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Neutral Shaders of Eternity 1.4

Created by refusedzero
Added March 30, 2015
Updated 13 Apr 22:06 CEST
Shader used: SweetFX 2.0
Preset description:
I reworked 'Shaders of Eternity' by user request to have less vibrant colors/DPX/Technicolor. This is a more color neutral version of my previous preset. Enjoy! =) - BLOOM - LUMASHARPEN - LEVELS - TECHNICOLOR - TECHNICOLOR2 - DPX - LIFTGAMMAGAIN - TONEMAP - VIBRANCE - CURVES - DITHER ////////////////V 1.1 Neutral Shaders of Eternity///////////////////// - Added Technicolor2 into the mix - Tweaked DPX/Technicolor/Technicolor2 Saturation to stay as true to the original vision of PoE as possible. - Reduced Bloom (it may need to be futzed with more) - I can't remember if was pre-release or update I futzed with Curves - Redid Lumasharpen to be better on the eyes //////////////////////V 1.2 Neutral Shaders of Eternity/////////////////// - Fixed lighting to not be broken when it's bright out. - Slight changes to Vibrance - Slight changes to Tonemap - Slight changes to various saturation effects ^ The first item on this list makes this an importantish update ^ //////////////////////////////V 1.3//////////////////////////// - Fixed red balance and saturation - Slight changes to lighting - Changed Green Technicolor1&2 to look closer to the original vision of the game - Other stuff I'm totally forgetting ////////////////////////////////////////V 1.4//////////////////////////////////// - Fixed Sharpening - other tone fixes - Magic coolified - pretty scenery - waiting for update 1.0.4 to see if when the game has all its Shaders compiling through DirectX11 properly (already on the update announcement by Obsidian) to see if there's anything else I can do with the game or if I need to update these shaders Common Issues/Questions Q: Is PoE a 32 bit or 64 bit game? A: PoE is a 32 bit game[/b Q: Which SweetFX DLL should I use? [b]A: Rename ReShade32.dll to OPENGL32.dll Q: Which version of SweetFX should I use? A:SweetFX 2.0 Preview 8 SweetFX 2.0 Preview 8 by CeeJay.dk | ReShade 0.16.00 by Crosire 26 Feb 12:43 CET Q: My 64bit system (especially Win 8.1 for some reason) is having issues with Reshade/SweetFX2.0, what's up? A: Download both the 32bit and 64bit version of DirectX. It's something with BETA Reshade I think. Q: These fumes are making me dizzy Mr. Simpsons? A: Yeah, they'll do that. [b][i]www.megafileupload.com/4do/SweetFX_Settings_Pillars_of_Eternity_Neutral_Shaders_of_Eternity.txt[/b][/i]. Backup of version 1.0 if you don't like the changes in 1.1 =) [i]https://mega.co.nz/#fm. Backup of version 1.1 if you don't like the changes in 1.2 [b][i]http://www.megafileupload.com/SNm/SweetFX_Settings_Pillars_of_Eternity_Neutral_Shaders_of_Eternity_1.2.txt[/b][/i] Backup of 1.2 if you don't like 1.3 [b]http://www.megafileupload.com/Uzl/SweetFX_Settings_Pillars_of_Eternity_Neutral_Shaders_of_Eternity_1.3.txt]1.3[/b] for those who hate the update
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game:Pillars of Eternity Preset: Neutral Shaders of Eternity v1.4 SweetFX: v2.0 Preview 8 by CeeJay.dk (Thank you CeeJay.dk!!!) API hook: Reshade by Crosire (Thank you Crosire!!!) This is a preview release meant to allow users to beta test SweetFXs 2.0 new injector called ReShade. More features, bugfixes and performance optimizations will come before release. Hope you enjoy SweetFX and ReShade. - CeeJay.dk We do CeeJay! We loves it! //////////////////////V 1.1 Neutral Shaders///////////////////// - Added Technicolor2 into the mix - Tweaked DPX/Technicolor/Technicolor2 Saturation - Reduced Bloom (it may need to be toned down a little more) - I can't remember if was pre-release or update I futzed with Curves //////////////////////V 1.2 Neutral Shaders///////////////////// - Fixed lighting to not be broken when it's bright out. - Slight changes to Vibrance - Slight changes to Tonemap - Slight changes to various saturation effects ^ The first item on this list makes this an importantish update ^ //////////////////////////////V 1.3//////////////////////////// - Fixed red balance and saturation - Slight changes to lighting - Changed Green Technicolor1&2 to look closer to the original vision of the game - Other stuff I'm totally forgetting /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Effects are listed in the order that they are applied. // Set to 1 for ON or 0 for OFF #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #define USE_SMAA 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_CA 0 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors. #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost) #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost) #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 0 //[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 : Sharpens the image. #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP) #define USE_NOSTALGIA 0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder. #define USE_LEVELS 1 //[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_TECHNICOLOR 1 //[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_TECHNICOLOR2 1 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it. #define USE_DPX 1 //[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_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. #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_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image. #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 : Can be used to create letterbox borders around the image. