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★ 5 | Realism by QTmodz

Preset for The Technomancer
Created by QTmodz
Added July 3, 2016
Updated 3 Mar 22:51 CET
Shader used: ReShade
Preset description:
Technomancer | Cinematic Lut Color Palette LumaSharpen
• You'll need this version to get the same results as me. • (ReShade Framework 1.0 | ReShade 1.1.0) LINK: http://reshade.me/ • Use the ReShade32.dll and Rename it d3d9.dll Then Drop in Game Directory ———————————————————————————————————————————— Recommend Step 1 Extract the Rar in the link below and Inside the Technomancer | Cinematic Folder you get, Drop all the files and folders into your game Directory LINK: http://www.mediafire.com/download/a5de904ezg3du2j/Technomancer_Cinematic.rar ———————————————————————————————————————————— Recommend Step 2 Download my Preset by Pressing the Download preset button below and Open it with notepad, Right click inside it Then Select All and copy, Then Open the CustomFX CFG file that's in the Reshade Folder in your game Directory, Right click inside That CustomFX CFG file Select All and Paste.................Done ———————————————————————————————————————————— Click on Screens Below for Comparisons. Enjoy
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////----------// ///**GLOBAL**/// //----------//// //-Global Defines-// //>CustomFX Suite General Settings<\\ //-Commentary:The Custom Suite contains various distinct shader.\nBeginning from Technicolor, all following shader are grouped to together under the ColorCorrection set. #define ColorCorrection_ToggleKey RFX_ToggleKey //[undef] //- ////----------// ///**CUSTOM**/// //----------//// #define USE_CUSTOM 0 //[Custom] //- //>Custom Shader General Settings<\\ //-Commentary:This shader is not doing anything but a starting point for new shader developers. #define val1 0.00 //[0.00:1.00] //-... #define val2 1.00 //[0.00:1.00] //-... #define Custom_ToggleKey RFX_ToggleKey //[undef] //- ////-------// ///**CEL**/// //-------//// #define USE_CEL 0 //[Cel] //-Cel : Creates an outline on objects, similar to Borderlands' cel shading effect. Requires depth buffer to work. //>Cel Settings<\\ #define CelAccuracy 10.0 //[0.0:100.0] //-Accuracy or amount of Cel shading. #define Cel_ToggleKey RFX_ToggleKey //[undef] //- ////---------------// ///**DALTONIZEFX**/// //---------------//// #define USE_DALTONIZEFX 0 //[DaltonizeFX] //-Daltonize (source http://www.daltonize.org/search/label/Daltonize) //>DALTONIZE Settings<\\ #define DaltonizeFX_Type 1 //[1:3] //-1 = Protanopia, 2 = Deuteranopia, 3 = Tritanopia #define DaltonizeFX_ToggleKey RFX_ToggleKey //[undef] //- ////----------// ///**DEBAND**/// //----------//// #define USE_DEBAND 0 //[Deband] //-Applies debanding to minimize banding artifacts //>Deband Settings<\\ #define DEBAND_RADIUS 32.0 //[0.0:1024.0] //-Sampling radius, higher values will reduce further banding but might also reduce details #define DEBAND_THRESHOLD 0.017 //[0.000:0.100] //-Threshold, higher values will reduce further banding but might also reduce details and increase noise #define DEBAND_SAMPLE_COUNT 8 //[1:8] //-Sample count, higher values are better #define DEBAND_OFFSET_MODE 3 //[1:3] //-1 = cross (axis aligned, fast), 2 = diagonal (45 degrees, slower), 3 = box (fully random, much slower) #define DEBAND_DITHERING 1 //[0:3] //-Additional dithering options to smoothen the output. 