC OPTIONS] #define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering. Try them out, and use what you prefer. #define BicubicStrength 0.90 //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering. #define PixelOffset 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off. //-#[GAUSSIAN OPTIONS] #define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering. #define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering. //-#[BLOOM OPTIONS] #define BloomType BlendBloom //[BlendBloom, BlendScreen, BlendOverlay, BlendAddLight] The type of blend for the bloom (Default: BlendScreen). If using BlendOverlay set ToneAmount to 2.20, or it may be too dark. #define BloomPower 0.370 //[0.000 to 2.000] Strength of the bloom. You may need to readjust for each blend type. #define BlendPower 1.160 //[0.000 to 1.500] Strength of the bloom blend. Lower for less blending, higher for more. Default is 1.000. #define BlendSpread 4.000 //[0.000 to 8.000] Width of the bloom glow spread. Scales with BloomPower. Raising SharpenClamp affects this. 0.000 = off. #define BloomMixType 1 //[1|2|3] The interpolation mix type between the base colour, and bloom. (Default is 1) BloomPower/BlendSpread may need re-adjusting depending on type. //-#[TONEMAP OPTIONS] #define TonemapType 1 //[1 or 2] Type of tone mapping. 1 is Natural(default), 2 is Filmic(cinematic) You might want to increase/decrease ToneAmount to compensate for diff types. #define ToneAmount 2.15 //[1.00 to 4.00] Tonemapping & Gamma curve (Tonemapping/Shadow correction). Lower values for darker tones, Higher values for lighter tones. Default: 2.20 #define Luminance 1.00 //[0.10 to 2.00] Luminance Average (luminance correction) Higher values to decrease luminance average, lower values to increase luminance. Adjust by small amounts, eg: increments of 0.1 #define Exposure 1.00 //[0.10 to 2.00] White Correction (brightness) Higher values = more Exposure, lower = less Exposure. Adjust by small amounts, eg: increments of 0.1 #define WhitePoint 1.00 //[0.10 to 2.00] Whitepoint Avg (lum correction) Adjust by small amounts, eg: increments of 0.01. Generally it's best left at 1.00. #define RedCurve 1.00 //[1.00 to 8.00] Red channel component of the RGB correction curve. Use this to reduce/correct the red colour component. Higher values equals more red reduction. 1.00 is default. #define GreenCurve 1.00 //[1.00 to 8.00] Green channel component of the RGB correction curve. Use this to reduce/correct the green colour component. Higher values equals more green reduction. 1.00 is default. #define BlueCurve 1.00 //[1.00 to 8.00] Blue channel component of the RGB correction curve. Use this to reduce/correct the blue colour component. Higher values equals more blue reduction. 1.00 is default. //-#[CONTRAST OPTIONS] #define CurveType 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define CurvesContrast 0.60 //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening. //-#[SHARPEN OPTIONS] #define SharpeningType 2 //[1 or 2] The type of sharpening to use. Type 1 is the original High Pass Gaussian, and type 2 is a new Bicubic Sampling type. #define SharpenStrength 0.88 //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used. The clamp below limits the minimum, and maximum that is allowed per pixel. #define SharpenClamp 0.020 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping. #define SharpenBias 1.60 //[1.00 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen. For SharpeningType 2, best stay under ~2.00, or it may look odd. #define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. //-#[VIBRANCE OPTIONS] #define Vibrance 0.25 //[-1.00 to 1.00] Intelligently saturates (or desaturates with negative values) pixels depending on their original saturation. 0.00 is original vibrance. //-#[GAMMA OPTIONS] #define Gamma 2 //Lower values for more Gamma toning(darker), higher Values for brighter (2.2 correction is generally recommended) //-#[GRADING OPTIONS] #define RedGrading 1.02 //[0.0 to 3.0] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones. #define GreenGrading 0.96 //[0.0 to 3.0] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones. #define BlueGrading 0.88 //[0.0 to 3.0] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones. #define GradingStrength 0.40 //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount. #define Correlation 0.50 //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded. //-#[TOON OPTIONS] #define EdgeStrength 1.40 //[0.00 to 4.00] Strength of the cel edge outline effect. 0.00 = no outlines. #define EdgeFilter 0.60 //[0.10 to 2.00] Raise this to filter out fainter cel edges. You might need to increase the power to compensate, when raising this. #define EdgeThickness 1.25 //[0.50 to 4.00] Thickness of the cel edges. Decrease for thinner outlining, Increase for thicker outlining. 1.00 is default. #define PaletteType 2 //[1|2|3] The colour palette to use. 1 is Original, 2 is Animated Shading, 3 is Water Painting (Default is 2: Animated Shading). Below options don't affect palette 1. #define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base colour luma calculations. 0 is base luma, 1 is Yuv luma. Color luma can be more accurate. Yuv luma can be better for a shaded look. #define LumaConversion 1 //[0 or 1] Uses BT.601, or BT.709, RGB<-YUV->RGB conversions. Some games prefer 601, but most prefer 709. BT.709 is typically recommended. #define ColorRounding 0 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others. Try it in-game and see. //-#[SCANLINE OPTIONS] #define ScanlineType 1 //[0|1|2|3] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy), ScanlineType 3 is a different algorithm, to work around PCSX2's IR scaling. #define ScanlineScale 0.45 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems. Defaults: 0.50 for ScanlineType 0|1|2, (1.20 for ScanlineType 3, use 1.0 with low IR (lower than 3x)). #define ScanlineIntensity 0.16 //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.20 for ScanlineType 0|1|2, 0.50 for ScanlineType 3. #define ScanlineBrightness 2.00 //[0.50 to 2.00] The brightness of the scanlines. Defaults: 1.75 for ScanlineType 0|1|2, 1.50 for ScanlineType 3. //-#[VIGNETTE OPTIONS] #define VignetteRatio 1.77 //[0.15 to 6.00] Sets the espect ratio of the vignette. 1.77 for 16:9, 1.60 for 16:10, 1.33 for 4:3, 1.00 for 1:1. #define VignetteRadius 1.00 //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center #define VignetteAmount 0.25 //[0.00 to 1.00] Strength of black edge occlusion. Increase for higher strength, decrease for lower. #define VignetteSlope 12 //[2|4|8|10|12|16] How far away from the center the vignetting will start. //-#[DITHERING OPTIONS] #define DitherMethod 1 //[1 or 2] 1 is Ordering dithering(faster, lower quality), 2 is Random dithering (better dithering, but not as fast) //-[END OF USER OPTIONS]

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