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. (Only partially working right now) #define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming #define USE_DEPTH 0 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here. /*-----------------------------------------------------------. / Ascii settings / '-----------------------------------------------------------*/ #define Ascii_input_image 1 //[1 or 2] 1 = Color buffer, 2 = Depth buffer. #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best. #define Ascii_font 2 //[1 or 2] 1 = 5x5 font, 2 = 3x5 font #define Ascii_font_color float3(255, 255, 255) //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors. #define Ascii_background_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors. #define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am) #define Ascii_invert_brightness 0 //[0 or 1] #define Ascii_font_color_mode 1 //[0 to 2] 0 = font_color, 1 = image color, 2 = colorized grayscale /*-----------------------------------------------------------. / 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_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good. #define SMAA_MAX_SEARCH_STEPS 16 //[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0 //[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 SMAA_EDGE_DETECTION 2 //[1|2|3] 1 = Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection #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. // -- SMAA Predication settings -- #define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges. #define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer. #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication #define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold. // -- Debug SMAA settings -- #define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0 = Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this. /*-----------------------------------------------------------. / FXAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality. #define fxaa_Subpix 0.000 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier. #define fxaa_EdgeThreshold 0.166 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD #define fxaa_EdgeThresholdMin 0.000 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance. /*-----------------------------------------------------------. / Explosion settings / '-----------------------------------------------------------*/ #define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want. /*-----------------------------------------------------------. / Chromatic Aberration settings / '-----------------------------------------------------------*/ #define Chromatic_shift float2(2.5,-0.5) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components. //For a slightly blurred look try fractional values (.5) between two pixels. #define Chromatic_strength 1.0 //Adjust the strength of the effect. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 1.5 //[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 2.0 //[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) /*-----------------------------------------------------------. / Pixel Art CRT / '-----------------------------------------------------------*/ // -- Emulated input resolution -- #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1 = Ratio, 2 = Fixed resolution #define PixelArtCRT_resolution_ratio (1.0/4.0) // #define PixelArtCRT_fixed_resolution float2(320.0,160.0) // // -- Hardness -- #define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0 = soft, -16.0 = medium #define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0 = soft, -4.0 = hard // -- Display warp -- #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0 = none , 1.0/8.0 = extreme // -- Type of shadow mask -- #define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1 = Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask // -- Amount of shadow mask -- #define PixelArtCRT_maskDark 0.5 // #define PixelArtCRT_maskLight 1.5 // // -- Falloff shape -- #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0 = exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square // -- Amp signal -- #define PixelArtCRT_overdrive 1.25 // /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 21.75 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.87 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.0152 //[0.0000 to 1.0000] Width of the bloom /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.88 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 1.16 //[0.10 to 3.00] Strength of the sharpening #define sharp_clamp 0.021 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 // -- Advanced sharpening settings -- #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.1777 //[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) /*----------------------------------------------------------. / Notalgia settings / '----------------------------------------------------------*/ //Nothing here yet, but you will get to set the palette to use and toggle dithering, and maybe pixelate the image .. once the effect is done. //For now it just displays the image with a C64 palette /*----------------------------------------------------------. / Levels settings / '----------------------------------------------------------*/ #define Levels_black_point 6 //[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 245 //[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). // -- Debug settings -- #define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red = Some detail is lost in the highlights, Yellow = All detail is lost in the highlights, // Blue = Some detail is lost in the shadows, Cyan = All detail is lost in the shadows. /*-----------------------------------------------------------. / TECHNICOLOR settings / '-----------------------------------------------------------*/ #define TechniAmount 0.0266 //[0.00 to 1.00] #define TechniPower 8.00 //[0.00 to 8.00] #define redNegativeAmount 0.68 //[0.00 to 1.00] #define greenNegativeAmount 0.50 //[0.00 to 1.00] #define