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by Romi

CryFX-HD Ultra Preset: HBAO + DOF + HDR

Created by Shenandoah
Added May 25, 2016
Updated 26 May 09:34 CEST
Shader used: ReShade
Preset description:
Version Preset: 1.0 Framework: ReShade 2.0.3f1 Shaders: CA, BLOOM (2x), HDR, TECHNICOLOR2, DPX, TONEMAP, VIBRANCE, FILMGRAIN, ADV_MOTION_BLUR, AMBIENT_LIGHT, LENSDIRT, LENZFLARE, GODRAYS, FINESHARP, AMBIENTOCCLUSION, DEPTHOFFIELD, SPHERICALTONEMAP Note You will require a modern GPU like GeForce GTX 960/970, AMD R8/R9 or higher. This preference halved the FPS. Import Instructions Since it is not possible to import the full config into ReShade 2 you have to import these settings step by step with the Import Feature of ReShade 2 you will find under the section Tools. Prerequisites: - create a new profile in ReShade 2 - go in explorer and open the new created preset folder from the ReShade installation dir - each config file has to be updated via the Import Tool from ReShade 2 Import: - open the Tools section in ReShade 2 and click on Import - click on Select Input and choose the downloaded txt/cfg file from here - click on Select Output and choose one of the config files from the installation dir of the new created profile - repeat this for each config file located in the profile directory Your GPU has not enough performance? Try to disable step by step: (sorted by most costs from top to bottom) 1. AMBIENTOCCLUSION 2. DEPTHOFFIELD 3. BLOOM (2x) 4. ADV_MOTION_BLUR 5. FILMGRAIN + FINESHARP 6. HDR + TONEMAP 7. SPHERICALTONEMAP 8. AMBIENT_LIGHT 9. DPX + TECHNICOLOR2 + CA
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////------// ///**CRYFX**/// //>Game: Dragon's Dogma: Dark Arisen //>Author: Shenandoah //>Version: 1.0 //>Last Update: 2016-05-25 //>Framework: ReShade 2.0.3f1 //------//// ////------// ///**CA**/// //------//// #define USE_CA 1 //[CA] //-Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors. //>Chromatic Aberration settings<\\ #define Chromatic_shift float2(2.5,-0.5) //[-100.0:100.0] //-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 0.2 //[0.0:1.0] //-Adjust the strength of the effect. #define CA_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define CA_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- ////---------// ///**BLOOM**/// //---------//// #define USE_BLOOM 1 //[Bloom] //-Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) //>Bloom settings<\\ #define BloomThreshold 20.25 //[0.00:50.00] //-Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 1.446 //[0.000:8.000] //-Strength of the bloom #define BloomWidth 0.0142 //[0.0000:1.0000] //-Width of the bloom #define Bloom_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- ////-------// ///**HDR**/// //-------//// #define USE_HDR 1 //[HDR] //-HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) //>HDR settings<\\ #define HDRPower 1.5 //[0.00:8.00] //-Strangely lowering this makes the image brighter #define radius2 0.87 //[0.00:8.00] //-Raising this seems to make the effect stronger and also brighter #define HDR_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- ////----------------// ///**TECHNICOLOR2**/// //----------------//// #define USE_TECHNICOLOR2 1 //[Shared] //-TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it. //>TECHNICOLOR 2 settings<\\ #define Technicolor2_Red_Strength 0.20 //[0.05:1.0] //-Color Strength of Red channel. Higher means darker and more intense colors. #define Technicolor2_Green_Strength 0.20 //[0.05:1.0] //-Color Strength of Green channel. Higher means darker and more intense colors. #define Technicolor2_Blue_Strength 0.20 //[0.05:1.0] //-Color Strength of Blue channel. Higher means darker and more intense colors. #define Technicolor2_Brightness 1.5 //[0.5:1.5] //-Brightness Adjustment, higher means brighter image. #define Technicolor2_Strength 0.5 //[0.0:1.0] //-Strength of Technicolor effect. 