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by yujao

GemFX.cfg (Dr_Patrik's Shader 1.1)

Preset for Guild Wars 2
Created by Dr_Patrik
Added Dec. 11, 2015
Shader used: GemFX
Preset description:
This is the GemFX.cfg text file for Dr_Patrik's Realistic Shader 1.1 and is not intended to be used without the other parts of the shader.
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////----------// ///**GLOBAL**/// //----------//// //-Global Defines-// //>GemFX Suite General Settings<\\ //-Commentary:The GemFX Suite contains various lightning and motion shader. (Adv) Motion Blur, Motion Focus and Ambient Light are GEMFX shader. Beginning from Bloom, all following shader are derived from MasterEffect. ////---------------// ///**MOTION_BLUR**/// //---------------//// #define USE_MOTION_BLUR 0 //[MotionBlur] //-Motion Blur: Cheap pseudo mution blur //>Motion Blur Settings<\\ #define mbRecall 0.40 //[0.00:1.00] //-Motion blur intensity #define mbSoftness 1.00 //[0.00:2.00] //-Blur strength of consequential streaks #define MotionBlur_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define MotionBlur_ToggleKey RFX_ToggleKey //[undef] //- ////-------------------// ///**ADV_MOTION_BLUR**/// //-------------------//// #define USE_ADV_MOTION_BLUR 0 //[AdvMotionBlur] //-Advanced Motion Blur: More accurate and advanced motion blur. //>Advanced Motion Blur Settings<\\ #define ambDepth_Check 0 //[0:1] //-Depth dependent motion blur #define ambDepthRatio 0.7 //[0.0:1.0] //-Amount of addition MB due to distance; Lower Value => Higher Amount #define ambRecall 0.4 //[0.0:1.0] //-Increases detection level of relevant smart motion blur #define ambPrecision 0.0 //[0.0:1.0] //-Increases relevance level of detected smart motion blur #define ambSoftness 3.5 //[0.0:10.0] //-Softness of consequential streaks #define ambSmartMult 3.5 //[0.0:10.0] //-Multiplication of relevant smart motion blur #define ambIntensity 0.07 //[0.00:1.00] //-Intensity of base motion blur effect #define ambSmartInt 0.94 //[0.00:1.00] //-Intensity of smart motion blur effect #define AdvancedMB_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define AdvancedMB_ToggleKey RFX_ToggleKey //[undef] //-No description given ////----------------// ///**MOTION_FOCUS**/// //----------------//// #define USE_MOTION_FOCUS 0 //[MotionFocus] //-Smart movement of the camera following motion on the screen for a cinematic look //>Motion Focus<\\ #define mfDebug 0 //[0:1] //-Activates debug mode of MF, top 4 bars show motion in each screen section, the center points show strength and direction of zoom #define mfFocusStrength 1.00 //[0.00:1.00] //-The intensity with which the camera will follow motion #define mfZoomStrength 0.60 //[0.00:1.00] //-The intensity of camera zoom to objects in motion #define MotionFocus_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define MotionFocus_ToggleKey RFX_ToggleKey //[undef] //- ////-----------------// ///**AMBIENT_LIGHT**/// //-----------------//// #define USE_AMBIENT_LIGHT 1 //[AmbientLight] //-Ambient Light: Adds scene dependent ambient light with specific dirt and lens effects //>Ambient Light Settings<\\ #define alDebug 0 //[0:1] //-Activates debug mode of AL, upper bar shows detected light, lower bar shows adaptation #define alInt 14.00 //[0.00:20.00] //-Base intensity of AL #define alThreshold 15.00 //[0.00:100.00] //-Reduces intensity for not bright light //>AL Adaptation Parameters<\\ #define AL_Adaptation 1 //[0:1] //-Activates adaptation algorithm for the following features #define AL_HQAdapt 0 //[0:1] //-Determines the accuracy of the adaptation algorithm #define alAdapt 3.0 //[0.00:4.00] //-Intensity of AL correction for bright light #define alAdaptBaseMult 0.00 //[0.00:4.00] //-Multiplier for adaption applied to the original image #define alAdaptBaseBlackLvL 4 //[0|1|2|3|4] //-Distinction level of black and white (lower => less distinct) #define alAdaptBloomMult 0.0 //[0.0:4.0] //-Multiplier for adaption applied to the bloom shader #define alAdaptFlareMult 0.0 //[0.0:4.0] //-Multiplier for adaption applied to the anam flare shader #define AL_HeatHazeControle 1 //[0:1] //-Controles the HeatHaze effect with the AL shader #define Depth_HeatHazeControle 1 //[0:1] //-Controles the HeatHaze effect with the depth buffer #define alAdaptHeatMult 1.0 //[0.0:1.0] //-Multiplier for adaption applied to the HeatHaze shader //>Additional AL Settings<\\ #define AL_Dirt 0 //[0:1] //-No description given #define AL_DirtTex 0 //[0:1] //-Defines if dirt texture is used as overlay #define AL_Vibrance 1 //[0:1] //-Vibrance of dirt effect #define AL_Adaptive 2 //[0|1|2] //-0 = Warm, 1 = Cold, 2 = Light Dependent #define alDirtInt 1.0 //[0.0:2.0] //-Intensity of dirt effect #define alDirtOVInt 1.0 //[0.0:2.0] //-Intensity of colored dirt effect #define AL_Lens 0 //[0:1] //-Lens effect based on AL #define alLensThresh 0.5 //[0.0:1.0] //-Reduces intensity of lens effect for not bright light #define alLensInt 2.0 //[0.0:10.0] //-Intensity of lens effect #define AmbientLight_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. //>Additional AL Settings<\\ #define AmbientLight_ToggleKey RFX_ToggleKey //[undef] //- ////---------// ///**BLOOM**/// //---------//// #define USE_BLOOM 0 //[Bloom] //-Bloom, based on MasterEffects & asmodean bloom //>Bloom Settings<\\ #define GFX_HDR_MODE 0 //[0|1|2] //-HDR Level Rendering bitrate. 