0 = No dithering 1 = Ordered dithering, 2 = Random dithering, 3 = Iestyn's RGB dither (Valve) //>Deband debug settings<\\ #define DEBAND_SKIP_THRESHOLD_TEST 0 //[0:1] //-1 = Skip threshold to see the unfiltered sampling pattern #define DEBAND_OUTPUT_BOOST 1.0 //[-2.0:2.0] //-Default = 1.0. Any value other than the default activates debug mode. When fine-tuning the values you might use both these settings to boost luminance, which should make it easier to see banding artifacts. #define DEBAND_OUTPUT_OFFSET 0.0 //[-1.0:3.0] //-Default = 0.0. Any value other than the default activates debug mode. When fine-tuning the values you might use both these settings to boost luminance, which should make it easier to see banding artifacts. #define Deband_ToggleKey RFX_ToggleKey //[undef] //- ////---------// ///**PAINT**/// //---------//// #define USE_PAINT 0 //[Paint] //-Gives the image a painty look //>Paint Settings<\\ #define PaintRadius 7 //[0:64] //-Amount of effect. Higher values require more performance. #define PaintMethod 0 //[0:1] //-The algorithm used for paint effect. 0 = kingeric1992's paint effect, 1 = Basic kuwahara filtering #define Paint_ToggleKey RFX_ToggleKey //[undef] //- ////-------------------// ///**ADAPTIVESHARPEN**/// //-------------------//// #define USE_ADAPTIVESHARPEN 0 //[AdaptiveSharpen] //-Adaptive sharpen by bacondither (2015-11-05). NOTICE: Currently does not work as intended on DX11. For more information: http://forum.doom9.org/showthread.php?t=172131 //>Adaptive Sharpen Settings<\\ #define curve_height 1.0 //[0.3:1.5] //-Main sharpening strength. #define AdaptiveSharpen_ToggleKey RFX_ToggleKey //[undef] //- //>Advanced Adaptive Sharpen Settings<\\ //-Commentary:Defined values under this row are "optimal". Do not change if you do not know what you are doing. #define curveslope (curve_height*1.0) //[undef] //-Sharpening curve slope, high edge values. #define D_overshoot 0.009 //[undef] //-Max dark overshoot before max compression. #define D_compr_low 0.25 //[undef] //-Max compression ratio, dark overshoot (1/0.250=4x) #define D_compr_high 0.5 //[undef] //-pixel surrounded by edges (1/0.500=2x) #define L_overshoot 0.003 //[undef] //-Max light overshoot before max compression. #define L_compr_low 0.167 //[undef] //-Max compression ratio, light overshoot (1/0.167=6x) #define L_compr_high 0.334 //[undef] //-pixel surrounded by edges (1/0.334=3x) #define max_scale_lim 0.1 //[undef] //-Abs change before max compression (0.1 = +-10%). ////---------// ///**GAUSS**/// //---------//// #define USE_GAUSS 1 //[Gaussian] //-Gaussian Blur / Bloom / Unsharpmask //>Gaussian Blur / Unsharpmask Settings<\\ #define Use_GaussianBlur 1 //[0:1] //-0 = off, 1 = on. Blurs the image #define BlurStrength 0.15 //[0.00:1.00] //-Strength of the blur effect #define Use_Unsharpmask 0 //[0:1] //-0 = off, 1 = on. Sharpens the image #define SharpStrength 0.05 //[0.00:1.00] //-Strength of the sharpening effect #define GaussSigma 1 //[1|2|3|4] //-Makes the blur and sharpening radius wider. Only works when GaussQuality is set to 1 or higher. #define GaussQuality 6 //[0:12] //-Higher #'s = more blur passes for Blur and Unsharp Mask (Higher performance cost). //>Gaussian Bloom Settings<\\ #define Use_GaussianBloom 1 //[0:1] //-0 = off, 1 = on. #define BloomStrength 0.10 //[0.00:1.00] //-Amount of bloom effect added to the image. #define GaussBloomWarmth 2 //[0|1|2] //-0 = neutral, 1 = warm, 2 = hazy/foggy #define GaussThreshold 0.504 //[0.000:1.000] //-Threshold for what is considered a