0.0 means original image. #define Technicolor2_Saturation 1.25 //[0.0:1.5] //-Additional saturation control since technicolor tends to oversaturate the image. ////-------// ///**DPX**/// //-------//// #define USE_DPX 1 //[Shared] //-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. //>Cineon DPX settings<\\ #define Red 8.0 //[1.0:15.0] //- #define Green 8.0 //[1.0:15.0] //- #define Blue 8.0 //[1.0:15.0] //- #define ColorGamma 0.5 //[0.1:2.5] //-Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 8 //[0.0:8.0] //-Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.36 //[0.20:0.60] //- #define GreenC 0.36 //[0.20:0.60] //- #define BlueC 0.36 //[0.20:0.60] //- #define Blend 0.01 //[0.00:1.00] //-How strong the effect should be. ////-----------// ///**TONEMAP**/// //-----------//// #define USE_TONEMAP 1 //[Shared] //-Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping) //>Tonemap settings<\\ #define Gamma 0.7 //[0.000:2.000] //-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 -0.2 //[-1.000:1.000] //-Adjust exposure #define Saturation -0.2 //[-1.000:1.000] //-Adjust saturation #define Bleach 0 //[0.000:1.000] //-Brightens the shadows and fades the colors #define Defog 0 //[0.000:1.000] //-How much of the color tint to remove #define FogColor float3(0.00,0.00,2.55) //[0.00:2.55] //-What color to remove - default is blue ////------------// ///**VIBRANCE**/// //------------//// #define USE_VIBRANCE 1 //[Shared] //-Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. //>Vibrance settings<\\ #define Vibrance 0.35 //[-1.00:1.00] //-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) //[-10.00:10.00] //-A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others. X = Red, Y = Green, Z = Blue ////-------------// ///**FILMGRAIN**/// //-------------//// #define USE_FILMGRAIN 1 //[Shared] //-Film Grain : Adds film grain to the image. A side effect 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. //>Film Grain settings<\\ #define FilmGrain_intensity 0.5 //[0.00:1.00] //-How visible the grain is. Higher is more visible. #define FilmGrain_variance 0.25 //[0.00:1.00] //-Controls the variance of the gaussian noise. Lower values look smoother. #define FilmGrain_SNR 6 //[0:16] //-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 //[0.00:1.00] //-The average mean of the gaussian noise. Probably best kept at the middle value (0.50) ////-------------------// ///**ADV_MOTION_BLUR**/// //-------------------//// #define USE_ADV_MOTION_BLUR 1 //[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 10 //[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 RESHADE_TOGGLE_KEY //[undef] //-No description given ////-----------------// ///**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 0.5 //[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 alAdapt 0.70 //[0.00:4.00] //-Intensity of AL correction for bright light #define alAdaptBaseMult 1.00 //[0.00:4.00] //-Multiplier for adaption applied to the original image #define alAdaptBaseBlackLvL 2 //[0|1|2|3|4] //-Distinction level of black and white (lower => less distinct) #define alAdaptBloomMult 1.0 //[0.0:4.0] //-Multiplier for adaption applied to the bloom shader #define alAdaptFlareMult 3.0 //[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 1 //[0:1] //-No description given #define AL_DirtTex 0 //[0:1] //-Defines if dirt texture is used as overlay #define AL_Vibrance 0 //[0:1] //-Vibrance of dirt effect #define AL_Adaptive 0 //[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. #define AmbientLight_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- ////---------// ///**BLOOM**/// //---------//// #define USE_BLOOM 1 //[Bloom] //-Bloom, based on MasterEffects & asmodean bloom //>Bloom Settings<\\ #define Ganossa_HDR_MODE 1 //[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 0.9 //[0.1:1.0] //-Every pixel brighter than this value triggers bloom. #define fBloomAmount 0.9 //[0.0:20.0] //-Intensity of bloom. #define fBloomSaturation 0.8 //[0.0:2.0] //-Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom. #define fBloomTint