blueNegativeAmount 0.60 //[0.00 to 1.00] /*-----------------------------------------------------------. / TECHNICOLOR 2 settings / '-----------------------------------------------------------*/ #define Technicolor2_Red_Strength 0.26 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define Technicolor2_Green_Strength 0.17 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define Technicolor2_Blue_Strength 0.08 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define Technicolor2_Brightness 0.4 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define Technicolor2_Strength 0.6 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define Technicolor2_Saturation 0.66 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image. /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 7.6 //[1.0 to 15.0] #define Green 7.3 //[1.0 to 15.0] #define Blue 8.2 //[1.0 to 15.0] #define ColorGamma 1.595 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 0.30 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.45 //[0.60 to 0.20] #define GreenC 0.32 //[0.60 to 0.20] #define BlueC 0.33 //[0.60 to 0.20] #define Blend 0.29 //[0.00 to 1.00] How strong the effect should be. /*------------------------------------------------------------. / Monochrome settings / '------------------------------------------------------------*/ #define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00) #define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal. /*-----------------------------------------------------------. / Color Matrix settings / '-----------------------------------------------------------*/ // Red Green Blue #define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness #define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness #define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you don't wish to change the brightness #define ColorMatrix_strength 1.0 //Adjust the strength /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(0.969, 0.978, 0.986) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(1.022, 1.004, 1.022) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.019, 1.008, 1.021) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //Note that a value of 1.000 is a neutral setting that leave the color unchanged. /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 1.029 //[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 -0.25 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.755 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.010 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.007 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.00, 0.40, 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 0.14888 //[-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(1.22, 1.14, 1.19) //[-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 1 //[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 0.39 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10|11] 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. 11 = Polynomial split. //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(1.40, 1.10, 0.90) //[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 0.58 //[0.00 to 1.00] How much to tint the image /*-----------------------------------------------------------. / Daltonize settings / '-----------------------------------------------------------*/ #define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1 = Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (missing blue spectrum) /*-----------------------------------------------------------. / Film Grain settings / '-----------------------------------------------------------*/ #define FilmGrain_intensity 0.50 //[0.00 to 1.00] How visible the grain is. Higher is more visible. #define FilmGrain_variance 0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother. #define FilmGrain_SNR 6 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature. // -- Advanced Film Grain settings -- #define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50) //A sideeffect of the Film Grain effect is that it also dithers the screen. //You don't need both the Film Grain and the Dither effect enabled at the same time. /*-----------------------------------------------------------. / Vignette settings / '-----------------------------------------------------------*/ #define VignetteType 1 //[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 -1.00 //[-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(0,1) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead #define border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right. //Examples that work: (1680.0 / 1050.0), (16.0 / 10.0), (1.6) Examples that does NOT work right: (1680 / 1050), (16 / 10) #define border_color float3(180, 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 /*-----------------------------------------------------------. / Transition / '-----------------------------------------------------------*/ #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second) #define Transition_texture "Winners_Dont_Use_Drugs.png" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/ #define Transition_texture_width 720 //Image width. #define Transition_texture_height 480 //Image height. #define Transition_type ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut" /*-----------------------------------------------------------. / Depth / '-----------------------------------------------------------*/ #define Depth_z_near 0.01 //[0.00001 to 100000.0] Camera z near #define Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value. /*-----------------------------------------------------------. / Custom settings / '-----------------------------------------------------------*/ #define custom_strength 1.1 //[0.00 to 1.00] Adjust the strength of the effect

