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BooldSky Toone

Preset for Torchlight 2
Created by sethsamson
Added June 24, 2013
Shader used: SweetFX 1.4
Preset description:
with this i use following mods important especially use remastered lighting mod evil ui grittier edition torchlight_2_enhanced enhanced retex 1a enhanced retex 1b remastered lighting proper_wolf_v11 bandits dungeon-master dungeons match level thrashers_armory synergies
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/*-----------------------------------------------------------. / Description / '------------------------------------------------------------/ Game: Torchlight 2 SweetFX version: 1.4 Author: SethSamson Description: /*-----------------------------------------------------------. / Choose effects / '-----------------------------------------------------------*/ // Set to 1 for ON or 0 for OFF #define USE_CARTOON 1 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen) #define USE_SMAA_ANTIALIASING 1 #define USE_LUMASHARPEN 1 //Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_BLOOM 1 // Bloom makes bright lights bleed their light into their surroundings (relatively high performance cost) #define USE_HDR 1 // Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #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_TONEMAP 1 #define USE_VIBRANCE 1 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_SEPIA 1 #define USE_CURVES 1 // [0 or 1] Curves : Contrast adjustments using S-curves. #define USE_LIFTGAMMAGAIN 1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_DITHER 1 //Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts. #define USE_BORDER 1 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes. /*-----------------------------------------------------------. / SMAA Anti-aliasing settings / '-----------------------------------------------------------*/ #define SMAA_THRESHOLD 0.12 // (0.08-0.20) Edge detection threshold #define SMAA_MAX_SEARCH_STEPS 64 // [0-98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16 // [0-16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 5 // [0-100] Determines the percent of antialiasing to apply to corners. // -- Advanced SMAA settings -- #define COLOR_EDGE_DETECTION 1 // 1 Enables color edge detection (slower but more acurate) - 0 uses luma edge detection (faster) #define SMAA_DIRECTX9_LINEAR_BLEND 1 // Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0. /*-----------------------------------------------------------. / Cartoon settings / '-----------------------------------------------------------*/ #define CartoonPower 0.88 //[0.1 to 10.0] Amount of effect you want. /*-----------------------------------------------------------. / LumaSharpen settings / '-----------------------------------------------------------*/ // -- Sharpening -- #define sharp_strength 0.6 // (0.2-2.0)Strength of the sharpening #define sharp_clamp 0.025 // [0.0-1.0]Limits maximum amount of sharpening a pixel recieves - Default is 0.050 // -- Advanced sharpening settings -- #define pattern 3 // Choose a sample pattern [ 1, 2, 3 or 4 ] - I suggest 2 #define offset_bias 1.0 // [0.0-6.0](1.0) Offset bias adjusts the radius of the sampling pattern. // I designed the pattern for offset_bias 1.0, but feel free to experiment. // -- Debug settings -- #define splitscreen 0 // Enables the before-and-after splitscreen comparison mode. Left side is before. #define show_sharpen 0 // Visualize the strength of the sharpen (multiplied by 4 to see it better) /*-----------------------------------------------------------. / Bloom settings / '-----------------------------------------------------------*/ #define BloomThreshold 20.00 #define BloomPower 1.200 #define BloomWidth 0.0040 /*-----------------------------------------------------------. / HDR settings / '-----------------------------------------------------------*/ #define HDRPower 1.25 //Strangely lowering this makes the image brighter #define radius2 0.86 //Raising this seems to make the effect stronger and also brighter /*-----------------------------------------------------------. / Cineon DPX settings / '-----------------------------------------------------------*/ #define Red 9.6 // [1.0 to 15.0] #define Green 9.4 // [1.0 to 15.0] #define Blue 9.6 // [1.0 to 15.0] #define ColorGamma 2.0 // [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 0.96 // [0.6 to 0.2] #define GreenC 0.94 // [0.6 to 0.2] #define BlueC 0.96 // [0.6 to 0.2] #define Blend 0.1 // [0.0 to 0.1] How strong the effect should be. /*-----------------------------------------------------------. / Tonemap settings / '-----------------------------------------------------------*/ #define Gamma 0.90 #define Exposure -0.11 #define Saturation -0.11 #define Bleach 0.00 #define Defog 0.000 #define FogColor float3(0.00, 0.00, 2.55) /*-----------------------------------------------------------. / Vibrance settings / '-----------------------------------------------------------*/ #define Vibrance -0.10 //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. /*-----------------------------------------------------------. / Sepia settings / '-----------------------------------------------------------*/ #define ColorTone float3(1.12, 0.66, 0.20) #define SepiaPower 0.40 #define GreyPower 0.20 /*-----------------------------------------------------------. / 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 -0.2 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 3 //[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. /*-----------------------------------------------------------. / Lift Gamma Gain settings / '-----------------------------------------------------------*/ #define RGB_Lift float3(0.966, 0.964, 0.966) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(0.976, 0.984, 0.976) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.986, 0.984, 0.986) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue /*-----------------------------------------------------------. / Dither settings / '-----------------------------------------------------------*/ #define dither_method 2 //[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.

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