SweetFX Settings DB
Latest forum threads
8 minutes ago
8 minutes ago
25 minutes ago
25 minutes ago

Alien Breed: Impact PC Sweet-FX 1.5.1

Created by EngineGamer
Added Jan. 23, 2015
Updated 24 Jan 02:49 CET
Shader used: SweetFX 1.5
Preset description:
https://www.youtube.com/channel/UCnDTiRmT7DQ5zag_brdkASA ^^^ My YouTube Channel please like and subscribe if you want -------------------------------- https://www.youtube.com/watch?v=U3aFCJEDkyY ^^^ Splitscreen ------------------------------- https://www.youtube.com/watch?v=Cei2X242vRU ^^^ Sweet-FX enabled and disabled at certain intervals ---------------------------------------- -- -- -- Sweet-FX 1.5.1: Boulotaur2024.Injector_CeeJay.dks.1.5.1+ChromaticAberration My PC RIG OS:Windows 7 64 bit intel i5-3570k 3.8Ghz 16gb DDR3 Ram 1600MHz GTX 780 Windforce Edition 3GB GDDR5 Gigabyte MOBO Z77-DH3 860w PSU Corsair 2TB HDD Blu-Ray Drive DVD Drive external Corsair 750D Obsidian series Case Thank and enjoy.
Download preset Show / Hide settings
/*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique #define USE_CA 0 //[0 or 1] Chromatic aberration. You can only use Chromatic Aberration OR the Explosion Shader. Not both at the same time. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen) #define USE_LEVELS 0 //[0 or 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_ADVANCED_CRT 1 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_GAUSSIAN 1 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking #define USE_FILMGRAIN 0 //[0 or 1] Filmgrain effect #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_DPX 0 //[0 or 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 or 1] Monochrome : Monochrome makes the colors disappear. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) #define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 1 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_VIGNETTE 0 //[0 or 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 1 //[0 or 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 or 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 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.10 //[0.05 to 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 98 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 60 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card. /*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 39 //[1 to 39] Choose the quality preset. 39 is the highest quality. #define fxaa_Subpix 0.1 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. #define fxaa_EdgeThreshold 0.01 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. #define fxaa_EdgeThresholdMin 0.3 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*-----------------------------------------------------------. / Chromatic aberration / / '-----------------------------------------------------------*/ #define outfocus 0.002 //[0.00 to 1.000] How strong the effect should be. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 1.0 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 4.0 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 6.0 //[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. /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 2 //[0 to 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 230 //[0 to 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). /*-----------------------------------------------------------. / Advanced CRT settings / '----------------------------------------------------------*/ #define CRTAmount 0.05 //[0.00 to 1.00] Amount of CRT effect you want #define CRTResolution 8.0 //[1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2 #define CRTgamma 2.40 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4) #define CRTmonitorgamma 2.20 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct) #define CRTBrightness 1.96 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0 #define CRTScanlineIntensity 2 //[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 4 //[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 4.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00 #define CRTAngleX -0.01 //[-0.20 to 0.20] Tilt angle in radians (X coordinates) #define CRTAngleY -0.01 //[-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 1 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 21.50 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.450 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0161 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.20 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.84 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.20 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.085 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 1 //[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. //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) /*-----------------------------------------------------------. / Gaussian Blur settings / '-----------------------------------------------------------*/ #define GaussEffect 2 //[0|1|2|3] 0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2 #define GaussQuality 3 //[0|1|2|3] Warning: 2 and 3 are expensive. Default is 1 #define GaussSigma 4 //[1 to 4] The higher the wider blur/bloom is (only effective when Bloom selected) #define GaussBloomWarmth 1 //[0|1|2] "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy #define GaussThreshold 0.50 //[0.00 to 1.00] [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't. #define GaussExposure 43.00 //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter) #define GaussStrength 0.04 //[0.00 to 1.00] Amount of effect blended into the final image /*-----------------------------------------------------------. / Film grain settings / '-----------------------------------------------------------*/ #define FilmGrainIntensity 0.46 //[0.00 to 1.00] Intensity of grain. Default is 0.46 #define FilmGrainExposure 40 //[0 to 100] Grain Exposure. Default is 40 (Lower -> darker noise) #define FilmGrainSize 2 //[0 to 10] Size of the grain. Default is 2 (Higher -> thinner noise) /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.46 //[0.00 to 1.00] #define TechniPower 4.0 //[0.00 to 8.00] #define redNegativeAmount 0.74 //[0.00 to 1.00] #define greenNegativeAmount 0.83 //[0.00 to 1.00] #define blueNegativeAmount 0.9 //[0.00 to 1.00] /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 10.0 //[1.0 to 15.0] #define Green 10.0 //[1.0 to 15.0] #define Blue 10.0 //[1.0 to 15.0] #define ColorGamma 0.74 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 0.68 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.52 //[0.60 to 0.20] #define GreenC 0.49 //[0.60 to 0.20] #define BlueC 0.46 //[0.60 to 0.20] #define Blend 0.2 //[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(0.998, 0.998, 0.998) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(0.996, 0.996, 0.996) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.998, 0.998, 0.998) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.030 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control. #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.008 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(-0.60, -0.65, -0.65)// [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 -0.99 //[-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(-0.60, -0.65, -0.65) //[-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 0 //[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 0.35 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 10 //[1|2|3|4|5|6|7|8|9|10] 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. //Note that 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 it's the fastest formula. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.0, 1.0, 1.0) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.0 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteType 2 //[1|2|3] 1 = Original, 2 = New, 3 = TV style #define VignetteRatio 1.00 //[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 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center #define VignetteAmount -0.40 //[-2.00 to 1.00] Strength of black. - 2.00 = Max Black, 1.00 = Max White. #define VignetteSlope 2 //[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) //Note that the patterns used by Dither, makes an image harder to compress. //This can make your screenshots and video recordings take up more space. /*-----------------------------------------------------------. / Border settings / '-----------------------------------------------------------*/ #define border_width float2(1,50) //[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|6] 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 / '-----------------------------------------------------------*/ // 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 ; 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

Comments

EngineGamer
30 Aug 09:00 CEST

To Irascible: Ihaven't used Sweet-fx in donkeys. Mostly use ReShade on and off these days. If I get the time I might look into it.

Irascible
25 Jun 08:10 CEST

Sweetfx crashes my game. Know how to fix it? looks so great

EngineGamer
24 Jan 02:35 CET

Thanks ;D

Omnipotus
24 Jan 02:12 CET

Much better then vanilla, great j0rb :D

You need to be logged in to post a comment