Comments

Vincent_Kazuwa
20 Nov 10:38 CET

The best shader I've tested in this game. Great work!

EchoZeroJ
5 May 00:04 CEST

This is an outstanding preset. Thanks for your time it's so much more vibrant now. Great colours.

The game is truly awesome.

cookie
2 May 20:10 CEST

scratch that. I forgot to rename the reshade32.dll file. Thank you!

cookie
2 May 20:07 CEST

I can't get this to work. I've put it in the root folder of PoE and renamed the sweetfx file in the sweetfx folder. I've tried installing it with reshade instead of manual installation but that does nothing. I selected the game through reshade and it only closes the menu. What am I doing wrong? I have windows 7

lnp3304
25 Apr 23:10 CEST

Thanks for the reply. I tried to google for a Directx 11 version but I couldn't find it. Mostly I'm just confused because I found some links to install Directx 11 but they don't specify for 32- or 64-bit. Plus, if I did find the Directx 32-bit and installed that, would it override my current 64-bit version and mess up my PC? Here's some of my specs if that helps: i5-4670k, GTX 970, Directx 11, and Windows 7 SP1 64-bit of course.

refusedzero
21 Apr 04:13 CEST

You need to download the 32-bit version of DirectX as well to get it working. =) I'm trying to find a link, but I can't remember where Microsoft stashes the offline installers. I'll keep looking though. (for sure you're missing a directx x86/32-bit driver)

lnp3304
20 Apr 01:15 CEST

Could someone please help with the installation? This is my first time using SweetFX. I followed the instructions step by step, but whenever I tried to run the game I kept getting an error message about a missing MSVCP110.DLL, which is actually not missing at all. I'm running Windows 7 64-bit. I saw in the post the 64-bit system could have issues with SweetFX 2.0, but I'm not sure if that's why I can't run it or not?

Thanks for your help.

DIXI
9 Apr 21:52 CEST

Spot on! Sharpening is gone and color is great!

I have nothing to say but well done! Especially for your first time preset.

Great work!

refusedzero
8 Apr 21:23 CEST

Actually, you can just hit scrolllock and it disables and reenables sweetfx. It's how you make the preset pretty much. =)

ThePompousPeasant
8 Apr 20:55 CEST

Deleting the OpenGL32.dll did the trick! Thanks!!!! I wish it was as simple as pressing a button in game to switch between Sweetfx being on and off. That would be ideal and much easier to switch back and forth.

ThePompousPeasant
8 Apr 06:44 CEST

Thanks! By clearing my registry do you mean me to run disk clean up?

refusedzero
8 Apr 06:22 CEST

Hmmmm, try clearing your registry.

Deleting the SweetFX folder and the OpenGL32.dll file should guarantee it stops working. I'll check forums.

ThePompousPeasant
7 Apr 23:04 CEST

How do you uninstall? I've deleted all files I could find but when I start up the game this is always on the screen, "Reshade 0.17.1.814 crosfire loading effect...no effect found".

I truly like the effects you've done here but for some odd reason I like the graphics/colors as they were at launch.

Any ideas would be great! I guess I could always delete the game then re-install?

ThePompousPeasant
7 Apr 13:14 CEST

Thanks Refusedzero that did the trick.

refusedzero
7 Apr 06:05 CEST

Follow the steps in this video. =) https://www.youtube.com/watch?v=HRmnpmTKG3s

ThePompousPeasant
7 Apr 04:32 CEST

Can someone please explain to me how to place this in the correct area on Steam? I have the Config downloaded and the latest version of SweetFX but not the ReShade. So far I just copy this and past it onto the pillarsofeternity.exe but that does not work. Any help would be greatly appreciated. LOVE your work ;)

DjB0na
5 Apr 13:43 CEST

I gotta say this is great pre-set as well, amazing work :-)

refusedzero
4 Apr 12:42 CEST

Glad you got it! I had no idea where to start!

DjB0na
4 Apr 11:55 CEST

i fixed it turns out the launch command i had set for the game was causing the odd red shade when using ReShade (-force-opengl)

DjB0na
4 Apr 11:20 CEST

My particular issue is noticable straight away, so as soon as the splash screens start playing like the obsidian logo it looks pinkish red not white

refusedzero
4 Apr 11:08 CEST

Give me a good location to look at the red hue and I'll check it out. =)

DjB0na
4 Apr 11:06 CEST

oh sorry.... yes using the latest 1.3 settings... i tried 1.2 to see if that was the same its also causing a strong red hue tho

DjB0na
4 Apr 10:47 CEST

no i have not got the latest patch yet and it seems really red on the whole screen but more dominant at the bottom

refusedzero
4 Apr 09:04 CEST

Hmmm, red should be toned down but I definitely brought it out more than in the original. Can you give me a location where the red is super noticeable? I ask only because I've been playing for awhile and haven't noticed any crazy imbalance.

Do you have the latest iteration 1.3?

DjB0na
4 Apr 08:25 CEST

For some reason my game looks REALLY red using your pre-set ???? any ideas why?

refusedzero
4 Apr 00:50 CEST

Woo! Finally got those colors right lol. I notice the sharpening too, I'll probably get OCD and fix it at some point this weekend. I should also probably put up better pics too, haha. Thanks for the awesome feedback DIXI!

DIXI
3 Apr 23:16 CEST

Yup, version 1.3 is basically perfect. For me atleast.

You did a great job on the lightning. Armors are not shiny anymore. Good job!