float3(0.7,0.8,1.0) //[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 RESHADE_TOGGLE_KEY //[undef] //-Toggle key for Bloom and Bloom dependent shaders. ////------------// ///**LENSDIRT**/// //------------//// #define USE_LENSDIRT 1 //[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 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 "Ganossa_origdirt.png" //[undef] //- ////-------------// ///**LENZFLARE**/// //-------------//// #define USE_LENZFLARE 1 //[Bloom] //-Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect. //>Lenz Flare Settings<\\ #define LENZ_DEPTH_CHECK 1 //[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 1.0 //[0.2:3.0] //-power of lens flare effect #define fLenzThreshold 0.8 //[0.6:1.0] //-Minimum brightness an object must have to cast lensflare ////-----------// ///**GODRAYS**/// //-----------//// #define USE_GODRAYS 1 //[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 0.9900 //[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 1.25 //[0.80:1.70] //-weighting #define fGodrayDensity 1.0 //[0.2:2.0] //-Density of rays, higher means more and brighter rays #define fGodrayThreshold 0.9 //[0.6:1.0] //-Minimum brightness an object must have to cast godrays #define iGodraySamples 128 //[undef] //-2^x format values; How many samples the godrays get ////-------------// ///**FINESHARP**/// //-------------//// #define USE_FINESHARP 1 //[FineSharp] //-Sharpens the image by using FineSharp method from Avisynth. //>FineSharp Settings<\\ #define mode 1 //[1:3] //-1 to 3, weakest to strongest. #define sstr 2 //[0.0:8.0] //-Strength of sharpening. #define cstr 0.900 //[0.000:2.000] //-Strength of equalization. Suggested settings for cstr based on sstr value: sstr=0->cstr=0, sstr=0.5->cstr=0.1, 1.0->0.6, 2.0->0.9, 2.5->1.00, 3.0->1.09, 3.5->1.15, 4.0->1.19, 8.0->1.249, 255.0->1.5 #define xstr 0.19 //[0.00:1.00] //-Strength of XSharpen-style final sharpening. #define xrep 0.25 //[0.00:1.00] //-Repair artefacts from final sharpening. (-Vit- addition to original script) #define lstr 1.49 //[undef] //-Modifier for non-linear sharpening. #define pstr 1.272 //[undef] //-Exponent for non-linear sharpening. #define ldmp (sstr+0.1) //[undef] //-"Low damp", to not overenhance very small differences (noise coming out of flat areas). #define FineSharp_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- ////--------------------// ///**AMBIENTOCCLUSION**/// //--------------------//// #define USE_AMBIENTOCCLUSION 1 //[SSAO] //-Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available. //>Global Parameters<\\ #define AO_METHOD 5 //[1:6] //-No description given #define AO_TEXSCALE 1 //[0.25:1.00] //-Scale of AO resolution, 1.0 means fullscreen. Lower resolution means less pixels to process and more performance but also less quality. #define AO_SHARPNESS 0.05 //[0.05:2.00] //-No description given #define AO_SHARPNESS_DETECT 1 //[1:2] //-AO must not blur over object edges. 1 : edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but produces some black outlines. #define AO_BLUR_STEPS 10 //[5:15] //-Offset count for AO smoothening. Higher means more smooth AO but also blurrier AO. #define AO_DEBUG 0 //[0:2] //-No description given #define AO_LUMINANCE_CONSIDERATION 1 //[0:1] //-No description given #define AO_LUMINANCE_LOWER 0.2 //[0.0:1.0] //-No description given #define AO_LUMINANCE_UPPER 0.6 //[0.0:1.0] //-No description given #define AO_FADE_START 0.40 //[0.00:1.00] //-Distance from camera where AO starts to fade out. 0.0 means camera itself, 1.0 means infinite distance. #define AO_FADE_END 0.60 //[0.00:1.00] //-Distance from camera where AO fades out completely. 