SweetFX Settings DB
Latest forum threads
33 minutes ago
50 minutes ago
50 minutes ago
50 minutes ago

Sweetfx for COP AtmosFear

Created by sonatine
Added July 18, 2013
Shader used: SweetFX 1.4
Preset description:
sweetfx version: 1.4+TVLEVELS ! COP mods: AtmosFear 3 + Absolute Nature User.ltx: r2_sun_lumscale 1. r2_sun_lumscale_amb 1 r2_sun_lumscale_hemi 0.6 r2_tonemap on r2_tonemap_adaptation 1. r2_tonemap_amount 1. r2_tonemap_lowlum 0.0001 r2_tonemap_middlegray 1.3
Download preset Show / Hide settings
/* Sweetfx config */ /*vim:ft=c:norl:ignorecase*/ #define USE_SMAA_ANTIALIASING 1//{{{ #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 49//[0 to 98] Determines the radius SMAA will search for aliased edges #define SMAA_MAX_SEARCH_STEPS_DIAG 16//[0 to 16] Determines the radius SMAA will search for diagonal aliased edges #define SMAA_CORNER_ROUNDING 0//[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 0//[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. /*}}}*/ #define USE_FXAA_ANTIALIASING 0 //{{{ #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality. #define fxaa_Subpix 1.000 //[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 0.160 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks. /*}}}*/ #define USE_CARTOON 1 //{{{ #define CartoonPower 0.45 //[0.1 to 10.0] Amount of effect you want. /*}}}*/ #define USE_TVLEVELS 1 //{{{ #define DARK_LEVEL 10 //[0 to 255] Darkness strength. Higher values mean darker shadows, 0 means no change. Default is 16.0 #define BRIGHT_LEVEL 70 //[0 to 255] Brightness strength. Higher values mean brighter lights, 0 means no change. Default is 20.0 //}}} #define USE_ADVANCED_CRT 0 //{{{ #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) /*}}}*/ #define USE_BLOOM 0 //{{{ #define BloomThreshold 12.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't. #define BloomPower 2.1 //[0.000 to 8.000] Strength of the bloom #define BloomWidth 0.2 //[0.0000 to 1.0000] Width of the bloom /*}}}*/ /*#define USE_HDR 0 //{{{*/ #define HDRPower 1.4 //[0.00 to 8.00] Strangely lowering this makes the image brighter #define radius2 0.90 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter /*}}}*/ #define USE_LUMASHARPEN 1 //{{{ #define sharp_strength 0.6 //[0.10 to 3.00] #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 #define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. // -- Debug sharpening settings -- #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better) /*}}}*/ #define USE_TECHNICOLOR 0 //{{{ #define TechniAmount 0.4 //[2.00 to 1.00] #define TechniPower 3.0 //[0.00 to 8.00] #define redNegativeAmount 0.94 //[0.00 to 1.00] #define greenNegativeAmount 0.94 //[0.00 to 1.00] #define blueNegativeAmount 0.97 //[0.00 to 1.00] /*}}}*/ #define USE_DPX 1 //{{{ #define Red 15 // [1.0 to 15.0] #define Green 15 // [1.0 to 15.0] #define Blue 15 // [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 1.7 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define RedC 0.39 // [0.60 to 0.20] #define GreenC 0.39 // [0.60 to 0.20] #define BlueC 0.39 // [0.60 to 0.20] #define Blend 0.38 // [0.00 to 1.00] How strong the effect should be. /*}}}*/ #define USE_MONOCHROME 0 //{{{ #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) /*}}}*/ /*#define USE_LIFTGAMMAGAIN 1 //{{{*/ #define RGB_Lift float3(1.244, 1.248, 1.252) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue #define RGB_Gamma float3(0.854, 0.864, 0.855) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(0.780, 0.787, 0.789) // [0.000 to 2.000] Adjust highlights for Red, Green and Bluh /*}}}*/ #define USE_TONEMAP 0 //{{{ #define Gamma 1.00 //[0.000 to 2.000] Adjust midtones #define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.0 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.00 //[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, 2.55, 0.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue /*}}}*/ #define USE_VIBRANCE 0 //{{{ #define Vibrance 0.05 //[-1.00 to 1.00] /*}}}*/ #define USE_CURVES 0 //{{{ #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 0.15 //[-1.00 to 1.00] The amount of contrast you want #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. /*}}}*/ #define USE_SEPIA 0 //{{{ #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 /*}}}*/ #define USE_VIGNETTE 0 //{{{ #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. /*}}}*/ #define USE_DITHER 1 //{{{ #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. /*}}}*/ #define USE_BORDER 0 //{{{ //No settings yet, beyond switching it on or off in the top section. /*}}}*/ #define USE_SPLITSCREEN 0 //{{{ #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 /*}}}*/

Comments

plysy49
20 Jul 15:21 CEST

What weapon models are you using?

You need to be logged in to post a comment