bright light. Lower #'s = brighter #define GaussExposure 43.70 //[0.00:100.00] //-Exposure of the effect. Lower #'s = brighter #define BloomSigma 4 //[1|2|3|4] //-Makes the bloom radius wider. Only works when BloomQuality is set to 1 or higher. #define BloomRed 1.00 //[0.00:2.00] //-Adds a RED tint to bloom. #'s < 1.00 add color, #'s > 1.00 remove color. #define BloomGreen 1.00 //[0.00:2.00] //-Adds a GREEN tint to bloom. #'s < 1.00 add color, #'s > 1.00 remove color. #define BloomBlue 1.00 //[0.00:2.00] //-Adds a BLUE tint to bloom. #'s < 1.00 add color, #'s > 1.00 remove color. #define GaussBloomQuality 6 //[0:12] //-Higher #'s = more blur passes //>Performance and Misc Options<\\ #define GaussTexScale 0 //[0|1|2] //-0 = Off, 1 = 1/2 Resolution, 2 = 1/4 Resolution. Reduces performance cost. Works best with Quality settings > 1. #define BloomTexScale 2 //[0|1|2] //-0 = Off, 1 = 1/2 Resolution, 2 = 1/4 Resolution. Reduces performance cost. Works best with Quality settings > 1. #define Gaussian_ToggleKey RFX_ToggleKey //[undef] //- ////-------------// ///**TILTSHIFT**/// //-------------//// #define USE_TILTSHIFT 0 //[TiltShift] //-TiltShift effect based of GEMFX //>TiltShift Settings<\\ #define TiltShiftPower 5.0 //[0.0:100.0] //-Amount of blur applied to the screen edges #define TiltShiftCurve 3.0 //[0.0:10.0] //-Defines the sharp focus / blur radius #define TiltShiftOffset -0.6 //[-5.0:5.0] //-Defines the sharp focus aligned to the y-axis #define TiltShift_TimeOut 0 //[0:100000] //-Defined Toggle Key will activate the shader until time (in ms) runs out. "0" deactivates the timeout feature. #define TiltShift_ToggleKey VK_SPACE //[undef] //- ////-----------------// ///**TUNINGPALETTE**/// //-----------------//// #define USE_TUNINGPALETTE 1 //[TuningPalette] //-Allows to use color maps (like in ENB) or color palettes //>Tuning Palette Settings General<\\ #define TuningColorPalette 0 //[0:1] //-ColorPalette #define TuningColorMap 0 //[0:1] //-ColorMap #define TuningColorLUT 1 //[0:1] //-ColorLUT #define TuningPaletteDependency 0 //[0:1] //-0: PixelColor; 1: PixelBrightness (0 is recommended for the ColorPalette effect) #define TuningPalettePower 0.075 //[0.000:1.000] //-Strength of the Tuning Palette effect #define TuningPalette_ToggleKey RFX_ToggleKey //[undef] //-No description given //>Color Palette Parameters<\\ #define TuningColorPaletteSmoothMix 0.3 //[0.0:1.0] //-Amount of smooth integration into original image #define TuningTileAmountX 5 //[1:16] //-Amount of tiles the selected palette has on the X-axis #define TuningTileAmountY 1 //[1:16] //-Amount of tiles the selected palette has on the Y-axis #define TuningColorPaletteTexture "CFX_vintage.png" //[undef] //-Define the color palette for palette effect (e.g. CFX_quake.png, CFX_vintage.png) #define TuningColorPalettePower 1/float3(1.0,1.0,1.0) //[undef] //-Defines the impact of red, green and blue when applying palette colors //>Color Map Parameters<\\ #define TuningColorMapTexture "CFX_TuningPalette.bmp" //[undef] //-needs to have 256x256 pixels //>Color LUT Settings<\\ #define TuningColorLUTIntensity 1.00 //[0.00:1.00] //-Intensity of the effect overlay #define TuningColorLUTDstTexture "Technomancer.png" //[undef] //-Needs to have 256x16 pixels #define TuningColorLUTTileAmountX 4096 //[undef] //-LUT Width #define TuningColorLUTTileAmountY 64 //[undef] //-LUT Height ////-------------// ///**GR8MMFILM**/// //-------------//// #define USE_GR8MMFILM 