0.0 means camera itself, 1.0 means infinite distance. #define AO_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- //>SSAO Settings<\\ #define iSSAOSamples 16 //[16:128] //-Amount of samples. Don't set too high or shader compilation time goes through the roof. #define fSSAOSamplingRange 50.0 //[10.0:50.0] //-SSAO sampling range. High range values might need more samples so raise both. #define fSSAODarkeningAmount 1.5 //[0.0:5.0] //-Amount of SSAO corner darkening #define fSSAOBrighteningAmount 1.0 //[0.0:5.0] //-Amount of SSAO edge brightening //>Raymarch AO Settings<\\ #define iRayAOSamples 24 //[10:78] //-Amount of sample "rays" Higher means more accurate AO but also less performance. #define fRayAOSamplingRange 0.0005 //[0.0001:0.0200] //-Range of AO sampling. Higher values ignore small geometry details and shadow more globally. #define fRayAOMaxDepth 0.02 //[0.01:0.20] //-factor to avoid far objects to occlude close objects just because they are besides each other on screen. #define fRayAOMinDepth 0.00003 //[0.00000:0.00100] //-Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves. #define fRayAOPower 2.0 //[0.2:5.0] //-Amount of darkening. //>HBAO Settings<\\ #define iHBAOSamples 7 //[7:36] //-Amount of samples. Higher means more accurate AO but also less performance. #define fHBAOSamplingRange 0.5 //[0.5:5.0] //-Range of HBAO sampling. Higher values ignore small geometry details and shadow more globally. #define fHBAOAmount 10 //[1.0:10.0] //-Amount of HBAO shadowing. #define fHBAOClamp 0.75 //[0.0:1.0] //-Clamps HBAO power. 0.0 means full power, 1.0 means no HBAO. #define fHBAOAttenuation 0.001 //[0.001:0.200] //-Affects the HBAO range, prevents shadowing of very far objects which are close in screen space. //>SSGI Settings<\\ #define iSSGISamples 9 //[5:24] //-Amount of SSGI sampling iterations, higher means better GI but less performance. #define fSSGISamplingRange 0.4 //[0.0:80.0] //-Radius of SSGI sampling. #define fSSGIIlluminationMult 4.5 //[1.0:8.0] //-Multiplier of SSGI illumination (color bouncing/reflection). #define fSSGIOcclusionMult 0.8 //[0.0:10.0] //-Multiplier of SSGI occlusion. #define fSSGIModelThickness 10.0 //[0.5:100.0] //-Amount of unit spaces the algorithm assumes the model's thickness. Lower if scene only contains small objects. #define fSSGISaturation 1.8 //[0.2:2.0] //-Saturation of bounced/reflected colors. //>RAYMARCH HBAO Settings<\\ #define iRayHBAO_StepCount 5 //[5:32] //-Amount of steps to march per direction to check for occluders. #define iRayHBAO_StepDirections 5 //[5:25] //-Amount of rays / directions to march to check for occluders. #define fRayHBAO_SampleRadius 0.002 //[0.001:0.010] //-Range of AO sampling. Higher values ignore small geometry details and shadow more globally. #define fRayHBAO_Attenuation 0.4 //[0.4:5.0] //-Sampling attenuation. Used for ignoring objects that are close onscreen but actually far away (i.e. sky and player). #define fRayHBAO_AngleBiasTan 0 //[0.0:1.0] //-Angle bias in tangent space. Used for ignoring occluders that don't have a big angle difference to the source, i.e. flat surfaces that may shadoe themselves. //>SAO Settings<\\ #define fSAOIntensity 6.0 //[1.0:10.0] //-Linearly multiplies AO intensity. #define fSAOClamp 2.5 //[1.0:10.0] //-Higher values shift AO more into black. Useful for light gray AO caused by high SAO radius. #define fSAORadius 2.3 //[1.0:10.0] //-SAO sampling radius. Higher values also lower AO intensity extremely because of Alchemy's extremely retarded falloff formula. #define fSAOBias 0.200 //[0.001:0.500] //-Minimal surface angle for AO consideration. Useful to prevent self-occlusion of flat surfaces caused by floating point inaccuracies. #define iSAOSamples 18 //[10:96] //-Amount of SAO Samples. Maximum of 96 is defined by formula. ////----------------// ///**DEPTHOFFIELD**/// //----------------//// #define USE_DEPTHOFFIELD 1 //[DOF] //- //>Global Parameters<\\ #define DOF_METHOD 4 //[1:5] //-1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF 5: Marty McFly Advanced DOF #define DOF_AUTOFOCUS 0 //[0:1] //-Enables automated focus recognition based on samples around autofocus center. #define DOF_MOUSEDRIVEN_AF 0 //[0:1] //-Enables mouse driven auto-focus. If 1 the AF focus point is read from the mouse coordinates, otherwise the DOF_FOCUSPOINT is