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4k CineMod

Preset for Mad Max
Created by cluclap
Added Sept. 10, 2015
Updated 10 Sep 12:50 CEST
Shader used: MasterEffect
Preset description:
Reshades the game, color correction, reduces blurriness caused by post processing, and adds a more drab look to the game. Available with or without cinematic border. IF YOU LIKE THE WAY THE GAME LOOKS IN VANILLA PLEASE DO NOT COMMENT ON HOW IT TAKES AWAY FROM THE GAMES ORIGINAL FEEL. This is for those who DON'T LIKE the original look. Download From http://www.mediafire.com/download/5ioffhaic7op01c/Witcher_3_-_4K_CineMod.zip This is the base files. Copy them into your Mad Max game folder Then copy over preset from this page and rename it to MasterEffect.h
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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // ReShade effect file // visit facebook.com/MartyMcModding for news/updates //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // MasterEffect ReBorn 1.1.190 public beta by Marty McFly // Continuation of MasterEffect 1.6.1 // Copyright © 2008-2015 Marty McFly //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ /*==============================================================================*\ | GLOBAL PARAMETERS | \*==============================================================================*/ #define MASTEREFFECT_TOGGLEKEY 192 //[depending on keyboard layout] Key used to toggle all MasterEffect effects. See ReShade documentation for more info. #define USE_DEPTHBUFFER_OUTPUT 0 //[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes. #define USE_HDR_LEVEL 0 //[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1: RGBA16F | 2: RGBA32F #define USE_HUD_MASKING 0 //[0 or 1] HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing. /*==============================================================================*\ | ENABLE EFFECTS | \*==============================================================================*/ //COLOR #define USE_LUT 0 //[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #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 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80 #define USE_SWFX_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX #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. No control values. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. #define USE_TONEMAP 0 //[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 0 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_SKYRIMTONEMAP 0 //[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's. #define USE_COLORMOOD 0 //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors. #define USE_CROSSPROCESS 0 //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing. #define USE_FILMICPASS 1 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look. #define USE_REINHARD 0 //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works. #define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping. #define USE_COLORMOD 0 //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi. #define USE_SPHERICALTONEMAP 0 //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms. #define USE_HPD 0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves. #define USE_FILMICCURVE 0 //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3. #define USE_WATCHDOG_TONEMAP 0 //[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values. #define USE_SINCITY 0 //[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey. #define USE_COLORHUEFX 0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80! //LIGHTING #define USE_LENSDIRT 0 //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt! #define USE_GAUSSIAN_ANAMFLARE 0 //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels. #define USE_BLOOM 0 //[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way. #define USE_LENZFLARE 0 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect. #define USE_CHAPMAN_LENS 0 //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo. #define USE_GODRAYS 0 //[0 or 1] Godrays: Adds some light rays rotating around screen center. #define USE_ANAMFLARE 0 //[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording. //DEPTH BASED #define USE_AMBIENTOCCLUSION 0 //[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available. #define USE_DEPTHOFFIELD 0 //[0 or 1] Depth of Field: Simulates out of focus blur of a camera. Multiple algorithms available. //IMAGE ENHANCEMENTS #define USE_SHARPENING 1 //[0 or 1] Sharpen: Sharps the image but may increase aliasing #define USE_FISHEYE_CA 0 //[0 or 1] Fisheye lens & Chromatic Abberation: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect. #define USE_GRAIN 0 //[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_SMAA 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. #define USE_HEATHAZE 0 //[0 or 1] Heat Haze: Convection in heated air causes the temperature of the air to vary and causes a shimmery effect that distorts whatever is behind. //OVERLAYS #define USE_HD6_VIGNETTE 0 //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center #define USE_COLORVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners #define USE_BORDER 1 //[0 or 1] Border: Can be used to create letterbox borders around the image. #define USE_MOVIEBARS 0 //[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio. /*==============================================================================*\ | EFFECT PARAMETERS - COLOR | \*==============================================================================*/ //CARTOON #define CartoonPower 4.5 //[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. //LEVELS #define Levels_black_point 5 //[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 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0 //TECHNICOLOR #define ColStrengthR 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define ColStrengthG 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define ColStrengthB 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define TechniBrightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define TechniStrength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define TechniSat 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image. //SWEETFX TECHNICOLOR #define TechniAmount 0.4 //[0.00 to 1.00] Amount of color change you want #define TechniPower 4.0 //[0.00 to 8.00] Power of color change #define redNegativeAmount 0.88 //[0.00 to 1.00] controls for different technicolor power on the respective color channels #define greenNegativeAmount 0.88 //[0.00 to 1.00] #define blueNegativeAmount 0.88 //[0.00 to 1.00] //DPX #define DPXRed 8.0 //[1.0 to 15.0] Amount of DPX applies on Red color channel #define DPXGreen 8.0 //[1.0 to 15.0] "" #define DPXBlue 8.0 //[1.0 to 15.0] "" #define DPXColorGamma 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 DPXRedC 0.36 //[0.60 to 0.20] #define DPXGreenC 0.36 //[0.60 to 0.20] #define DPXBlueC 0.34 //[0.60 to 0.20] #define DPXBlend 0.2 //[0.00 to 1.00] How strong the effect should be. //LIFTGAMMAGAIN #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(1.000, 2.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //TONEMAP #define Gamma 1.000 //[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 0.000 //[-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(0.00, 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 #define Vibrance 1.15 //[-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(1.00, 1.00, 1.00) //[-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 #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 1.15 //[-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] 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.

Comments

hasrock17
2 Apr 10:05 CEST

Hi, when I put everything there, works ok but no border and looks too oversaturated and though I put the MasterEffect.h doesn't work :\
C:\Program Files (x86)\Steam\steamapps\common\Mad Max

cluclap
19 Sep 09:13 CEST

Uhhh I made the witcher 3 mod also? But this is not it.

Chaos2
19 Sep 07:54 CEST

wtf this is witcher 3 mod

cluclap
17 Sep 07:07 CEST

Open your mad max folder, then open the mastereffect text file in notepad, search for border, and change the value from 1 to 0

ForeverRED66
14 Sep 17:36 CEST

how to remove frame at the top and bottom?

Grobyc
10 Sep 13:29 CEST

Awesome!! Thank you = )

cluclap
10 Sep 12:51 CEST

Crap!! Sorry about that I didn't fully understand how the upload process worked. Uploaded!! Follow instructions ty"!

Grobyc
10 Sep 12:37 CEST

I really like the look of this! Where's the MasterEffect.h text/file?

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