0 //[Gr8mmFilm] //-Applies cutomized 8mm film overlays //>Gr8mm Film Settings<\\ #define Gr8mmFilmTileAmount 7.0 //[2.0:20.0] //-Amount of frames used in the Gr8mmFilm.png #define Gr8mmFilmPower 0.95 //[0.00:1.00] //-Overall intensity of the effect #define Gr8mmFilmVignettePower 1.0 //[0.0:2.0] //-Strength of the effect at the edges #define Gr8mmFilmAlphaPower 1.2 //[0.0:2.0] //-Takes gradients into account (white => transparent) #define Gr8mmFilmBlackFrameMix 0 //[0:1] //-0: Adds a black frame into the mix; 1: No black frame added #define Gr8mmFilmScroll 0 //[0:1] //-0: Jumps from frame to frame; 1: Scrolls from frame to frame #define Gr8mmFilmTexture "CFX_Gr8mmFilm.png" //[undef] //-Defines the texture which contains the single frames #define Gr8mmFilmTextureSizeX 1280 //[undef] //-Size of the defined texture (Width) #define Gr8mmFilmTextureSizeY 5040 //[undef] //-Size of the defined texture (Height) #define Gr8mmFilm_ToggleKey RFX_ToggleKey //[undef] //-No description given ////-------// ///**VHS**/// //-------//// #define USE_VHS 0 //[VHS] //-Enables the base effect (Just NTSC colors) //>VHS Settings<\\ #define sNoiseMode 3 //[1:3] //-Swap between several noise textures. #define bUseTapeNoise 1 //[0:1] //-Tape noise that scrolls trough the screen. #define bUseVCRDistort 1 //[0:1] //-VCR Distortion #define bUseDirtyCRT 1 //[0:1] //-Dirty CRT Shader, adds color distortion #define bUseVHSDistort 0 //[0:1] //-Analogical signal distortion #define bVHSDistortGammaFix 0 //[0:1] //-0: Fixes the darkening of the NTSC Shader #define bUseNTSCFilter 0 //[0:1] //-NTSC Shader, decreases color (good for VHSDistortion with GammaFix) #define VHS_ToggleKey RFX_ToggleKey //[undef] //-No description given ////--------// ///**YACA**/// //--------//// #define USE_YACA 0 //[YACA] //-Yet Another Chromatic Aberration //>VHS Settings<\\ #define iADOF_ImageChromaHues 25 //[2:30] //-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 100.0 //[5.0:200.0] //-Linearly increases image chromatic aberration amount. #define YACA_ToggleKey RFX_ToggleKey //[undef] //-No description given ////---------// ///**GRAIN**/// //---------//// #define USE_GRAIN 0 //[Grain] //-Adds an active graininess to the image. Helps with banding and can add the illusion of detail //>Film Grain Settings<\\ //-Commentary:This Martins improved Film Grain shader (http://devlog-martinsh.blogspot.com) which was ported by Alo81. #define GrainPower 0.03 //[0.00:1.00] //-Intensity of applied grain #define GrainColored 0 //[0:1] //-Whether grain should be colored or not. Colored grain is not as noticeable, so it helps to increase grain power. #define GrainColorAmount 1.00 //[0.00:1.00] //-Amount of color to add to grain #define GrainSize 1.50 //[1.25:2.50] //-Size of individual pieces of grain. Below 1.25 the pattern becomes noticeable. #define GrainLuma 0.80 //[0.00:1.00] //-Grain brightness. 0 makes grain not visible. #define Grain_ToggleKey RFX_ToggleKey //[undef] //-No description given ////----------// ///**EMBOSS**/// //----------//// #define USE_EMBOSS 0 //[Emboss] //-Gives the image a painty look //>Emboss Settings<\\ #define bEmbossDoDepthCheck 1 //[0:1] //-EXPERIMENTAL! If enabled, shader compares emboss samples depth to avoid artifacts at object borders. #define fEmbossDepthCutoff 0.0001 //[0.0001:0.0100] //-Preserves object edges from getting artifacts. If pixel depth difference of emboss samples is higher than that, pixel gets skipped. #define