0 = RGBA8, 1 = RGBA16F, 2 = RGBA32F #define BLOOM_MIXMODE 2 //[1|2|3|4] //-1 = Linear add | 2 = Screen add | 3 = Screen/Lighten/Opacity | 4 = Lighten #define fBloomThreshold 0.35 //[0.1:1.0] //-Every pixel brighter than this value triggers bloom. #define fBloomAmount 0.3 //[0.0:20.0] //-Intensity of bloom. #define fBloomSaturation 0.2 //[0.0:2.0] //-Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom. #define fBloomTint float3(1.0,1.0,1.0) //[0.0:1.0] //-R, G and B components of bloom tintcolor the bloom color gets shifted to. X = Red, Y = Green, Z = Blue. #define Bloom_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define Bloom_ToggleKey RFX_ToggleKey //[undef] //-Toggle key for Bloom and Bloom dependent shaders. ////------------// ///**LENSDIRT**/// //------------//// #define USE_LENSDIRT 0 //[Bloom] //-Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt! //>Lens Dirt Settings<\\ #define fLensdirtIntensity 2.0 //[0.0:2.0] //-Intensity of lensdirt. #define fLensdirtSaturation 2.0 //[0.0:2.0] //-Color saturation of lensdirt. #define fLensdirtTint float3(1.0,1.0,1.0) //[0.0:1.0] //-R, G and B components of lensdirt tintcolor the lensdirt color gets shifted to. X = Red, Y = Green, Z = Blue. #define iLensdirtMixmode 2 //[1:4] //-1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten #define lensDirtTex "GFX_Custom.png" //[undef] //- ////----------------------// ///**GAUSSIAN_ANAMFLARE**/// //----------------------//// #define USE_GAUSSIAN_ANAMFLARE 0 //[Bloom] //-Gaussian Anamflare: Applies a horizontal light beam to bright pixels. //>Gaussian Anamorphic Lens Flare Settings<\\ #define fAnamFlareThreshold 0.9 //[0.10:1.00] //-Every pixel brighter than this value gets a flare. #define fAnamFlareWideness 1.0 //[1.0:2.5] //-Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible #define fAnamFlareAmount 1.0 //[1.0:20.0] //-Intensity of anamorphic flare. #define fAnamFlareCurve 1.0 //[1.0:2.0] //-Intensity curve of flare with distance from source #define fAnamFlareColor float3(1.0,1.0,1.0) //[0.000:1.000] //-R, G and B components of anamorphic flare. Flare is always same color. ////-------------// ///**LENZFLARE**/// //-------------//// #define USE_LENZFLARE 0 //[Bloom] //-Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect. //>Lenz Flare Settings<\\ #define LENZ_DEPTH_CHECK 0 //[0:1] //-If 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR #define fLenzIntensity 0.2 //[0.2:3.0] //-power of lens flare effect #define fLenzThreshold 0.6 //[0.6:1.0] //-Minimum brightness an object must have to cast lensflare ////----------------// ///**CHAPMAN_LENS**/// //----------------//// #define USE_CHAPMAN_LENS 0 //[Bloom] //-Chapman's lensflare: Simple lensflare shader with one big halo. //>Chapman Lens Settings<\\ #define CHAPMAN_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR #define ChapFlareTreshold 0.90 //[0.70:0.99] //-Brightness threshold for lensflare generation. Everything brighter than this value gets a flare. #define ChapFlareCount 15 //[1:20] //-Number of single halos to be generated. If set to 0, only the curved halo around is visible. #define ChapFlareDispersal 0.25 //[0.25:1.00] //-Distance from screen center (and from themselves) the flares are generated. #define ChapFlareSize 0.45 //[0.20:0.80] //-Distance (from screen center) the halo and flares are generated. #define ChapFlareCA float3(0.00,0.01,0.02) //[-0.50:0.50] //-Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA. #define ChapFlareIntensity 100.0 //[5.0:200.0] //-Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result. ////-----------// ///**GODRAYS**/// //-----------//// #define USE_GODRAYS 0 //[Bloom] //-Godrays: Adds some light rays rotating around screen center. //>God Rays Settings<\\ #define GODRAY_DEPTH_CHECK 1 //[0:1] //-if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR #define fGodrayDecay 0.999 //[0.5000:0.9999] //-How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen #define fGodrayExposure 1.0 //[0.7:1.5] //-Upscales the godray's brightness #define fGodrayWeight 1.7 //[0.80:1.70] //-weighting #define fGodrayDensity 1.2 //[0.2:2.0] //-Density of rays, higher means more and brighter rays #define fGodrayThreshold 0.95 //[0.6:1.0] //-Minimum brightness an object must have to cast godrays #define iGodraySamples 64 //[undef] //-2^x format values; How many samples the godrays get ////-------------// ///**ANAMFLARE**/// //-------------//// #define USE_ANAMFLARE 0 //[Bloom] //-Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording. //>Anamorphic Lens Flare<\\ #define FLARE_DEPTH_CHECK 0 //[0:1] //-if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR #define fFlareLuminance 0.95 //[0.000:1.000] //-bright pass luminance value #define fFlareBlur 200.0 //[1.0:10000.0] //-manages the size of the flare #define fFlareIntensity 0.5 //[0.20:5.00] //-effect intensity #define fFlareTint float3(1.000,1.000,1.000) //[0.000:2.000] //-effect tint RGB

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