/*-----------------------------------------------------------.
/ Description /
'------------------------------------------------------------/
Game: Any
SweetFX version: 1.4
Author: CeeJay.dk
Description:
These are the default settings for SweetFX 1.4
They smoothen jagged edges with SMAA anti-aliasing, sharpen the image
with LumaSharpen and make the colors slightly more vibrant with Vibrance.
Please note when tweaking settings that higher numbers does not always
equal better (nor does lower).
Finding the best settings for your game and your taste is about finding
just the right amount to apply.
If you made a good setttings preset please share it with your friends, on
forums and websites,
and/or submit it to the SweetFX Settings Database :
http://sfx.thelazy.net/games/
/*-----------------------------------------------------------.
/ 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. WIP - Currently only works in DX9
and you need to use the FXAA injector dlls.
#define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.
(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old
CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and
Lumasharpen, and it has a very 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 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_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 0 //[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 1 //[0 or 1] Splitscreen : Enables the before-
and-after splitscreen comparison mode.
/*-----------------------------------------------------------.
/ 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 12 //[0 to 16] Determines the radius
SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 15 //[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 9 //[1 to 9] Choose the quality
preset. 9 is the highest quality.
#define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount
of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection
threshold. The minimum amount of local contrast required to apply
algorithm.
#define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness
threshold. Trims the algorithm from processing darks.
/*-----------------------------------------------------------.
/ Cartoon settings /
'-----------------------------------------------------------*/
#define CartoonPower 0.01 //[0.1 to 10.0] Amount of effect
you want.
/*-----------------------------------------------------------.
/ Advanced CRT settings /
'----------------------------------------------------------*/
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT
effect you want
#define CRTResolution 1.2 //[1.0 to 8.O] Input size
coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated
CRT (default 2.4)
#define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display
monitor (typically 2.2 is correct)
#define CRTBrightness 1.0 //[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 1.5 //[0.0 to 2.0] Curvature
Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0010 //[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 -0.10 //[-0.20 to 0.20] Tilt angle in
radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.01 //[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 14.25 //[0.00 to 50.00] Threshold for what is a
bright light (that causes bloom) and what isn't.
#define BloomPower 0.326 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0642 //[0.0000 to 1.0000] Width of the bloom
/*-----------------------------------------------------------.
/ HDR settings /
'-----------------------------------------------------------*/
#define HDRPower 1.03 //[0.00 to 8.00] Strangely lowering this makes the
image brighter
#define radius2 0.77 //[0.00 to 8.00] Raising this seems to make the
effect stronger and also brighter
/*-----------------------------------------------------------.
/ LumaSharpen settings /
'-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 2.7 //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp 0.025 //[0.000 to 1.000] Limits maximum amount of
sharpening a pixel recieves - Default is 0.035
// -- Advanced sharpening settings --
#define pattern 3 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2
= Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.5 //[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 0.4 //[0.00 to 1.00]
#define TechniPower 4.0 //[0.00 to 8.00]
#define redNegativeAmount 0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount 0.88 //[0.00 to 1.00]
/*-----------------------------------------------------------.
/ Cineon DPX settings /
'-----------------------------------------------------------*/
#define Red 8.0 //[1.0 to 15.0]
#define Green 8.0 //[1.0 to 15.0]
#define Blue 8.0 //[1.0 to 15.0]
#define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the
effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the
effect. 1.0 is neutral.
#define RedC 0.36 //[0.60 to 0.20]
#define GreenC 0.36 //[0.60 to 0.20]
#define BlueC 0.34 //[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(0.995, 0.985, 0.925) //[0.000 to 2.000] Adjust
shadows for Red, Green and Blue
#define RGB_Gamma float3(0.975, 0.985, 0.965) //[0.000 to 2.000] Adjust
midtones for Red, Green and Blue
#define RGB_Gain float3(1.010, 1.030, 1.020) //[0.000 to 2.000] Adjust
highlights for Red, Green and Blue
/*-----------------------------------------------------------.
/ Tonemap settings /
'-----------------------------------------------------------*/
#define Gamma 1.0 //[0.000 to 2.000] Adjust midtones
#define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.00 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.00005 //[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(0.00, 0.00, 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 0.18 //[-1.00 to 1.00] Intelligently saturates (or
desaturates if you use negative values) the pixels depending on their
original saturation.
/*-----------------------------------------------------------.
/ 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 0.11 //[-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] 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.
//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
/*-----------------------------------------------------------.
/ Vignette settings /
'-----------------------------------------------------------*/
#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 8 //[1 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.
/*-----------------------------------------------------------.
/ Dither settings /
'-----------------------------------------------------------*/
#define dither_method 1 //[1 or 2] 1 = Ordering dithering (good and very
fast), 2 = Random dithering (even better dithering but not as fast)
//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 /
'-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.
/*-----------------------------------------------------------.
/ 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