fEmbossPower 0.666 //[0.100:2.000] //-Amount of embossing. #define fEmbossOffset 2.0 //[0.5:5.0] //-Pixel offset for embossing. #define iEmbossAngle 90.00 //[0.00:360.00] //-Pixel offset angle for embossing. #define Emboss_ToggleKey RFX_ToggleKey //[undef] //- ////--------// ///**HQ4X**/// //--------//// #define USE_HQ4X 0 //[HQ4X] //- //>HQ4X Settings<\\ #define HQ4XStrength 1.5 //[0.1:10.0] //-Strength of the effect #define HQ4XSmoothing 1.0 //[0.0:1.0] //-Start smoothing wt. #define HQ4XDecreaseFactor -1.10 //[-2.00:0.00] //-Wt. decrease factor #define HQ4XMaxFilterWeigth 0.75 //[0.00:1.00] //-Max filter weigth #define HQ4XMinFilterWeigth 0.03 //[0.00:1.00] //-Min filter weigth #define HQ4XEffectsSmoothing 0.33 //[0.00:1.00] //-Effects smoothing #define HQ4X_ToggleKey RFX_ToggleKey //[undef] //- ////-------// ///**HSV**/// //-------//// #define USE_HSV 0 //[HSV] //-Allows to define individual color density //>HSV Settings<\\ #define fColorSaturationMod 0.00 //[-1.00:1.00] //-Adds to the overall color saturation. #define fColorSaturationMult 1.00 //[0.00:5.00] //-Multiplies the color saturation. #define fColorSaturationPow 1.00 //[0.00:5.00] //-Curves the color saturation. #define fColorIntensityMod 0.00 //[-1.00:1.00] //-Adds to the overall brightness. #define fColorIntensityMult 1.00 //[0.00:5.00] //-Multiplies the overall brightness. #define fColorIntensityPow 1.00 //[0.00:5.00] //-Curves the overall brightness. #define fColorHueMod 0.00 //[-1.00:1.00] //-Adds to the overall color hue (color shifting). #define fColorHueMult 1.00 //[0.00:5.00] //-Multiplies the color hue (color shifting). #define fColorHuePow 1.00 //[0.00:5.00] //-Curves the color hue. #define HSV_ToggleKey RFX_ToggleKey //[undef] //- //>Add Settings<\\ #define fSaturationModRed 0.00 //[-1.00:1.00] //-Adds to the color saturation of red hues only. Default 0.0. #define fSaturationModOrange 0.00 //[-1.00:1.00] //-Adds to the color saturation of orange hues only. Default 0.0. #define fSaturationModYellow 0.00 //[-1.00:1.00] //-Adds to the color saturation of yellow hues only. Default 0.0. #define fSaturationModGreen 0.00 //[-1.00:1.00] //-Adds to the color saturation of green hues only. Default 0.0. #define fSaturationModCyan 0.00 //[-1.00:1.00] //-Adds to the color saturation of cyan hues only. Default 0.0. #define fSaturationModBlue 0.00 //[-1.00:1.00] //-Adds to the color saturation of blue hues only. Default 0.0. #define fSaturationModMagenta 0.00 //[-1.00:1.00] //-Adds to the color saturation of magenta hues only. Default 0.0. //>Mult Settings<\\ #define fSaturationMultRed 0.00 //[0.00:5.00] //-Multiplies the color saturation of red hues only. Default 0.0. #define fSaturationMultOrange 0.00 //[0.00:5.00] //-Multiplies the color saturation of orange hues only. Default 0.0. #define fSaturationMultYellow 0.00 //[0.00:5.00] //-Multiplies the color saturation of yellow hues only. Default 0.0. #define fSaturationMultGreen 0.00 //[0.00:5.00] //-Multiplies the color saturation of green hues only. Default 0.0. #define fSaturationMultCyan 0.00 //[0.00:5.00] //-Multiplies the color saturation of cyan hues only. Default 0.0. #define fSaturationMultBlue 1.00 //[0.00:5.00] //-Multiplies the color saturation of blue hues only. Default 0.0. #define fSaturationMultMagenta 0.00 //[0.00:5.00] //-Multiplies the color saturation of magenta hues only. Default 0.0. //>Curve Settings<\\ #define fSaturationPowRed 0.00 //[-1.00:5.00] //-Curves the color