SweetFX Settings DB
Latest forum threads
5 minutes ago
10 minutes ago
19 minutes ago
by mailto
33 minutes ago
by Adam

WildStar Boost

Preset for Wildstar
Created by Skolia
Added Sept. 27, 2016
Updated 27 Sep 22:46 CEST
Shader used: SweetFX 2.0
Preset description:
I've been using this for awhile and I'm not 100% thrilled with it but thought I'd share. Most of the time it looks fine, but snowy areas still have way too much bloom sometimes. Installation is a little tricky, I'm using the 64-bit client and DirectX 11. My profile.ini is:
dxgi uses dx11 ProfileName:WildStar64 ProfileModule:d3d11.dll ProfilePath:C:\Games\WildStar\Client64\WildStar64.exe ProfileDll:ReShade64.dll ProfilePreset:Wildstar ProfileDisplay:WildStar
I'm using shaders by Ganossa.
Download preset Show / Hide settings
////---------------// ///**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 RESHADE_TOGGLE_KEY //[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 RESHADE_TOGGLE_KEY //[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 RESHADE_TOGGLE_KEY //[undef] //- ////-----------------// ///**AMBIENT_LIGHT**/// //-----------------//// #define USE_AMBIENT_LIGHT 0 //[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 10.15 //[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] //- ////-----------------// ///**TUNINGPALETTE**/// //-----------------//// #define USE_TUNINGPALETTE 0 //[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 RESHADE_TOGGLE_KEY //[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 "Ganossa_vintage.png" //[undef] //-Define the color palette for palette effect (e.g. Ganossa_quake.png, Ganossa_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 "Ganossa_TuningPalette.bmp" //[undef] //-needs to have 256x256 pixels //>Color LUT Settings<\\ #define TuningColorLUTIntensityChroma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on chroma #define TuningColorLUTIntensityLuma 1.00 //[0.00:1.00] //-Intensity of the effect overlay on luma #define TuningColorLUTDstTexture "Ganossa_ColorLUTDst.png" //[undef] //-Needs to have 256x16 pixels #define TuningColorLUTTileAmountX 256 //[undef] //-LUT Width #define TuningColorLUTTileAmountY 16 //[undef] //-LUT Height #define TuningColorLUTTileAmountZ 1 //[undef] //-LUT Levels (to select various 3d LUTs dependent on scene brightness) ////-------------// ///**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 "Ganossa_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 RESHADE_TOGGLE_KEY //[undef] //-No description given ////-------------// ///**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] //- ////----------// ///**UIMask**/// //----------//// #define USE_UIMask 0 //[UIMask] //-A mask that defines which areas of the screen will have no effects applied //>UI Mask Settings<\\ #define UIMask_Helper 1 //[0:1] //-Helps to automatically create a UI - Mask for static elements #define UIMask_Direct 0 //[0:1] //-1: loads the mask from memory; 0: loads the mask from disk #define UIMask_Tolerance 5 //[0|1|2|3|4|5] //-Defines the tolerance level of the algorithm when detecting UI elements #define UIMask_HelperKey VK_F12 //[undef] //-When pressed, starts to create a UI - Mask for static elements #define UIMaskReset_HelperKey VK_F11 //[undef] //-Resets the automatically created UI - Mask (press again to release) #define UIMask_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-No description given ////----------// ///**Border**/// //----------//// #define USE_Border 0 //[Border] //-A mask that defines where a border effect is drawn //>Border Shader Settings<\\ #define Border_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggles the border shader ////---------------// ///**SplitScreen**/// //---------------//// #define USE_SplitScreen 0 //[SplitScreen] //-Allows the various comparisons with the original image //>Split Screen Shader Settings<\\ #define SScomparable 1 //[0:1] //-Splits the screen in the middle and draws the same image twice. #define SScomparableStretch 0 //[0:1] //-Shows the full image on each side of the comparable splitscreen #define SSslider 0 //[0:1] //-Activates an active transition between original and shader image #define SSsliderSpeed 0.01 //[0.00:1.00] //-Defines the speed of the transition #define SSaxis 0 //[0:1] //-To select the splitscreen axis; 0 => y; 1 => x #define SSborderWidth 0.002 //[0.000:1.000] //-Width of the border between original and shader image #define SS_ToggleKey VK_F12 //[undef] //-Toggles the split screen shader ////-----------// ///**Magnify**/// //-----------//// #define USE_Magnify 0 //[Magnify] //- //>Magnify Shader Settings<\\ #define magnifyStartPixelWidth 100 //[undef] //- #define magnifyStartPixelHeight 100 //[undef] //- #define magnifyEndPixelWidth 400 //[undef] //- #define magnifyEndPixelHeight 400 //[undef] //- #define Magnify_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggles the magnify shader ////---------// ///**BLOOM**/// //---------//// #define USE_BLOOM 0 //[Bloom] //-Bloom, based on MasterEffects & asmodean bloom //>Bloom Settings<\\ #define Ganossa_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 0.97 //[0.1:1.0] //-Every pixel brighter than this value triggers bloom. #define fBloomAmount 20.0 //[0.0:20.0] //-Intensity of bloom. #define fBloomSaturation 0.0 //[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 RESHADE_TOGGLE_KEY //[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 0.4 //[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 1 //[1:4] //-1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten #define lensDirtTex "Ganossa_origdirt.png" //[undef] //- ////----------------------// ///**GAUSSIAN_ANAMFLARE**/// //----------------------//// #define USE_GAUSSIAN_ANAMFLARE 1 //[Bloom] //-Gaussian Anamflare: Applies a horizontal light beam to bright pixels. //>Gaussian Anamorphic Lens Flare Settings<\\ #define fAnamFlareThreshold 0.975 //[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(0.012,0.313,0.588) //[0.000:1.000] //-R, G and B components of anamorphic flare. Flare is always same color. ////-------------// ///**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 2.5 //[0.2:3.0] //-power of lens flare effect #define fLenzThreshold 0.985 //[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 0.9900 //[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 ////-------------// ///**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 1 //[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 0.095 //[0.000:1.000] //-bright pass luminance value #define fFlareBlur 200.0 //[1.0:10000.0] //-manages the size of the flare #define fFlareIntensity 2.07 //[0.20:5.00] //-effect intensity #define fFlareTint float3(0.137,0.216,1.000) //[0.000:2.000] //-effect tint RGB ////-------------// ///**TEXDITHER**/// //-------------//// #define USE_TEXDITHER 0 //[TexDither] //-TexDither effect //>TexDither Settings<\\ #define fTexDitherSize 4.0 //[0:10] //-TexDither size #define TexDither_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-Toggle key for TexDither

Comments

You need to be logged in to post a comment