The only thing I'd fix now would be the sharpening. There's a tiny tiny bit sharpening going on that I can see personally.

But really dude, other than that it's perfect. Colors and lighning are perfectly balanced imo.

Sticking to that one :)!

Farga
2 Apr 16:25 CEST

Looks great! I like how you don't tint the colors too much. I took a crack at my first preset and can now appreciate how hard and time consuming it is to dial one of these in. I have a lot of time left in correcting the color tinting and overall brightness, but I might just play the game for a bit too :-).

refusedzero
2 Apr 07:04 CEST

No worries DIXI! I'm a big believer that friendly criticism and a friendly eye can help artists make far superior works, and you've been giving good advice! I'm just stoked I can do something so appreciated by the same crowd who were busy playing Baulder's Gate and Fallout2 with me as a kid, it just has good feels! I'm happy I can improve anyone's experience playing the game. I'm working on the shine (I notice it most on the plate helms or whatever have the really close mesh). So far I lose the quality of AA overall just to get a helmet, but I'ma keep trying. I want to work on making spells more magicy like BG2. =D

DIXI
1 Apr 11:41 CEST

Yeah no worries dude I'm just giving you feedbacks. Your preset is actually great, which is the reason I'm trying to help :).

You do what you want, not many people make presets. Thanks to you, we can enjoy our favorite games even more :D!

refusedzero
1 Apr 04:56 CEST

Too shiny you say! I actual noticed that myself and I'm trying to work on it without loosing the really great sharpening I've got going lol. Update 1.3 probably some time tonight or tmrw. =)

DIXI
1 Apr 02:00 CEST

Try running the game as an admin then. If you can't get reshade to work, you will never be able to use a preset for this game, because it's an Opengl game.

Btw, it is still a little tiny tiny bit shiny (or bright) imo refusedzero. Woke up today and I was able to see what could be improved :).

Dusty777
31 Mar 22:21 CEST

Thank you for the effort but
if i run reshadesetup.exe on PillarsofEternity.exe then exe crashes.
Doesn't matter.

refusedzero
31 Mar 18:46 CEST

@Dusty777 - D/L this http://www.mediafire.com/download/d664gz8c16a9u8z/ReShade+0.16.0+Public+Beta+with+SweetFX+2.0+Beta+8.7z

Extract this into the root game folder.

Then rename and replace the SweetFX_settings.txt(in the SweetFX folder) with mine.

Double click Reshade Setup.exe and point it at PillarsofEternity.exe and hit the button.

Should work then. =)

Dusty777
31 Mar 10:47 CEST

Yes,i think i am.
Can you maybe upload on mega the whole thing
with sweetfx and reshade so i just extract everything in the root of the game.
Just to rule this out.
But i think i have everything setup correctly otherwise i wouldn't be able to see changes on lower res.

DIXI
31 Mar 09:29 CEST

Are you using Reshade Dusty? You need the Reshade program in order to make this preset work.

Dusty777
31 Mar 07:38 CEST

Is anybody know why for me this and any other sweetfx preset works only when
pillars is set to resolution lower than desktop resolution?
Now desktop is set to 1400*1050 and
it works on resolutions smaller than that.
But if i change desktop to 1600*1200 than 1400*1050 and of course smaller works.

DIXI
31 Mar 05:07 CEST

Yup. Version 1.2 is way better than it was for me!

Idunno what you could do to improve it. But I'm gonna stay tune for your futur updates.

I'm keeping that version for now :D. Thanks for the great sweetfx!

And keep up the good work!

refusedzero
31 Mar 02:26 CEST

Just fixed that actually, lol. Update coming soon.

DIXI
31 Mar 01:58 CEST

You should also look on the lightning imo. When it comes to dark areas like dungeons or night time, your preset is perfect.

BUT! I just got to Gilded Vale on day time and yeah, not ideal. Way too bright. Try it yourself and see what I mean. It's hard to explained.

Keep up the good work otherwise!

refusedzero
30 Mar 22:39 CEST

Thank you DIXI! I'll keep the text sharpening in mind when updating the settings.txt next (iduno what I'll be able to get away with, but I agree with you tho).

DIXI
30 Mar 21:33 CEST

Yes, yes, yes! This is the best so far!

I had the same issue with your first preset "Sharders of Eternity". It was too vibrant. Now it is perfect!

I'd say the writing still looks a tiny bit too "sharpened" imo. Know what I mean? BUT, if it changes the colors too drastically, don't change anything :).

Best one atm!

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