saturation of red hues only. Default 0.0. #define fSaturationPowOrange 0.00 //[-1.00:5.00] //-Curves the color saturation of orange hues only. Default 0.0. #define fSaturationPowYellow 0.00 //[-1.00:5.00] //-Curves the color saturation of yellow hues only. Default 0.0. #define fSaturationPowGreen 0.00 //[-1.00:5.00] //-Curves the color saturation of green hues only. Default 0.0. #define fSaturationPowCyan 0.00 //[-1.00:5.00] //-Curves the color saturation of cyan hues only. Default 0.0. #define fSaturationPowBlue 0.00 //[-1.00:5.00] //-Curves the color saturation of blue hues only. Default 0.0. #define fSaturationPowMagenta 0.00 //[-1.00:5.00] //-Curves the color saturation of magenta hues only. Default 0.0. ////-------// ///**LUT**/// //-------//// #define USE_LUT 0 //[ColorCorrection] //-Color Lookup Table: Uses a gradient texture to adjust the colors of the image. ////---------------// ///**TECHNICOLOR**/// //---------------//// #define USE_TECHNICOLOR 0 //[ColorCorrection] //-Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80 //>Technicolor Settings<\\ #define ColStrengthR 0.20 //[0.05:1.00] //-Color Strength of Red channel. Higher means darker and more intense colors. #define ColStrengthG 0.20 //[0.05:1.00] //-Color Strength of Green channel. Higher means darker and more intense colors. #define ColStrengthB 0.20 //[0.05:1.00] //-Color Strength of Blue channel. Higher means darker and more intense colors. #define TechniBrightness 1.0 //[0.5:1.5] //-Brightness Adjustment, higher means brighter image. #define TechniStrength 1.0 //[0.0:1.0] //-Strength of Technicolor effect. 0.0 means original image. #define TechniSat 0.7 //[0.0:1.5] //-Additional saturation control since technicolor tends to oversaturate the image. ////-----------------// ///**SKYRIMTONEMAP**/// //-----------------//// #define USE_SKYRIMTONEMAP 0 //[ColorCorrection] //-Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's. //>Skyrim Tonemap Settings<\\ #define POSTPROCESS 6 //[1:6] //-Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc //>Skyrim Tonemap Settings<\\ #define EAdaptationMinV1 0.05 //[0.00:1.00] //- #define EAdaptationMaxV1 0.125 //[0.000:1.000] //- #define EContrastV1 1.00 //[0.00:1.00] //- #define EColorSaturationV1 1.00 //[0.00:1.00] //- #define EToneMappingCurveV1 6.00 //[0.00:100.00] //- //>Skyrim Tonemap Settings<\\ #define EAdaptationMinV2 0.36 //[0.00:1.00] //- #define EAdaptationMaxV2 0.29 //[0.00:1.00] //- #define EToneMappingCurveV2 8.00 //[0.00:100.00] //- #define EIntensityContrastV2 2.50 //[0.00:100.00] //- #define EColorSaturationV2 3.20 //[0.00:100.00] //- #define EToneMappingOversaturationV2 180.00 //[0.00:1000.00] //- //>Skyrim Tonemap Settings<\\ #define EAdaptationMinV3 0.001 //[0.000:1.000] //- #define EAdaptationMaxV3 0.025 //[0.000:1.000] //- #define EToneMappingCurveV3 30.00 //[0.00:100.00] //- #define EToneMappingOversaturationV3 111160.00 //[0.00:1000000.00] //- //>Skyrim Tonemap Settings<\\ #define EAdaptationMinV4 0.20 //[0.00:1.00] //- #define EAdaptationMaxV4 0.125 //[0.000:1.000] //- #define EBrightnessCurveV4 0.70 //[0.00:1.00] //- #define EBrightnessMultiplierV4 0.45 //[0.00:1.00] //- #define EBrightnessToneMappingCurveV4 0.30 //[0.00:1.00] //- //>Skyrim Tonemap Settings<\\ #define EAdaptationMinV5 0.08 //[0.00:1.00] //- #define EToneMappingCurveV5 8.00 //[0.00:100.00] //- #define EIntensityContrastV5 3.475 //[0.000:100.000] //- #define EColorSaturationV5 4.00 //[0.00:100.00] //- #define