used. #define DOF_FOCUSPOINT float2(0.5,0.5) //[0.0:1.0] //-X and Y coordinates of autofocus center. Axes start from upper left screen corner. #define DOF_FOCUSSAMPLES 3 //[3:10] //-Amount of samples around the focus point for smoother focal plane detection. #define DOF_FOCUSRADIUS 0.2 //[0.02:0.20] //-Radius of samples around the focus point. #define DOF_NEARBLURCURVE 2 //[0.50:1000.00] //-Curve of blur closer than focal plane. Higher means less blur. #define DOF_FARBLURCURVE 1.5 //[0.05:5.00] //-Curve of blur behind focal plane. Higher means less blur. #define DOF_MANUALFOCUSDEPTH 0.15 //[0.00:1.00] //-Depth of focal plane when autofocus is off. 0.0 means camera, 1.0 means infinite distance. #define DOF_INFINITEFOCUS 1 //[0.01:1.00] //-Distance at which depth is considered as infinite. 1.0 is standard. Low values only produce out of focus blur when focus object is very close to the camera. Recommended for gaming. #define DOF_BLURRADIUS 2.0 //[2.0:100.0] //-Maximal blur radius in pixels. #define DOF_RENDERRESMULT 0.7 //[0.5:1.0] //-Scaling factor #define DOF_ToggleKey RESHADE_TOGGLE_KEY //[undef] //- //>Ring DOF Settings<\\ #define iRingDOFSamples 6 //[5:30] //-Samples on the first ring. The other rings around have more samples #define iRingDOFRings 4 //[1:8] //-Ring count #define fRingDOFThreshold 0.7 //[0.5:3.0] //-Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc. #define fRingDOFGain 27.0 //[0.1:30.0] //-Amount of brightening for pixels brighter than threshold. #define fRingDOFBias 0.0 //[0.0:2.0] //-bokeh bias. #define fRingDOFFringe 0.5 //[0.0:1.0] //-Amount of chromatic abberation //>Magic DOF Settings<\\ #define iMagicDOFBlurQuality 8 //[1:30] //-Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150. #define fMagicDOFColorCurve 4.0 //[1.0:10.0] //-DOF weighting curve. //>GP65CJ042 DOF Settings<\\ #define iGPDOFQuality 6 //[0:7] //-0 = only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps. #define bGPDOFPolygonalBokeh 1 //[0:1] //-Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape. #define iGPDOFPolygonCount 5 //[3:9] //-Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc. #define fGPDOFBias 10.0 //[0.0:20.0] //-Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge. #define fGPDOFBiasCurve 2.0 //[0.0:3.0] //-Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge. #define fGPDOFBrightnessThreshold 0.5 //[0.5:2.0] //-Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc. #define fGPDOFBrightnessMultiplier 2.0 //[0.0:2.0] //-Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold. #define fGPDOFChromaAmount 0.15 //[0.00:0.40] //-Amount of color shifting applied on blurred areas. //>MATSO DOF Settings<\\ #define bMatsoDOFChromaEnable 1 //[0:1] //-Enables Chromatic Abberation. #define bMatsoDOFBokehEnable 1 //[0:1] //-Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton. #define fMatsoDOFChromaPow 1.4 //[0.2:3.0] //-Amount of chromatic abberation color shifting. #define fMatsoDOFBokehCurve 2.0 //[0.5:20.0] //-Bokeh curve. #define fMatsoDOFBokehLight 0.012 //[0.000:2.000] //-Bokeh brightening factor. #define iMatsoDOFBokehQuality 1 //[1:10] //-Blur quality as control value over tap count. #define fMatsoDOFBokehAngle 0 //[0:360] //-Rotation angle of bokeh shape. //>MCFLY ADVANCED DOF Settings - SHAPE<\\ #define iADOF_ShapeQuality 17 //[1:255] //-Quality level of DOF shape. Higher means more offsets taken, cleaner shape but also less performance. Compilation time stays same. #define iADOF_ShapeVertices 5 //[3:8] //-Polygon count of bokeh shape. 