HCompensateSatV5 2.00 //[0.00:100.00] //- #define EToneMappingOversaturationV5 180.00 //[0.00:1000.00] //- //>Skyrim Tonemap Settings<\\ #define EBrightnessV6Day 2.50 //[0.00:100.00] //- #define EIntensityContrastV6Day 1.50 //[0.00:100.00] //- #define EColorSaturationV6Day 2.00 //[0.00:100.00] //- #define HCompensateSatV6Day 3.00 //[0.00:100.00] //- #define EAdaptationMinV6Day 0.64 //[0.00:1.00] //- #define EAdaptationMaxV6Day 0.24 //[0.00:1.00] //- #define EToneMappingCurveV6Day 8.00 //[0.00:100.00] //- #define EToneMappingOversaturationV6Day 2500.00 //[0.00:10000.00] //- ////-------------// ///**COLORMOOD**/// //-------------//// #define USE_COLORMOOD 0 //[ColorCorrection] //-Color Mood: Applies a "mood" to the color, tinting mainly the dark colors. //>ColorMood Settings<\\ #define fRatio 0.40 //[0.00:3.00] //-Amount of moody coloring you want #define moodR 1.0 //[0.0:2.0] //-How strong dark red colors shall be boosted #define moodG 1.1 //[0.0:2.0] //-How strong dark green colors shall be boosted #define moodB 0.5 //[0.0:2.0] //-How strong dark blue colors shall be boosted ////----------------// ///**CROSSPROCESS**/// //----------------//// #define USE_CROSSPROCESS 0 //[ColorCorrection] //-Cross Processing: Simulates wrong chemistry in color processing. //>CrossProcess Settings<\\ #define CrossContrast 0.95 //[0.50:2.00] //-The names of these values should explain their functions #define CrossSaturation 1.12 //[0.50:2.00] //- #define CrossBrightness -0.052 //[-1.000:1.000] //-[-0.300 to 0.300] #define CrossAmount 1.00 //[0.05:1.50] //- ////------------// ///**REINHARD**/// //------------//// #define USE_REINHARD 1 //[ColorCorrection] //-Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works. //>Reinhard Tonemap Settings<\\ #define ReinhardWhitepoint 1.5 //[1.0:10.0] //-Point above which everything is pure white #define ReinhardScale 1.5 //[0.0:2.0] //-Amount of applied tonemapping ////------------// ///**COLORMOD**/// //------------//// #define USE_COLORMOD 0 //[ColorCorrection] //-Colormod: Contrast, Saturation and Brightness ported from colormod.asi. //>ColorMod Settings<\\ #define ColormodChroma 0.78 //[-1.00:2.00] //-Saturation #define ColormodGammaR 1.05 //[-1.00:2.00] //-Gamma for Red color channel #define ColormodGammaG 1.05 //[-1.00:2.00] //-Gamma for Green color channel #define ColormodGammaB 1.05 //[-1.00:2.00] //-Gamma for Blue color channel #define ColormodContrastR 0.50 //[-1.00:2.00] //-Contrast for Red color channel #define ColormodContrastG 0.50 //[-1.00:2.00] //-Contrast for Green color channel #define ColormodContrastB 0.50 //[-1.00:2.00] //-Contrast for Blue color channel #define ColormodBrightnessR -0.08 //[-1.00:2.00] //-Brightness for Red color channel #define ColormodBrightnessG -0.08 //[-1.00:2.00] //-Brightness for Green color channel #define ColormodBrightnessB -0.08 //[-1.00:2.00] //-Brightness for Blue color channel ////--------------------// ///**SPHERICALTONEMAP**/// //--------------------//// #define USE_SPHERICALTONEMAP 0 //[ColorCorrection] //-Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms. //>Spherical Tonemap Settings<\\ #define sphericalAmount 1.0 //[0.0:2.0] //-Amount of spherical tonemapping applied...sort of ////-------// ///**HPD**/// //-------//// #define USE_HPD 0 //[ColorCorrection] //-Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves. ////---------------// ///**FILMICCURVE**/// //---------------//// #define USE_FILMICCURVE 0 //[ColorCorrection] //-Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3. ////--------------------// ///**WATCHDOG_TONEMAP**/// //--------------------//// #define USE_WATCHDOG_TONEMAP 0 //[ColorCorrection] //-Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values. ////-----------// ///**SINCITY**/// //-----------//// #define USE_SINCITY 0 //[ColorCorrection] //-Sin City: Effect from the movie "Sin City" - everything else than red is grey. ////--------------// ///**COLORHUEFX**/// //--------------//// #define USE_COLORHUEFX 0 //[ColorCorrection] //--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! //>ColorHueFX Settings <\\ #define Use_COLORSAT 0 //[0:1] //-This will use original color saturation as an added limiter to the strength of the effect #define hueMid 0.6 //[0.0:1.0] //-Hue (rotation around the color wheel) of the color which you want to keep #define hueRange 0.1 //[0.0:1.0] //-Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W #define satLimit 2.9 //[0.0:4.0] //-Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around #define fxcolorMix 0.8 //[0.0:1.0] //-Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image. ////---------// ///**DOSFX**/// //---------//// #define USE_DOSFX 0 //[DOSFX] //-It simulates how most of the old games looks like by degrading colors. Stunning feeling if you are an old gamer //>DOSFX Settings<\\ #define PIXELSIZE 6.0 //[0.0:999.666] //-The pixel size, larger = more pixelated. A value of 1 should be identical to the original game #define ENABLE_SCREENSIZE 1 //[0:1] //-Enabling this give you another pixelated method #define DOSColorsCount 16.0001 //[0.0000:32.0001] //- #define DOSCOLOR 1 //[0:1] //-Enabling this give you Dos colors #define ENABLE_POSTCURVE 0 //[0:1] //-Adding Additional post brightness. P.S you can use POSTCURVE and AGD together #define POSTCURVE 0.5 //[0.0:2.0] //-The additional post brightness curve to apply, to make things less dark - only with DOSCOLOR #define ENABLE_AGD 1 //[0:1] //-Another method to add brightness to image #define DoSgammaValue 2.2 //[1.0:5.0] //-Gamma value #define DOSScreenSize float2(320.0,240.0) //[undef] //-QQVGA=160.0, 120.0 ; HQVGA =240.0, 160.0 ; QVGA = 320.0, 240.0 ; another resolutions --> https://en.wikipedia.org/wiki/Graphics_display_resolution #define Dos_ToggleKey RFX_ToggleKey //[undef] //-No description given

Comments

QTmodz
15 Apr 07:11 CEST

Quasargigi
..............
I'll upload it again

Quasargigi
14 Apr 22:14 CEST

doesnt work

QTmodz
5 Jul 17:39 CEST

jaydi
..........
Glad you pointed out out the .dll thing because works different on my PC

QTmodz
5 Jul 17:37 CEST

Manoffaith
.............
Blue in mars? That's why i limited it.
With Blues you're have less reds ;)

jaydi
5 Jul 12:45 CEST

Hi QT,

Another excellent example what ReShading can do. Making a game from looking 'ordinary' to one which suits the environment (in this paticular case Mars) perfectly well.

Well done QT !!!

A small note.

I had to rename [ReShade32.dll] to [dxgi.dll] instead of [d3d9.dll], as instructed, to make it work on my PC.

Is this related to my OS (Windows 7) ?

Because I have noticed that sometimes it takes a bit of trial and error to make a Preset work properly.

Are there any guidelines ?

Cheers,

jaydi

:)

Manoffaith
4 Jul 00:24 CEST

with less colors and little more blue preset should be much better.
for itself preset looks very interesting...

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