4 = square, 5 = pentagon, 6 = hexagon and so on. #define bADOF_ShapeTextureEnable 0 //[0:1] //-Enables the use of a texture overlay. Quite some performance drop. #define iADOF_ShapeTextureSize 63 //[undef] //-Higher texture size means less performance. Higher quality integers better work with detailed shape textures. Uneven numbers recommended because even size textures have no center pixel. //>MCFLY ADVANCED DOF Settings - SHAPE MODIFICATIONS<\\ #define fADOF_ShapeRotation 15.0 //[0.0:360.0] //-Static rotation of bokeh shape. #define bADOF_RotAnimationEnable 0 //[0:1] //-Enables constant shape rotation in time. #define fADOF_RotAnimationSpeed 2.0 //[0.2:5.0] //-Speed of shape rotation. Negative numbers change direction. #define bADOF_ShapeCurvatureEnable 0 //[0:1] //-Bends edges of polygonal shape outwards (or inwards). Circular shape best with vertices > 7 #define fADOF_ShapeCurvatureAmount 0.3 //[0.0:1.0] //-Amount of edge bending. 1.0 results in circular shape. Values below 0 produce star-like shapes. #define bADOF_ShapeApertureEnable 0 //[0:1] //-Enables deformation of bokeh shape into swirl-like aperture. You will recognize it when you try it out. Best with big bokeh shapes. #define fADOF_ShapeApertureAmount 0.01 //[-0.05:0.05] //-Amount of deformation. Negative values mirror the effect. #define bADOF_ShapeAnamorphEnable 0 //[0:1] //-Lessens horizontal width of shape to simulate anamorphic bokeh shape seen in movies. #define fADOF_ShapeAnamorphRatio 0.2 //[0.0:1.0] //-Horizontal width factor. 1.0 means 100% width, 0.0 means 0% width (bokeh shape will be vertical line). #define bADOF_ShapeDistortEnable 0 //[0:1] //-Deforms bokeh shape at screen borders to simulate lens distortion. Bokeh shapes at screen egdes look like an egg. #define fADOF_ShapeDistortAmount 0.2 //[0.0:1.0] //-Amount of deformation. #define bADOF_ShapeDiffusionEnable 0 //[0:1] //-Enables some fuzzyness of bokeh shape, makes it less clearly defined. #define fADOF_ShapeDiffusionAmount 0.1 //[0.0:1.0] //-Amount of shape diffusion. High values look like the bokeh shape exploded. #define bADOF_ShapeWeightEnable 0 //[0:1] //-Enables bokeh shape weight bias and shifts color to the shape borders. #define fADOF_ShapeWeightCurve 4.0 //[0.5:8.0] //-Curve of shape weight bias. #define fADOF_ShapeWeightAmount 1.0 //[0.5:8.0] //-Amount of shape weight bias. #define fADOF_BokehCurve 4.0 //[1.0:20.0] //-Bokeh factor. Higher values produce more defined bokeh shapes for separated bright spots. //>MCFLY ADVANCED DOF Settings - CHROMATIC ABERRATION<\\ #define bADOF_ShapeChromaEnable 0 //[0:1] //-Enables chromatic aberration at bokeh shape borders. This means 3 times more samples = less performance. #define iADOF_ShapeChromaMode 4 //[1:6] //-Switches through the possible R G B shifts. #define fADOF_ShapeChromaAmount 0.125 //[0.000:0.500] //-Amount of color shifting. #define bADOF_ImageChromaEnable 0 //[0:1] //-Enables image chromatic aberration at screen corners. This one is way more complex than the shape chroma (and any other chroma on the web). #define iADOF_ImageChromaHues 5 //[2:20] //-Amount of samples through the light spectrum to get a smooth gradient. #define fADOF_ImageChromaCurve 1.0 //[0.5:2.0] //-Image chromatic aberration curve. Higher means less chroma at screen center areas. #define fADOF_ImageChromaAmount 3.00 //[0.25:10.00] //-Linearly increases image chromatic aberration amount. //>MCFLY ADVANCED DOF Settings - POSTFX<\\ #define fADOF_SmootheningAmount 1.0 //[0.5:2.0] //-Blur multiplicator of box blur after bokeh to smoothen shape. Box blur is better than gaussian. #define bADOF_ImageGrainEnable 0 //[0:1] //-Enables some fuzzyness in blurred areas. The more out of focus, the more grain. #define fADOF_ImageGrainCurve 1.0 //[0.5:5.0] //-Curve of Image Grain distribution. Higher values lessen grain at moderately blurred areas. #define fADOF_ImageGrainAmount 0.55 //[0.1:2.0] //-Linearly multiplies the amount of Image Grain applied. #define fADOF_ImageGrainScale 1.0 //[0.5:2.0] //-Grain texture scale. Low values produce more coarse Noise. ////--------------------// ///**SPHERICALTONEMAP**/// //--------------------//// #define USE_SPHERICALTONEMAP 1 //[ColorCorrection] //-Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms. //>Spherical Tonemap Settings<\\ #define sphericalAmount 0.1 //[0.0:2.0] //-Amount of spherical tonemapping applied...sort of


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